Fallout 4

File information

Last updated

Original upload

Created by

Paulatreides0

Uploaded by

paulatreides0

Virus scan

Safe to use

About this mod

Ongoing project to make Power Armor more interesting and diverse.

Requirements
Permissions and credits
VERSION 0.1.0 IS NOW UP!! Adds DT and SPECIAL values to all PAs!

VERSION 0.1.5 IS NOW UP!! Adds basic Heavy Weapon Restriction function!

VERSION 0.2.0 IS NOW UP!! Adds speed multiplying effects to different armors! Also replaces first PA you'll likely get (the one in Concorde Museum) from a T-45 PA set to a Raider PA set!

A note on 0.1.5 and 0.2.0: I originally was gonna hold 0.2.0 back for a bit until I had much more stuff to add, but I realized that I made an operator error and jacked up 0.1.5 so that the restriction function didn't work very well. Should be fixed now!

***Added an early alpha/beta build of 0.3.0, it pretty much has what will be in 3.0, but it's not fully functional - some parts don't work as they should yet (PA immunity to radiation/poison/disease). It includes an almost final version of the restriction's system basic restriction mode - it now works for everyone, but I have to sort out how companions get dealt with. As of now companions picking up stuff will result in it being gone, so don't give companions heavy weaponry outside of PA, and try to avoid letting them pick up any either. Also, new fusion cores are up! Woot! They can be crafted at a chem station! Will probably make its own station for it in a bit.

The goal of this project is, in simple terms, to make power armor more interesting and powerful for all parties.

First of all, I'd like to thank TheTalkieToaster's for his wonderful modding resource which brings DT back to FO4. I would also like to thank Reneer, that sly, sly fox, for his invaluable help in getting me to grasp some of the basics, as well as Pokepunch from the Creation Kit forums. Both of these great guys provided a lot of help to me in regards to scripting.

The purpose of this mod is to expand and enhance PA to make it more interesting, fun, and challenging for everyone. The BoS should be a terrifying army of Wannabe Space Marines that are a pain to take down, not a pushover faction that you can trivially destroy with a mid-level character. The odd raider in PA should be a genuinely terrifying sight that makes you consider your tactical options instead of just rushing in to quickly kill him. This mod changes that by making PA a lot more powerful, as well as a lot more useful - and doing so in a manner friendly to both lore and common sense.

The BoS should now be a genuine threat, instead of something you can take down in your underwear with a pistol or basic combat rifle. And the odd raider in PA should now give you a lot more hassle. You yourself will be FAR more powerful in PA, but 

World Changes

-Changed the Armor on top of the Concorde Museum from T-45 Power Armor (with 3 pieces at 50% health and 2 at pieces 10% health) to Raider Power Armor (all pieces at 50% health)

-Deleted the audio log file found on Concorde Museum Roof for consistency reasons

Features:

Damage Threshold:

This mod brings back damage threshold from NV and the old FO games. Damage Threshold is an automatic quantity that is deducted from all incoming damage. So, if you take 10 damage but have a DT of 8 you only suffer 2 damage...but DT is applied BEFORE DR reductions, so depending on the DR of the armor you have equipped, that 2 can become even smaller. Likewise, if you have a DT >= 10, then you will take 0 damage on getting hit. In older games like NV, there was a minimum damage, so that even if you had 10 DT to prevent 10 damage, a minimum percentage of that damage would not get through. This is not the case with this mod - PA will block ALL damage up to the DT until it breaks.

Future versions will probably incorporate a scaling system wherein after a certain amount of PA health has been lost, you will start facing an increasingly large proportion of the damage until you are suffering 100% at 0% PA health. This has, as of version 0.2.0 (this one), yet to be incorporated. Furthermore, I will try to incorporate a system wherein weapons with very fast ROFs (e.g. miniguns, gatling lasers, etc.) will inflict damage equal to some portion of their total damage to PA health if it lands a certain number of hits within a certain amount of time - but without doing damage to player health, to signify rapid fire rates quickly wearing down the armor. So gatling guns and gatling lasers, while still suboptimal compared to the heavier hitting weapons, won't be completely useless against PA.

The current version of DT does not, in so far as I know, apply Armor Piercing effects to hits to allow them to ignore some portion of DT. This will be incorporated at some point but, as of version 0.2.0 (this one), it is not in. When it is any armor piercing weapon will deal at least some minimum amount of damage to DT. Furthermore, certain weapons (e.g. Gauss Rifle, Plasma Weapons, etc.) will natively possess some amount of armor piercing to begin with.

Note that there is currently a problem with DT wherein negative incoming damage will heal PA pieces. So if your PA RARM has 250/350 health and you take 10 damage but have a DT of 30, then the game thinks you took -20 damage and will heal your PA by 20 so that your RARM now has 270/350 health. This is, as of version 0.2.0 (this one), yet to be fixed, and I am working on figuring out a workaround for this annoying bug.
Heavy Weaponry Restriction:

Heavy Weaponry, with the exception of the rocket launcher (for obvious reasons), is now restricted to Power Armor unless you have the adequate strength rating (8) and the adequate skills required. For melee weapons you need Big Leagues and Strong Back, whereas for ranged weapons you need Strong Back and Heavy Gunner. Meeting the strength requirement plus the necessary skill requirements will allow you to wield the weapons outside of power armor, but with penalties.

Having Ranks 1 of the requisite perks will allow you to wield the weapons at the cost of severe penalties - you will move at around the same speed you do when encumbered, and you will suffer large penalties to your accuracy. Having the Ranks 2 and 3 of the requisite perks will lighten the penalties, until at Rank 4 they are no longer applied at all and you can freely use your Fat Mans and Miniguns as if you were in Power Armor while butt naked.
As of version 0.2.0 (this one), only basic restriction functions are in place, preventing any equipping at all. Also note that this restriction may only apply to human players, there is being work done to extend this to all NPCs as well, so that they don't get any advantages that you don't. Because NPCs do not have their own perk trees, however, they will be unable to use heavy weaponry without power armor. This might be fixed later down the line, but even then, it is likely that it will be a binary solution - either a specific NPC cannot use them outside of PA at all, or they can use them as if they had all the required stats maxed out. It is likely that if this is introduced, it will be configured such that enemies around level 30/35 and up, which is where the player can equip take the requisite rank 4 perks, will have a chance to be able to spawn with the ability to use these weapons without PA.

Power Armor Changes:

Another change introduced by this mod is the return of DT, native PA SPECIAL bonuses, and making PA frames themselves less ridiculously overpowered.
In vanilla FO4, PAFs automatically set your strength to 11. They no longer do this. Instead they will automatically set it to 5 if you have Strength less than 5, and for any strength of 5 and above, they willl increase your strength by 1 point. They also have very little in the way of DT to reflect that they are hardy but vulnerable frames full of sensitive bits and bobs that PA requires to function.

Power Armor itself provides sizable amounts of DT, as well as SPECIAL bonuses corresponding either to the lore directly, or basic common sense. Raider PA is an ungodly mish-mash of whatever can be stuck onto a frame - it's essentially armor fo' 'da Orkiez, nu yu humiez. It reflects this by crippling your Agility and Perception while only giving a relatively small boost to Strength, Endurance, and DT. T-45 was a rather hastily made prototype and interim armor to try to hold the troops until T-51 could be perfected and mass produced, but it was still professional, military grade stuff - so it will still negatively impact your Agility (although far less than Raider PA) and only boost your Strength and Endurance slightly, but will give you a nice chunk of extra DT in exchange as well as cost you no Perception. T-51 was the first truly finished form of PA, and allowed for increased Agility and better boosts to Strength and Endurance. T-60, which followed T-51, was bulkier, but made you into a walking tank, and so it will slightly impact your Agility, but give you a big boost to Strength and Endurance while giving you a medium sized boost to DT. Lastly, X-01 is the best of the best - it's essentially T-60 armor, but converts the extra Endurance point that the T-60 has between them into an extra Agility point as well as a Perception bonus - and all of this with another medium sized boost to DT relative to T-60.

And yes, this means that your effective SPECIAL scores can now easily exceed 10 just between your natural SPECIAL rating and your equipped power armor.

Power Armor choice will now also affect movement speed. T-51 will give you a sizable speed boost, whereas Raider Armor will slow you down to half your normal speed. T-45 will give you a sizable speed malus, and T-60 a small one, whereas X-01 will give you a small boost to speed. The PA Frame itself provides neither a boost nor a penalty to speed.

Later versions of this mod will further change power armor, by reducing the Cone of Fire/Spread of small arms while in Power Armor.
Another incoming change to PA that has, as of version 0.2.0 (this one), not yet been implemented, is that PA will be extremely vulnerable to pulse weapons. They will deal significantly more damage to PA (although not player) health (to the tune of several hundred percent more than their listed value) as well as provide a chance of locking down the armor such that the user cannot fire, move, or exit PA, making them a sitting duck. It will also provide a chance that the PA's core may overload and cause a lot of damage to the user and everything around him. This effect also MAY be applied to nuclear explosions (meaning fat man/nuke grenade/nuke mine explosions and, MAYBE, car explosions) as well. This can be circumvented by taking various levels of shielding upgrades that will decrease the chance of a PA shutdown, core failure, and the amount of pulse damage taken - the highest level shielding will make failure and shutdown VERY unlikely (albeit still possible) and cut down pulse damage to far more survivable levels (although they will still retain a damage bonus against PA).

Of course, along with this, will come more slots for your power armor to use, locked behind certain perks. Materials and paint will automatically be
separated to allow the player to use both simultaneously for no perk cost. A new shielding layer will be added that will allow for shielding against either pulse weapons or more armor to counteract specific damage types, this will only require normal armorer levels to unlock. And the extra miscellaneous slots will be locked behind Armorer/Blacksmith perks and the Nuclear Physicist Perk. Some PA mods will also have extra perk requisites added, such as hacking for recon sensors.

I also might add in mods with entirely new functions (beyond the aforementioned shielding mods) to make things more interesting - like perhaps a hacking module that will give you extra attempts and/or autohack. This is still tentative.

New Power Armor Values (DR is Unchanged as of version 0.2.0 [this one]) are available in the Readme.

Other Changes:

A few more upcoming changes not in place as of 0.2.0 (this version) are re-doing the distribution of power armor. Making the amount of PA available in
the wild more diverse such that the BoS uses more than just T-60s, but armor whose quality varies by the rank of their users; giving higher level raiders T-45s and T-60s more frequently, and maybe even making Raider PA a bit more common in the wild. Along with this, some smaller changes will be done for balance, such as changing the original PA suit that you find at the beginning to a full, low-level Raider suit. Any suggestions of which other armors should be changed for the purpose of balance are welcome.

Fusion Cores MIGHT also be changed so that PAs require a special kind of Fusion Core, PA Cores. They will cost between 5 to 20 cores and come in differing types, which larger varieties being more efficient. To offset their cost even the cheapest PA Core will last a sizable bit longer than a normal fusion core does now. I also might include a "Super Core" worth 100 cores or so that will give you an infinite charge time. This is being done because cores are already WAY too plentiful in the vanilla game after the first few hours, and thus make PA way too easy to over-use and abuse. This will make PA use rarer and more worthwhile.

I welcome suggestions for features, although they are limited by my currently very limited understanding of the CK and how it functions. I also welcome help.

Hope you guys enjoy my small contribution.