Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

T41NT3D

Uploaded by

C1ph3rr

Virus scan

Safe to use

About this mod

Completely reworks the Power Armors in Fallout 4 to F1/2.

Permissions and credits





I Genuinely love Bethesda's Power Armor mechanics they introduced in Fallout 4 and it really sets the impression that they're truly 1 man tanks on the battlefield. However due to level scaling and balancing they don't quite fit gameplay wise as the lore and F01/2 portray them to be. Bethesda also decided to add the four models to the dynamic leveled lists and made some questionable lore changing decision. (I'm looking at you, T-60 and X-01) They also went with some questionable upgrade paths with the Power Armor modding which I believe this mod aims to rectify. 

As I only play Survival I have built this mod to function for that mode in regards to Damage Resistances, and even then with how that's calculated in this game it may not be enough,

This mod aims to:

  • Fix the PA leveled lists
  • Provide Lore based Power Armor upgrades 
  • Balanced Power Armor Series resistances
  • Greatly increase damage resistances to physical and energy attacks


There is now a much larger gap between Power Armor Series spawns, and I have overhauled it to fit in with the canon of past games.

T-60 This armor has now been swapped with the T-51 Series of Power Armor in terms of Defense. The official Beth Art book states it was originally their reimagine of the T-45, but it was different enough to be made into it's own series. I like this power armor but it's design is obviously the next step up from the T-45 compared to the T-51.

T-51 from a visual and lore based standpoint is the pinnacle of pre-war Power Armor. It uses more advanced materials in its construction and this visually shows as well. I liken the T-51 to the F-22A Raptor and the T-60 to the F-35 Lightning II, Both the F-22 and T-51 use the best of the best but come at a heavy cost, whereas the F-35 and T-60 incorporate knowledge from these designs but are manufactured with cheaper materials and are thus less costly and more easier to maintain and produce. 

T-45 Now spawns between Level 1-30
T-60 30-50
T-51 50-70
X-01 70+

They have been spread out as you level quite fast and you're not really given much time to hunt for Power Armors or to play with the current set before the next best one comes along, so this seeks to change that.


I have overhauled the Power Armor upgrades so they now more strictly follow previous game lore, no more Power Armors going from Model A-F with the top Models being better then the worst of the next set of Power Armor series.

T-45 Will be overhaul to include faster fusion core drain, to coincide with the lore of FO3 which has the armor using Small Energy cells until it's power pack was replaced by fusion cores with the T-45D Variant. It can now only be upgraded from T-45 to T-45D as this was the last version used by the U.S Military and even the BOS 200 years later.

T-60 Only appears with two variants, T-60 Rusted and T-60, as this was brand new frontline PA there was no upgrades, only the BOS have pushed this power armor further with their own upgrades.

T-51 Appears as T-51 Rusted, T-51b and T-51b Hardened. The armor is upgraded as it is subjected to a special chemical hardening to increase the damage resistances of both Physical and Energy attacks.

X-01 Appears as X-01 Mk.I Rusted, X-01 Mk.I) and X-01 Mk.II. The first post war designed and made Power Armor by the infamous Enclave, unofficially designated as Advanced Power Armor it saw full service by the Enclave by the year 2220, it's presence in the Commonwealth is a mystery. A superior version created in 2270, informally known as the Advanced Power Armor Mk.II became the standard issue Power Armor for the Enclave.

NEW - I have now changed the Perks required to craft each Power Armor upgrade in a similar vein to Some Assembly Required's repairing, I thought that was a bit excessive though and went through with a different route.

This should be fairly balanced since the leveled lists have been changed enough that by the time you'd find the correct Power Armors in the wild you'd most likely have or have access to these perks anyway. 

T-60 - Armorer, Science Rank 2, Nuclear Physicist Rank 2

T-51b - Armorer, Science Rank 3
T-51b Hardened - Armorer, Science Rank 3, Nuclear Physicist Rank 2

X-01 Mk.I - Armorer, Science Rank 3
X-01 Mk.II - Armorer, Science Rank 4, Nuclear Physicist Rank 3



Whilst there are mods out there that provide full PA protection before the piece breaks off or those that add Damage Threshold I felt that this makes you too invincible especially since the health regen bug is still prevalent and in 80% of fights you'd be lucky to have even a piece of PA break off let alone die unless it was point blank mini-nuke. You've also got the enemies running away if your DT is high enough which I don't like.

I have not touched Power Armor health, but since this is alpha both this and Damage Resistance is open to change since I'd have to have the thorough time to test all the PA's, and I only play Survival. 

None of top available upgrades for T-45 should come close to the protection afforded by even the Rusted T-60, and so on from T-60 to T-51 Rusted etc. I have kept the base game upgrade resistance modifiers the same since these would be incremental model upgrades compared to the large difference (+100 Resistance from best t-45 to worst t-60) the next Power Armor series would bring. 

Damage protection started off x3 of Vanilla game settings, starting from Raider Power Armor. The numbers for later Power Armor Models increases as I struck to find a balance between the highest Upgrade to the worst of the next power armor. This is all WIP at the moment.

Vanilla sets:

Raider = 500 DR, 250 ER
T-45 = 500 DR, 310 ER
T-51 = 740 DR, 490 ER
T-60 = 980 DR, 645 ER
X-01 = 1220 DR, 790 ER

New full set number are:

Raider = 1,400 DR, 750 ER
T-45 = 2,000 DR, 930 ER
T-60 = 2,900 DR, 1,470 ER
T-51 = 3,640 DR, 1,730 ER
X-01 = 4,500 DR, 2,230 ER

With each upgrade giving +20 to resistances like Vanilla. These values make look massive but with how DR is calculated in FO4 it should be fine, but since this is an alpha based on feedback and playtesting I can tweak the numbers.


The base mod only affects the Vanilla Power Armors and there's an optional All DLC's version as well to keep everything under one .esp. I will update with Nuka World once that officially comes out.

The X-01 in Fort Hagan that spawns a full set at lv28 will now be affected by my levelled list so that wouldn't spawn until at least Lv70. I may remove this X-01 spawn possibility completely in the future so it can only go upto T-51b.

I will not create compatibility for custom Power Armors that are not Lore related. I will ask permission from Unoctium/Dogtoothcg If I can create a compatibility patch for their Enclave X-02 and their as yet unreleased X-03 Hellfire Power Armor mods in the near future. My main goal at the moment is to make sure this base mod works well, but it should be easy to fit those two armors into the current scheme of damage resistances/upgrades, X-02 will be equal to T-51b and the Hellfire I will follow the original mod if they still plan to make it Superior to X-01.

Otherwise you're all alpha testers, so let me know how it goes and I'll try to fix any issues that crop up.

NEW - I have created a compatibility patch with BPAO - Brotherhood Power Armor Overhaul to include and resolve the issues this mod was having with mine. I've also done some changes to the leveled lists in this mod and vanilla FO4 to change the BOS rank/armors to correlate with my mod. Currently WIP. Note Paladin Danse is currently using T-60. Also if you've reached BOS this will not take effect, supposedly waiting for around 10 days will spawn them in the correct armor, but going through each npc on the console with recycleactor will provide the troops with correct gear.

Knight: T-45
Knight-Sergeant: T-45
Knight-Captain: T-60
Knight-Commander: T-60
Paladin: T-51
Sentinel: T-51
Elder: T-51

If using this, make sure load order is as follows:

Consistant Power Armor Overhaul
Brotherhood Power Armor Overhaul
PowerArmorOverhaul - ALL DLC
PowerArmorOverhaul - BPAO




In testing so far to make sure things work the only bugs I've come across are

  • Saved game you need to modify the armor for the naming conventions to change, this will not be an issue if you start a new game with this Mod, it only affects pre-existing saves, and I've only seen it to those items I currently own. 
  • If you have a power armor mod for the models that I have unlinked it will show up as available to the Power Armor in the Workstation construction menu. This should be fixed however as I have unlinked all of the unused Models D-F modifications from their respective power armor sets.
  • I'm still working the leveled lists out so it is still possible to come across models I have disabled, Cambridge Polmer labs is an example, so it's most likely related to quest rewarded PA's. I have not tested out the Brotherhood Power armors yet.

One more possible bug is in regards to leveled lists. This is my first time changing the leveled lists and for Power Armors there's alot related to them but from inspecting other mods I believe this shouldn't be an issue, but definitely one to look out for. 



I recommend the Some Assembly Required mod if you desire to push PA lore further as it removes the spawning of full sets out in the open, check it out and it should work well in conjunction with my mod, just make sure my .esp is higher in the load order so his Power Armor changes do not overwrite mine. Personally I remove the repairing requirements from his mod and have not tested if any of this gets overridden anyway with my mod. 

Some Assembly Required.esp
PowerArmorOverhaul.esp