I'I edited this mod to add a 100% drain protection at <=1 Battery, now it never discard the fusion core, I also altered the perk to be on by default attaching it to the player as a spell. All I have to do now is set power limits at <3%, <5% & <10%(edited the lower power battery to trigger at 10% vs 25%) to disable certain actions, no using AP at <5%, or running <3%, I also boosted running drain 10x .05 to .5.
Simple enough, now I'll just need to add a manual eject fusion core as a weapon, likely using the mod which turns it into a hand grenade.
Edit, okay I went in & added two ned ab fortify to reduce effects of AP Regen Rate & Speed Multi, simple edits, testing them now,.:)
Placed 93% core in suit walled to Red rocket. Looked at fusion core, no drain but no charge (item counter still 93%) edit with Creation Kit to 0.15 repeat test. No change. Increased to .25. Noticed indicator in power armor reached 100%, exit and look at core 93%.
I think this is effecting the power armors charge value but not adding a negative usage to the core equipped.
Would it be possible to have a version of this mod that only affects the experimental Piezonucleic Power Armor chestpiece obtained from Polymer Labs? It would make a little more sense and would fix a glaring issue I see with said power armor - The only thing it does in vanilla is "increase AP regen when exposed to radiation," when in the terminal notes it's supposed to convert radiation to electricity. After manipulating machinery to finish the project and obtain the prototype, it felt like a real letdown to see it only affects AP regen.
Just a suggestion - I'd like to be able to use such an interesting piece of armor but there are better legendary armor perks to be had than the mentioned anticlimatic Vanilla one.
For some reason this stopped working for me. I uninstalled it for a time. When I reinstalled it. it no longer functioned, the fusion cores keep draining. I even tried this on a new game as well to no avail.
Does this also happen while out of the suit? It would make sense for me to, after a long day of fighting, traveling, and other sorts of things, get out of the suit and let it recharge itself while I sleep.
The recharge rate is faster than what you use when just wearing power armor and walking around, however sprinting and using AP in general can still cause you to use up a whole core.
To answer the second question. It should be completely safe to remove from save. I used Fallout 4 CK to make it without any scripts whatsoever and as such there should be no way for it to brick saves. That being said I cannot guarantee anything as it is impossible to predict if future patches or some bugs in the game engine that I don't know of can cause problems.
This seems great. Is your code easily modifiable for different charge times?
I have a mod idea that I would like to do and if the code is right it could be a major part of the mod I want to make. The mod hasn't started development yet. Currently in pre-production.
Yes. However the recharge rate won't be much slower, as the smallest value you can set up is I believe 0.01, and the mod uses 0.05. The mod itself does only 2 very small changes. You could easily make them yourself in 2 minutes. Feel free to use whatever you want.
Don't mean to sound rude but have you tested 0.001 or 0.005?
You would need to leave the game running for a while to see a difference if it's working. I'm guessing if it doesn't work then it's probably do to the engine rounding down and making the value effectively zero. If that's true then maybe a script extender would help. Hmm
Well without giving much away. What I would like to do is make a entirely different power armor that would recharge when not in use. The armor would have features and ability's. It would be as balanced as possible and should avoid being a direct upgrade to normal vanilla power armor.
It's a pretty big idea and I probably won't be able to make it all by myself so I am saving up some money and thinking about asking some mod authors for some help and I would be okay with giving them some money.
Well the problem is much simpler. When I type the number into the relevant field and press okay it is automatically changed by the Creation Kit. The method I use for recharging core uses an existing unused function in the engine which allows me to recharge the fusion core while wearing power armor. That means that this method will not work when you take the power armor off.
he means that since there are a lot of fusion cores to find in game that this mod is redundant because you won't run out which is true for late late game
Redundant is not the same as unbalanced. It would be unbalanced to make a rare item easy to find. Making a laughably common item more convenient does not really effect game balance.
Do nor forget that it is linked to rank 3 of the nuclear physics perk. You Must have at least 8 intelligence and level enougth to take it. That mean you will spend a long time looking for cores to power your suit. The only way i can see it over powered is if you use it to refill a core while you use another for a laser Gatling and switch when the one in the gun is to low. But who would do that?
I don't think it's unbalanced, I want it for immersive purposes. In the later portion of the game you can get hordes of fusion cores to constantly use power armor.
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Simple enough, now I'll just need to add a manual eject fusion core as a weapon, likely using the mod which turns it into a hand grenade.
Edit, okay I went in & added two ned ab fortify to reduce effects of AP Regen Rate & Speed Multi, simple edits, testing them now,.:)
Placed 93% core in suit walled to Red rocket. Looked at fusion core, no drain but no charge (item counter still 93%)
edit with Creation Kit to 0.15 repeat test. No change.
Increased to .25. Noticed indicator in power armor reached 100%, exit and look at core 93%.
I think this is effecting the power armors charge value but not adding a negative usage to the core equipped.
I'll keep looking if I can find a fix and update.
Just a suggestion - I'd like to be able to use such an interesting piece of armor but there are better legendary armor perks to be had than the mentioned anticlimatic Vanilla one.
first: you said this slowly recharges, is the recharge rate faster then you can use it?
second: this can be removed from a save, right? i'd rather not brick my save due to me not asking about this.
To answer the second question. It should be completely safe to remove from save. I used Fallout 4 CK to make it without any scripts whatsoever and as such there should be no way for it to brick saves. That being said I cannot guarantee anything as it is impossible to predict if future patches or some bugs in the game engine that I don't know of can cause problems.
I have a mod idea that I would like to do and if the code is right it could be a major part of the mod I want to make.
The mod hasn't started development yet. Currently in pre-production.
You would need to leave the game running for a while to see a difference if it's working.
I'm guessing if it doesn't work then it's probably do to the engine rounding down and making the value effectively zero.
If that's true then maybe a script extender would help. Hmm
Well without giving much away.
What I would like to do is make a entirely different power armor that would recharge when not in use.
The armor would have features and ability's. It would be as balanced as possible and should avoid being a direct upgrade to normal vanilla power armor.
It's a pretty big idea and I probably won't be able to make it all by myself so I am saving up some money and thinking about asking some mod authors for some help and I would be okay with giving them some money.
Not going to use the mod myself, but your argument makes no sense.
If anything, the NPCs have the unfair advantage over you, since their cores don't run out.