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  1. spacefiddle
    spacefiddle
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    Don't bother using the HUD Widget version in this installer; it's going away. Neanka expanded it and made it a standalone mod, PA stats widget. To use it, you'll also need HUD Framework.

    I strongly recommend you get this, as Vanilla's HUD only has two states. The widget is configurable as a gradient, or 4-color, or a numeric percentage, or some combination. And it will now be important to know how close your armor is to breaking...

    Get that, and you'll have not only the PA widget that matches Scarcity's armor conditions and alarms, but a host of other (optional) display widgets available, like survival stats!

    Exit your Power Armor and save the game before installing or updating!
  2. spacefiddle
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    Version 2.0 has some SIGNIFICANT changes to the economy.

    Everything costs a helluva lot more to buy, and gets you much less when you sell. Some minor tweaks to drop rates and levels, and a lot of missing intended changes to PA piece stats. The X-01 also costs a truckton more to repair.

    Consider this version EXPERIMENTAL and probably in need of tuning as I get real-world feedback. All previous versions will always remain available for folks who like things as they are. These changes are ONLY in the FULL version; the previous installer 1.2.4 still has the PA-Only changes.

    TL;DR OH CRAP I'M POOR
    AND WHY ARE MY PA STATS WEIRD
    AMMO IS REALLY FRICKIN' EXPENSIVE

    TL BUT EXPLAINS WHY:
    Something that was bugging me was how bloody easy it is to start amassing huge piles of caps, even right from the start of the game, and easily buy anything you want let alone need. Stimpacks, Rad-X and RadAway rain from the sky, and sell well in bulk - to say nothing of Jet and even just water.

    PA stats: the DR values are for *the armor pieces themselves,* not for you! You have an invisible perk I made that nerfs all incoming damage *to the player* - the armor absorbs this damage instead. As you get better PA, the health of the pieces increases significantly (most vanilla values are all wrong for a system based on balancing resources vs. repairs).

    SPOILER HERE SORTA -
    Every vendor will now charge *three times* what they did previously, and buy your crap for *half as much*. Antibiotics are vital and rare and not something you trade in two shotguns and a pipe pistol for. Caravans traveling across hostile wasteland to bring you 200 concrete are gonna cost ya. Etc. and so forth.
    Note that these are baseline changes; perks, Charisma, grape mentats etc. all still affect your final price.

    In addition, you should see a little less rad meds and other helpful drugs appearing. There's still a crapton in game, and I'm working on tuning that without making the game annoying. This mod still doesn't edit any cells or whatnot, it's all number tweaking and a couple of scripts.
  3. spacefiddle
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    MORE COMING SOON: thanks to jb4037 for finding out why some people get endless beeping, and some don't. The "experimental" (current) version does not beep your brains out, if you make sure to remove any loose scripts of mine from Data\Scripts.

    I've been away a while, so I am poking around in game to get a feel for how I tuned it; the bugfix, a more coherent set of changes, and further tuning coming Soon(tm).
  4. cwb3
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    Hi there, loving this mod!
    Just got a problem, don't know if this mod is the problem.
    My flashlight in power armor doesn't work anymore and the destroyed pieces remain in my inventory.
    Any ideas what it could be?
    one mod I have is "More Power armor mods"
    Other then that I have no idea
  5. Reizoo
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    Hey, Im considering using your mod, I have a single question tho.
    Is it possible to make a mechanic where you can trade/exchange similar items at trader with zero or very little cost while still having to pay a lot of caps if you want to buy that same item with just caps? You know, a equivalent echange, like giving 2 pipe pistols for a single 10mm pistol without aditional payment?
    I mean, I think that in post apocaliptic world people would care more about exchanging items then some ridiculous currency like caps.
    1. spacefiddle
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      A direct-barter system would be really cool, and dare I say immersive. Off the top of my head (and I'm REALLY rusty, been away a while), it is might bepossible, but it probably too cumbersome to implement.

      You'd have to redefine every item in the game as something a vendor will take as payment (and not trigger the built-in caps value offer) - and then the nasty part is, every item in the game would have to have its price changed to something like "this costs two pipe pistols OR 100 bullets OR one baseball grenade OR every other dang thing valid as trade-in." Without that, if any item can only have a single "price," then you could buy a combat shotgun with only exactly one specific trade, and THEN I'm not sure you could take all an items mods into account (a pipe sniper vs a pipe submachinegun vs a pipe semiautomatic with reflex sights vs.....).

      So yes - the idea of bottlecaps as currency is silly, but besides being a joke since the beginning of the series, it's really just a sane way to assign value to things in code (a gun's value is the sum of the value of all its mods, etc.).

      Still, really cool idea. I'd love to look into it at some point. It probably can't replace the existing system, but a couple of quest-type "vendor" NPCs that occasionally get rare or nifty items, and will only trade them for a very specific shopping list... hmmmm....
    2. Reizoo
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      There acualy could be a simpler methode, granted Im not a moder and know nothing about scripting so Im not sure if its really simpler but here is the idea.

      As you said every time already have value atached to it based on value of all parts that made that item, so why not use this as a base for the trade system.
      A script that would compare the value of items and either validate or block the trade depending on whether the value of both items match.

      It would look something like this:
      You have the old vendor UI, left iventory is for player and right is trader inventory, at the center you have numerical representation of the value of items selected for trade. The top value represent items selected from your inventory and bottom value present the items selected from vendor inventory.
      Once items from both inventories are selected script would compare the values and if the they are equal or if items presented to the vendor have higher value than the items you want, the trade is alowed, but if items you offer have lower value the trade is blocked and you are asked to add in some extra. When you chose multiple items their value would be sumed up and show as a single number so you can trade in bulk.
      Aditionaly inorder to make the trade less restrictive and less annoying there could be some value diffrence alowed, like +\- 5 units of value difference would still pass as a valid trade, and ofcourse this alowed diffrence would be incrisssed/decrissed by charisma stat or barter perk/skill. So with high charisma you could trade in some cheap items in exchange for some highly priced items, think of it like using words to rise the value of goods.

      Again, im not sure how possible my idea is but I think it look much simpler.
  6. mortusdominus
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    Really wish I didn't have to choose between full functionality of this or Some Assembly Required. Would work perfect together to make power armor a total pain in the ass to keep running.
    1. spacefiddle
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      Looks like there's another mod for me to look at on my to-do list, lol.

      I have Ambitious Plans for the full version of this mod, lacking only the time to do it and the, er, full knowledge of exactly how. I know it's possible. Maybe I can enlist help at some point. A future version is intended to add an involved, complex and engaging way to create new Power Armor pieces, so that it's not a total bummer if you destroy your last X-01 set and adds more content to the game along the way.
  7. WraithofShadow
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    Sadly, while I'd like to try this, I probably have too many other mods that alter Leveled Lists.

    I mean I use 'Power Armour lore re-balance' ( https://www.nexusmods.com/fallout4/mods/27634 ) and 'Location Based Power Armor' ( https://www.nexusmods.com/fallout4/mods/18560 ), and while the later is probably fine there's no way the former won't conflict. What with the List and Stat alterations, thus I probably can't use the light version either. Which is a pity because I rather like the idea, it'd certainly make that first fight against the Deathclaw in Concord more... impressive. Get a taste of power smashing the bandits, only to be literally smashed in turn by a mutant monster. Even better if getting out of that fight with anything but your frame intact was a challenge.

    Thinking about it, I also use 'DLC Leveled List Integration and Rebalance' ( https://www.nexusmods.com/fallout4/mods/30367 )... that'd probably prevent the Full Version too.
  8. User_48473913
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    Nvm
  9. Mandigal12
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    I absolutely LOVE your mod. I can't really put it any other way. Honestly, I was thinking the same thing about how ridiculously easy it was to repair a piece of high tech power armor with a few tin cans soon after I started playing Fallout 4 for the first time. Buuuuuuuut... that buzzer alarm sound effect IS DRIVING ME CRAZY haha ok maybe I'm exaggerating a bit but no really, it is incredibly irritating to say the least and is very loud, often drowning out most of the other sound of the game and it seems to persist every time you take a hit after losing a power armor piece. So, I was wondering if you would perhaps give me a clue as to how I can disable that particular sound effect? I did not see anything after perusing the ESP in FO4edit but I may have missed something.
    1. spacefiddle
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      Thanks! And ohcrap. It shouldn't be continuing to fire for a given part more than once... sorry >.<

      The mechanism to check for damage that breaks the seal, and sounds the buzzer, is in the script (so you won't see anything in the .esp about it). I'll have to look at this. Thank you for letting me know, I thought I'd prevented that from happening.
    2. FrozenParagon
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      It's also driving me crazy, otherwise I love this mod
    3. spacefiddle
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      Did you also upgrade? That happened in an earlier version, but never happens in my current version (which I use myself, and I used power armor a lot in most playthroughs). You might have a previous / buggy version of the script still running, if you upgraded (or have an old version).

      The only real solution to that is to use Fallrim Tools to examine the save file, find any scarcity scripts, and purge them. Then load the game with the current version and the issue should be gone. A "clean save" doesn't really guarantee old running scripts aren't still there.
    4. spacefiddle
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      Just remembered - the newest version is a .ba2, the previous buggy one was not. Loose files always take precedence over packaged files; so you might still have the old scarcity script in Data\scripts hanging around, even if you have the new version too. If so, make sure there are no loose Scarcity files in scripts; then if you still have the issue, use the Fallrim tool.
    5. spacefiddle
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      FrozenParagon: your post I just realized is pretty recent. Which version did you download, and which version did you choose in the installer? I'm now wondering if I managed to leave a buggy version in the alternate install.
    6. TearfulMoon
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      Hi. I had similar problem. Also perfectly fine armor pieces were destroyed after exiting and re-entering armor. I used v.2.0. Fallrim tool helped, but I thought I should let you know about this issue.
    7. User_48473913
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      The issue is that you only put the Ba2 in the experimental update, the older version still has the loose script. For my game I just took the Ba2 and renamed it to work with the old esp and deleted the loose script. You just need to add the Ba2 for the old versions.
    8. spacefiddle
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      Eeek. Thanks for coming to let me know!
    9. User_48473913
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      No Problem
  10. Calambur
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    Is this armor destruction health value right?
    https://pp.userapi.com/c834202/v834202234/13c0a4/FV8wVzjLHo8.jpg
  11. ravenigma
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    I just started a new game with V2.0 active and set toward the top of my load order because I have a number of mods which add weapons to the game. I just reached level 4 on Normal difficulty and so far I am finding both chems and ammo to be plentiful. I was hoping this mod would severely cripple my ability to find these resources. I'm happy about the way the PA damage is working, though. During the first encounter with a Deathclaw in Concord, I permanently lost 3 pieces of the PA suit. So far, I would say the new version is off to a good start, but I would love to see more 'Scarcity' of resources. I'm uploading a view of my Load Order so you can take a look. Thanks.
  12. ravenigma
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    I'm about to start a new playthrough with an emphasis on realism. Has anyone used this mod in combination with Scavenged Wastes? I haven't tried either of these yet and wonder if they'll play nicely together.
  13. donjon1990
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    Does the new update affect DLC power armor as well?
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