Neanka expanded the original HUD widget and made it a standalone mod, PA stats widget. To use it, you'll also need HUD Framework. The old widget is no longer in the current installer.
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!
Version 2.0 and 3.0 Full have 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.
Bleachers, Worsin's Decal Station, and other stuff I use now break this mod (since they edit the vanilla PA forms). Patch in progress to add compatibility. I think Raider Overahaul All In One also. Those are the three i know about. If you know of any other mods that alter vanilla PA that i could add a check for, let me know!
I presume that mod added power armors will need to be patched with this? Seeing that you attached scripts to the PA pieces (at least from my understanding of the description page) I'd presume adding them to the mod pieces then editing them as necessary (such as changing/adding form ID's scripts might point to, et cetera) would roughly work with the PA/FC only version?
I intend on diving into this in the CK/FO4Edit for some patchwork (and to indulge curiosity of course), but it'll be a bit before I get to it (making a mod to distribute unique mod weapons/variants to named NPC's and designing some schematic related stuff) so figured I'd ask in the meantime.
Or did I just have a ditz mome and this uses keywords or the like and thus somehow supports mod added PA?
Any mod-added PA (or even vanilla PA if other mods alter the parts....) would need to have the script, or else all the zany acrobatics don't happen :]
At the time I saw no other way, but it's been a while, and I've been fortunate to talk to a lot of really talented folks about a lot of things, and know a helluva lot more about FO4's guts than I used to.. Maybe there's a more universal or compatible way to do it that 2017-Me had no way of seeing. I'll be taking a look at this again Soon(tm) with that in mind, but it's on a looong list of things I need to do this year so it might be a while.
All good, and thanks for the replies as always. I know enough mod wise to apply the script, just wanted to make sure before I went in and edited them as I wanted to make sure it wouldn't be redundant. Thanks again!
E: Apologies for the iteration, brain hasn't been properly caffeinated yet.
Let's get something clear here, folks: Thankfully, 99.99% of y'all on my pages have been pretty cool. Fun to talk to, even.
But if a person (virtually) walks up to someone....
Someone who voluntarily put their precious free time and effort into building something cool....
Who did this work for free, with no expectation of reward other than hoping more than 10% of you hit that Endorse button, since even a single click on an icon is too much effort for the 90% of those who feel entitled to the labor of others for free....
To someone who was not born with a computer in their head, but spent time and effort learning how things worked so they COULD make cool things...
If, after all that work and effort, this person goes and tells a mod author that they are in any way "selfish" then i regret to inform that person that they are a fkn moron. "Selfish" is making demands of strangers as if they owe you something. They do not. "Selfish" is rampant entitlement that thinks wanting something grants some special right. It does not.
Pro Tip: if you believe someone's work is valuable and vital, perhaps that means you should consider treating the human person who DID that work with a modicum of respect.
And for those who can't handle respect, why, you are absolutely free to go and make mods yourself. I eagerly await your contributions to the community.
That is all. You may resume fragging, gibbing, sniping, sneaking, and shaking your fist at Preston.
So, I've been looking at this, loving the idea of the health percentage mattering to the damage reduction. I am curious though, why you went with the percentage damage reduction rather than a penalty to ER/DR on the perk? I mean, if it works it works, but was there a technical reason to go that way?
Several actually! The first being, vanilla DR very nearly doesn't exist! /headdesk
One thing I noticed when messing with power armor: I could be wearing a full, pristine suit, charge into combat and take fire from multiple hostiles, and DIE...... and yet the armor pieces would all be at like 90% health. This should not be possible. Turns out, wearing Power Armor gives you a rather minor damage resistance buff, and furthermore the armor ITSELF takes hardly any damage from, say, small-arms fire....... so you can get an arm or leg blown off by a rocket, sure, but idiotically the Vanilla system led to Power Armor users being able to get shot to death by 5 guys with pipe pistols and be dead inside a 92% healthy suit of power armor.
Power Armor's major DR is applied to *the armor itself, not the player wearing it* and so I tried to rip the whole thing out and start over.
First I found a setting that I *think* reduces this insane near-invulnerability of PA to all but catastrophic damage, so it can be chipped away over time by sustained heavy fire. Then made it the system you see, where as long as it's in good shape, the wearer takes nearly no damage. There should be no way in HELL 5 idiots with pipe pistols should stand anything resembling a chance of taking down someone in 100% T-51, for example. Otherwise everyone in Fallout's America would already be speaking Chinese ;) Over time, with enough damage, even sustained small arms fire would bring you down if you stood there and took it.... and we can consider that eventual lucky shots and unlikely hits on critical joints, connectors, tubing, etc. But for the most part, just no.
If I reduced the Vanilla DR a player gets as the basis of the mod you'd be dead in two shots in perfect-condition X-01 armor lol. Oh well.
So, I've been playing around with my own take on PA balance (I've made power armor a lot more rare, so I wanted something a bit tankier, rather than disposable, but still with locational damage), and I think that the getHitLocation conditions don't actually work with VATS.
As a test, I set damage to 1000x on getHitLocation=1. In vats, nothing, outside of vats a pipe pistol blows the head clean off.
Yes, but I don't use VATS, and most of the folks who, for example, mod Survival to be harder don't either, for the most part. Well, most of those I've spoken with, anyway, but I don't have much else to go on...
Melee is also a PITA in that it's not targetable at all. >.<
i wasnt particularly looking for power armor mod but making items/ammo more expensive. i wasnt able to find anything until randomly stumping on this mod. i really like changes to ammo/items since im a water baron and i want to make those caps to good use. if someone knows other mods that increase item/ammo price please respond.
regarding this mod, can i use this simply without neankas mods? i can check damage manually from inventory thats not a big problem, that green paper doll is absolutely disgusting for immersive hud purists like me.
Yes, the mod works without the HUD widget - I just recommend it, because since I'm perma destroying normal PA pieces, some advance warning as to their condition seemed polite (default UI only goes red when it's almost toast).
I recommend "better power armor dials" in general if you're looking for a HUD with better textures, too.
Hi, thanks to you for it nice smart job! One question is if I lose part of PA that How to create new one? And what is PA wark station set up do ib pip boy)?
Heya this is just about the power armour part of the mod and apologies if this has been asked already but why not just make it so and/or add an option to have it so that broken pieces of the specialty armours is broken off but you can still pick up the scraps to potentially rebuild it (for a even higher cost than a normal repair?), giving them a bit of actual weight you gotta lug. Would be nicer than just the default ghosting effect anyway. infact it would be kind of nice to get the option for some of the higher-level power armours too but that's all up to you it was just on my mind. Also is there anyway to get the power armour frames to break? Got way too many of those things lying around and you can actually just straight up purchase new ones from a few vendors if you actually manage to run out.
I think the bug with the constant sound that was fixed in v2 still exists in the PA only version. I took a look at the scripts and they are slightly different (I don't know how to unpack/repack ba2 files and edit the scripts or i'd do it myself). Honestly, it's very annoying because the alerts can overlap :/
Also the UI doesn't seem to update whenever you add/remove pieces while in the PA (using the suggested widget). You have to get out and back in to get the correct HUD values.
Apart from that, I really love this mod. It does give value to all the PA pieces you can find - although I'm afraid I'll run out the way I'm playing it. Not sure if it's some BS bethesda balance, but in survival a raider with a pipe pistol can brake a piece from 100 meters away.
Heh, I admire your gumption. My FO4 setup is a mess atm but I will add this to my to-do for updates, been meaning to for a while anyway, I'm sure there's a few folks who'd like to give it a shot.
239 comments
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!
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.
Patch in progress to add compatibility. I think Raider Overahaul All In One also. Those are the three i know about.
If you know of any other mods that alter vanilla PA that i could add a check for, let me know!
I intend on diving into this in the CK/FO4Edit for some patchwork (and to indulge curiosity of course), but it'll be a bit before I get to it (making a mod to distribute unique mod weapons/variants to named NPC's and designing some schematic related stuff) so figured I'd ask in the meantime.
Or did I just have a ditz mome and this uses keywords or the like and thus somehow supports mod added PA?At the time I saw no other way, but it's been a while, and I've been fortunate to talk to a lot of really talented folks about a lot of things, and know a helluva lot more about FO4's guts than I used to.. Maybe there's a more universal or compatible way to do it that 2017-Me had no way of seeing. I'll be taking a look at this again Soon(tm) with that in mind, but it's on a looong list of things I need to do this year so it might be a while.
E: Apologies for the iteration, brain hasn't been properly caffeinated yet.
Thankfully, 99.99% of y'all on my pages have been pretty cool. Fun to talk to, even.
But if a person (virtually) walks up to someone....
- Someone who voluntarily put their precious free time and effort into building something cool....
- Who did this work for free, with no expectation of reward other than hoping more than 10% of you hit that Endorse button, since even a single click on an icon is too much effort for the 90% of those who feel entitled to the labor of others for free....
- To someone who was not born with a computer in their head, but spent time and effort learning how things worked so they COULD make cool things...
If, after all that work and effort, this person goes and tells a mod author that they are in any way "selfish"then i regret to inform that person that they are a fkn moron.
"Selfish" is making demands of strangers as if they owe you something. They do not. "Selfish" is rampant entitlement that thinks wanting something grants some special right. It does not.
Pro Tip: if you believe someone's work is valuable and vital, perhaps that means you should consider treating the human person who DID that work with a modicum of respect.
And for those who can't handle respect, why, you are absolutely free to go and make mods yourself. I eagerly await your contributions to the community.
That is all. You may resume fragging, gibbing, sniping, sneaking, and shaking your fist at Preston.
One thing I noticed when messing with power armor: I could be wearing a full, pristine suit, charge into combat and take fire from multiple hostiles, and DIE...... and yet the armor pieces would all be at like 90% health. This should not be possible. Turns out, wearing Power Armor gives you a rather minor damage resistance buff, and furthermore the armor ITSELF takes hardly any damage from, say, small-arms fire....... so you can get an arm or leg blown off by a rocket, sure, but idiotically the Vanilla system led to Power Armor users being able to get shot to death by 5 guys with pipe pistols and be dead inside a 92% healthy suit of power armor.
Power Armor's major DR is applied to *the armor itself, not the player wearing it* and so I tried to rip the whole thing out and start over.
First I found a setting that I *think* reduces this insane near-invulnerability of PA to all but catastrophic damage, so it can be chipped away over time by sustained heavy fire. Then made it the system you see, where as long as it's in good shape, the wearer takes nearly no damage. There should be no way in HELL 5 idiots with pipe pistols should stand anything resembling a chance of taking down someone in 100% T-51, for example. Otherwise everyone in Fallout's America would already be speaking Chinese ;) Over time, with enough damage, even sustained small arms fire would bring you down if you stood there and took it.... and we can consider that eventual lucky shots and unlikely hits on critical joints, connectors, tubing, etc. But for the most part, just no.
If I reduced the Vanilla DR a player gets as the basis of the mod you'd be dead in two shots in perfect-condition X-01 armor lol. Oh well.
So, I've been playing around with my own take on PA balance (I've made power armor a lot more rare, so I wanted something a bit tankier, rather than disposable, but still with locational damage), and I think that the getHitLocation conditions don't actually work with VATS.
As a test, I set damage to 1000x on getHitLocation=1. In vats, nothing, outside of vats a pipe pistol blows the head clean off.
Are you aware of this?
Melee is also a PITA in that it's not targetable at all. >.<
regarding this mod, can i use this simply without neankas mods? i can check damage manually from inventory thats not a big problem, that green paper doll is absolutely disgusting for immersive hud purists like me.
I recommend "better power armor dials" in general if you're looking for a HUD with better textures, too.
Also the UI doesn't seem to update whenever you add/remove pieces while in the PA (using the suggested widget). You have to get out and back in to get the correct HUD values.
Apart from that, I really love this mod. It does give value to all the PA pieces you can find - although I'm afraid I'll run out the way I'm playing it. Not sure if it's some BS bethesda balance, but in survival a raider with a pipe pistol can brake a piece from 100 meters away.
Anyway, awesome mod! Thanks!
I'm a masochist! If you ever feel like making this patch, I'd be very grateful. Thanks!