Fallout 4
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Digital Partisan

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41 comments

  1. Rodderick90
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    It would appear that the X/S update the other day has broken your mod on console.
    Just letting you know and hoping for a new upload, love this mod.
  2. FranzGutti
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    i just dont get how this mod works, when im trying to make legs for speed increase it says that im not able to do it even when i have the perks and materials...
    1. digitalpartisan
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      Which armor set do those legs belong to?
    2. FranzGutti
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      T-45
    3. digitalpartisan
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      Looking in to it.  Thanks.
    4. digitalpartisan
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      I was unable to reproduce this issue.  Does it happen for any other mod or armor piece?  Other armor sets?  You can find out easily by running "coc paetesting" in your terminal.  The power armor station closest to the chem station is rigged up to have resources to work with.
    5. FranzGutti
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      Okay Thank you i'm gonna check out
    6. digitalpartisan
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      If the issue persists, it might help me to know the specifics of what happens when you attempt to create the mod in question.  Is there a sound?  Is there a message or dialog of some sort?  What do they say?
  3. senegalparrot
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    How to repair CC/Nuka World PA's? 
    1. digitalpartisan
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      Strictly speaking, it isn't any different from repairing any other power armor.  The repair kits aren't what lets you repair the armor - they just store the required resources more efficiently.  Nuka-World power armors are of the same base five types as the armors used prior to any DLC release, so the kits in this mod have the resources needed to do the job.

      CC armors, on the other hand, aren't something I have access to and I'm not entirely sure what the best way to go about handling them would be except to see if the repair requirements are identical to one of the standard five armor types.  If they are, then just make those kits.

      In the long run, I might need to break away the idea of repair behavior into another mod to handle more complicated inter-mod functionality, but that's a problem for another day.
  4. GORager99
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    i cant at all figure out how to use the repair kits
    1. digitalpartisan
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      The repair kits are a slightly more weight-efficient way of carrying around the scrap. They don't do anything other than guarantee that if you have them in you inventory, you have what is needed to repair a piece of power armor should you happen upon a power armor workbench.
  5. Vorlod
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    I don't want to give up your mod anymore. :-)

    Unfortunately, there is a small problem:

    However, a patch to the following mod "More Power Armour Mods" would be necessary to have the modifications of this mod available in the second MISC.

    https://www.nexusmods.com/fallout4/mods/6982?tab=description

    Would it be possible?
    1. joelflake
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      Perhaps. I'm currently working on the next upgrade to PAE and once that's released, I'll have a chance to see if a patch is possible and/or appropriate. Without seeing what the issue is, it's hard to say what the underlying incompatibility is and it may not be something I have control over.

      EDIT: Since we're talking, could you briefly describe the issue you're encountering and what you anticipate the patch requirements to be? Thanks.
    2. Vorlod
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      I've been working on FO4-Edit and I'm in the process of fixing the problem. Unfortunately, it takes time to move many command lines etc. (you probably know what I mean). However, the patch is not only for your mod, I have for test reasons a similar mod integrated with the patch. I will try to make a patch for each mod. Then I have to put the language back in English, then I can provide the patch if you want?

      But I would still want to wait until you make your version of PAE available.

      Explanation:

      With More Power Armor Mods a second Misc slot for Powerarmors is unlocked. Unfortunately, only the vanilla modifications are available in this second misc slot. Separate modifications for Powerarmors by external mods have to be re-patched.

      So, I'm really looking forward to the changes you make in PAE. Do you already want to reveal something? :-)

      Addition:

      What do you think of the idea to specialize the Powerarmors via modification? For example, while the T-45 has the oldest but rugged hydraulic system, the T-45 is able to carry the most without bursting the hydraulic hoses. In this respect, only the T-45 can use the large pockets as a modification.

      Or another example: The X-01 is the latest generation of Powerarmors. The X-01 has finely adjusted actuators, better avionics and can therefore move their arms very precisely to deliver very sharp shots. Add to that the X-01's affinity to get more out of energy weapons: The X-01 would be the ideal sniper power armor.

      Also an idea: The T-60 would be a good power armor for close combat due to fast actuators in the legs and arms.

      Do you know what i mean? The Powerarmors would then differ even further and have real tasks.
    3. joelflake
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      Actually, PAE already has some mods unique to various parts of specific armor sets that are somewhat faction-specific according to the game's implied faction association.

      The next iteration of this mod is going to have a couple of major additions. First is a craft-able set of individual armor piece repair kits as well as whole suit bundles of those kits. Really, they just scrap to the components required to repair the piece of armor they're for, but there's a weight and sell value benefit to crafting them. They're intended for making sure you can repair busted armor when you're out on a longer excursion. Just like the mods included, they're going to end up in vendor lists.

      The other addition is a new set of mods for each armor piece which will decrease the weight of a piece at the cost of decreased maximum durability. A similar mod will increase hit points at the cost of increased weight. There will be two levels of each with diminishing returns on the "better" versions..

      In the mean time, I'm curious what changes you need to make to support the additional mod slot? If they're relatively easy, I could patch them myself. Otherwise, I'm more than happy to link to your patch from this page.
    4. Vorlod
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      This all sounds very good. These features are really missing in the game.

      But now comes a big but: I have some abdominal pain with the function to be able to change the armor value of the armor parts. The idea is awesome, but I suspect it will collide with the following mod "Better Power Armor" (which I use):

      https://www.nexusmods.com/fallout4/mods/7515

      I don't want to miss out on "Better Power Armor", because it makes the PAs so logical and much more fun. I don't want to miss your Mod too.

      Would it be possible from your side that both mods work together? Better Power Armor is used by many people.

      If you want I can send you my not yet completed patch for "More Power Armor Mods" in the form of an ESP, if you are interested. But I will continue to work on the patch when you have your new version of your mod published (I would like to learn FO4Edit).

      Do you already know, at what time you want to finish your mod?


    5. joelflake
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      Strictly speaking, neither plugin will conflict. The weight and durability adjustments are percentage-based, not hard values. I'm not totally sure when the changes to PAE will be finished. It should be some time this week since I mostly have minor tweaks left.
    6. joelflake
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      I got a look at More Power Armour Mods and it turns out the additional keywords needed to make something compatible with it are something it provides. You'll notice that mod author is producing patches for other mods as well because the keywords in their plugin are the important part.
    7. Vorlod
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      Could you please deposit the previous versions? I've just finished the patch (not for 1.2). And I wanted to test this patch first, before I make 1.2 compatible for MPAM.
    8. joelflake
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      I don't like to post older versions of my mods since they're not supported and I would rather not field questions about them.Check your PMs. That said, you'll likely want to get a look at the new version first to make sure you want to bother with the patching at all. There were a bunch of changes and it's either going to be much easier (due to their being a relatively small number of mods to alter compared to previous versions) or else it's going to be a disaster.
  6. joelflake
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    Funny story: v1.2.0 has been released. I'm not sure what I was doing when working on v1.1.0, but it somehow never got released even though it was the AWKCR / VIS update. Apologies for any confusion this may have caused.
  7. Vorlod
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    This is extremely unfortunate that you do not touch this Mod any more. This mod is exactly what I'm looking for: More extensions for the Powerarmors, depending on the version of the Powerarmors (T-45, T-60, etc.). I've often wondered why all versions of the Powerarmors have the same modifications / abilities. Why can not you specialize in the various versions of the Powerarmor? For example, the T-45 is a nimble runner, thus ideal for close combat. So the T-45 gets still some mods for the arms that the T-45 is stronger in the close combat. Another example: The X-01 is the ideal sniper due to the design of its helmet and vision. Also an idea would be that the T-60 can be equipped with a heat-resistant armor, so that the T-60 is the ideal carrier for a flame projector.

    If you want to extend this mod (which I still hope), I would have some ideas about it :-)
    1. joelflake
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      I have other, more pressing mod projects at the moment. I would very much like to do more with this one, but there are some bugs in the game that make doing item mods - especially for power armor - simply. If I finish everything else, there's a good chance I'll swing back around to this one and do more with it.
    2. Vorlod
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      That would be wonderful. :-)
    3. joelflake
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      I'm still no where near ready to pick something like this back up, but I am keeping track of ideas and future work in tickets on the Gitlab projects for my mods. If you wanted to start slinging ideas, I'm happy to make note of them. I'm happy to credit you as the source when the features are eventually released.
  8. joelflake
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    So I did quite a bit of monkeying around with making the various parts totally generic from one set of armor to another and it's not going to pan out that way. While I can certainly remove suit-specific conditions from the mods themselves, the workbench (particularly for PA chest pieces) doesn't recognize that the appropriate mod is in the player's inventory and instead of using that piece, it builds the mod in question again and attaches that new mod to the armor.

    I tried making another of my mods play nicely with the Automatron Robot Workbench and I ran in to the same issue but with Automatron-provided robot mods. Off the cuff, I want to say the game's crafting system isn't quite as robust as it should be.

    With apologies, I must admit defeat and thank everyone for their input, but it looks like I won't be touching this mod further since I have other mods I want to focus on.
  9. backstept
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    Does this mod also remove the selected part highlighting as it appears in the screenshots? Or is that from another mod? The default highlighting makes previewing a paint job absolutely impossible.
    1. joelflake
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      I've changed my UI and Pip-Boy colors to white, which is what you're seeing in the screenshots. On the upside, you can change those in the your settings menu, so no mod needed.
    2. Thirdstorm
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      Hmmm white causes the highlighting to fail?
    3. joelflake
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      I wouldn't say "fail" so much as merely not appear like other colors, but something like what you're thinking, yes.
    4. Thirdstorm
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      Odd, changed mine to white and still highlighting, wonder if it's a tweak or a mod you've got (as a secondary effect)
    5. joelflake
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      Lately, I've been juggling lighting mods and similar things. None of them I cared for, so they're all gone and I couldn't tell you what they are. Perhaps one of them had something to do with it? It's hard to track down because I didn't notice this was happening until it was called out here. Sorry I'm not more help.
  10. Thirdstorm
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    How is the stability is PA is modified and then the mod uninstalled?
    1. joelflake
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      I did a bit of that during development and there were no adverse effects. As expected, the mods disappeared from any Power Armor pieces they were on.
    2. Thirdstorm
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      Very interesting....

      Think it would be possible to hook into Player added PA?
      More Power Armor mods?

      Only ask because I'm tired of making patches and a more dynamic option would be exceptional.
    3. joelflake
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      I can't say it's something I've looked at. I'm not opposed to attempting cross-plugin functionality like that, but it's not a priority at the moment.
    4. joelflake
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      I took a brief look at this and the sad reality behind the armor and weapon mod systems in FO4 is that although there are similarly-named mods for all sorts of items in the game, they're actually unique to each item they modify. For example, although this plugin provides six mods that are the same across every armor set in the base game, they're actually 30 different mods.

      There are a few obscure ways I might be able to reduce that to six mods total, but I am not confident that would pan out the way I want based on how the crafting recipes and loose mods are generated. And even if that particular solution works out, I would need a way to access keywords from other power armor plugins and add them to my mods. Strictly speaking, loading records out of other mods isn't hard, but programmatically adding them likely isn't possible (though I admit I haven't checked that out yet.)

      So really, even if my idea to generalize the mod options pans out, I would likely need a master file to get keywords from and most (all, really) power armor mods aren't master files.

      I hate to think it won't work out because, like I said, I really do enjoy trying out cross-plugin functionality and making it work.
    5. Thirdstorm
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      Thanks for taking a look!

      Well, I toyed with the idea of trying to create a framework for PA mods (like Armorkeywords), as I make patches for all of them for MPAM's etc getting them to play nice has always been a pain for that exact reason.

      Follow up Question:
      "Most" of the new PA's have used the "Core" Vanilla keywords (aka Power Armor, Right Arm, Head, etc), and in many instances I've been able to hook the addition mods from MPAM into the reduced keyword set of "Power Armor", sometimes adding "Limb" for critical filters.

      Would it be possible for the script, or would that cause stack overflows to due insufficient filters?

      *Edit* Endorsing for the followup, not had time to test yet
    6. joelflake
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      At this point, I'm not totally sure what I could get away with programmatically. That said, I don't think a few more armor pieces (such as could be generated by all Power Armor mod pieces) would cause the game engine to choke when filtering on a particular keyword. I keep all my mod projects under version control using my private GitLab installation and I've made a note to investigate your suggestions when my current task list has shortened.