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ThreeUnicornsInATrenchcoat

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  1. Locked
    Sticky
    If your enemies flee in terror without firing a shot whenever you wear power armor, it is because of the way the Damage Threshold mod functions.

    In addition, if your HUD indicates that your armor is broken when your inventory indicates that it is NOT broken, please read this quote of TheTalkieToaster's sticky post on Impervious Power Armour:

    "KNOWN ISSUES:
    Unfortunately, the power armour health bug persists. When hit by an attack that is reduced to <0 damage, your power armour will be healed by the negative damage amount. This is not currently fixable."

    If he can't fix it, I can't fix it, either.
  2. cljames152
    cljames152
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    Does this mod still work? when I go to look at the t45 chest piece it only says 2 dt compared to the 20 in the picture. I have Impervious power armor and Damage threshold installed, I even ran the dt patcher, impervious power armor is loaded before this mod in both the mod order and load order, and so is the DT and dt patch, but I cant seem to get it to display the 20 dt only 2 :c please help?
    1. Kaedevirus
      Kaedevirus
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      Same here.

      EDIT: Well, I "fixed" it. Run IPA in FO4, get to "Object Effect" and there you have three different thingies numbered from 1 to 3, the one being the smallest. After you open one of these, you'll see effects near the bottom. The first of those is the one you're looking for. To change the amount of DT you get from the power armor, you need to change magnitude. To see exactly, which armor uses which "thingy", you need to open "Armor" tab and, after clicking on each part, you'll see, in "Object Effect" the name of the "thingy" it uses. I hope you understood.
    2. On the off chance that anyone still cares, yes, the mod still works, but perhaps I should clarify that this mod DOES NOT add DT/DR or anything else directly to the power armor itself. It merely adds multipliers to the armor lining mods, which will increase your various resistance values if your armor provides them. If the armor piece doesn't provide rad resistance, for example, then this mod will multiply a value of zero by whatever to yield... zero.

      That said, consider this mod obsolete and unsupported. I haven't used Toaster's Damage Threshold in years, and instead use Damage Threshold Framework, which is what F4NV will use, although in an integrated version.
  3. User_42240165
    User_42240165
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    Absolutely adore this hidden gem of a mod. Have you considered doing compatibility patches for the X-02, Hellfire or the upcoming update to the Midwestern BoS power armor?
  4. JustANewb
    JustANewb
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    Only the main file does not require mods for the optional right?? also, is it compatible with "Sturdier Power Armor"?? Thanks man!
    1. If the file name has "impervious" in it, it requires Impervious Power Armor and Damage Threshold by extension. It is completely compatible with Sturdier Power Armor, as that effects its change via a game setting, whereas this effects change through the armor/mod records.

      The main file causes the default resistance values to increase by percentage instead of addition of a flat value. It also multiplies things such as fire and radiation resistance IF the armor has those.

      The optional files add fire/radiation/etc. resistance, which lets you take advantage of the main file's extra, otherwise unseen changes.

      EDIT: Originally said electrical resistance. This mod specifically excludes it. Whoops.
    2. JustANewb
      JustANewb
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      I have a question. The armor is pretty tough now, but when enemies are shooting at me, my HP is decreasing like I'm not wearing any PA at all. Why is that?? I have the "Power Armor Boost" and "Sturdier Power Armor" mod too. I also recently patched Damage Threshold mod, just want to ask. Thanks!

      Also, kindly correct me if I'm wrong. This is how I patched the mod.

      1. I DL'ed "Multiplicative PA Resistance", "PA Boost", and "Sturdier PA" mod. Installed all.
      2. I merged 3 of your mods into one single esp.
      3. DL'ed the Damage Threshold Patch and followed instructions on placing correct files to correct folders.'
      4. Run FO4Edit. Selected all main game ESPs and DLC ESMs, the combined PA ESP, and the Damage Threshold.esm
      5. Applied Script -> Named new plugin -> Saved -> Activated new plugin.

      Was that the correct way?

      When I tested it, my HP is still decreasing abnormally fast for someone wearing a PA (..was an issue before and STILL an issue even after I did the patch). I'm getting gunshots from everywhere, I checked the armor pieces and their HP was 4800+/5000 and was barely decreasing, but my HP was bleeding fast!
      Your help would be greatly appreciated! Thank you for this mod!
    3. Sorry for the late reply; I've been away from most mod-related things since May.

      I recommend examining each mod in XEdit prior to merging them so that you know exactly what is being merged. I haven't merged these plugins in my mod myself, so I can't say exactly how doing so may affect them.

      AS for your health depleting quickly... Fallout 4 uses a percentage-based damage formula that results in an asymptote, which yields diminishing returns for the amount of damage reduced by greater damage resistance. An asymptote is a value in a function that the function can approach, but never reach. More mathematical fun here: https://en.wikipedia.org/wiki/Asymptote

      Basically, the Damage Threshold mod mitigates the problem, but only partially. You can subtract a flat value of 25 from an incoming bullet that would do 50 points of damage, which is how DT worked in prior games, but the remaining 25 damage still adheres to the usual damage formula. Take a look at the formula for Fallout 4 and look at the table shown to see how it affects you: http://fallout.wikia.com/wiki/Damage_Resistance

      Unless someone can figure out how to change the hard-coded damage formula, you forever will be unable to completely negate damage through conventional means in Fallout 4 as you could in New Vegas with the right mods.
  5. splitwires
    splitwires
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    does it effect custom power armor as well?
    1. The main file will affect custom power armors only if they use the vanilla armor lining mods. If they use their own linings, such as in the Space Marine mod, then my mod will not affect them.
  6. DINBMT
    DINBMT
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    Oh oh, what optional files do I have to take if I want to have DT, IMPERVIOUS POWER ARMOR (I have installed all DLCs)?

    I'm just testing mods of this type and your mod is very promising. I am testing these today and the next days.
    1. You would use the first optional file. Note that the armors use my customized resistance values in addition to the DT effect. TheTalkieToaster has not created patches for Nuka World or Far Harbor for his Impervious Power Arnor mod, which is effectively what I did here.

      If you want the armors to have DT but not the customized resistance values, you can reduce them to their defaults in FO4Edit. Vanilla power armors do not have values for Cryo, Fire, or Poison Resistance, however, so you will need to approximate your own preferences for those. For an easy fix, divide my values by 4 or 5.
    2. DINBMT
      DINBMT
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      Thanks for the support. Unfortunately, I do not know with FO4Edit, but I'll have to go there. I look at your mod. Thank you for the effort!
    3. DINBMT
      DINBMT
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      Oops. There is something wrong with your mod. In the HUD display of my Powerarmo the Powerarmo is indicated to me as destroyed (only red, then broken), although the armor was still intact. So I fought further. Suddenly, the Powerarmo was red again in the HUD display, then suddenly empty again, then suddenly undisturbed, then was only one arm red, etc. But the armor was still intact and active. No idea what a bug can be.

      Addendum: I changed the loader order of the Mods Damage Threshold and Impervious Power Armor, now there were no problems.

      What struck me: The Powerarmo (Powerarmo T60 MK4) holds very long before this gets damage. I was bombarded by a Minigun. It took minutes before the Powerarmo took damage, but I had to take 6 Stimpaks already. Is it wanted like that?
    4. This problem is not caused by my mod, but is a symptom from the Damage Threshold mod. I'll quote TheTalkieToaster's sticky post:

      "KNOWN ISSUES:
      Unfortunately, the power armour health bug persists. When hit by an attack that is reduced to <0 damage, your power armour will be healed by the negative damage amount. This is not currently fixable."

      If the health of one of your armor parts exceeds its full health as a result of the bug described, the health indicator for that part changes from healthy to damaged to broken. This bug affects ONLY the visual indicator, though, not the actual item condition. Your HUD will say that the armor is broken, but if you check its condition in your inventory, it will show that it is working perfectly, save the erroneous health value.

      I can't fix this, either.
    5. DINBMT
      DINBMT
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      Because Damage Threshold and Impervious PowerArmor override each other during NMM installation, I've changed the installation order. First Damage Threshold, then Impervious Power Armor. Whether Damage Threshold thus functioned correctly I don't know, but the HUD display plays with this installation sequence not crazy.

      Edit: I have now tested the following configuration:

      - Impervious Power Armor
      - PA Multiplicative Resistance Main File
      - PA Multiplicative Resistance ALL DLC Armors

      The Powerarmo now leaves less damage. It also takes a long time until the Powerarmo breaks.

      2 questions I have to:

      I have not installed Damage Threshold in this configuration. Because of the language barrier, I am unsure whether Damage Threshold is a must have?

      Increase with your mod also the value of the powerarmo of the enemies?
    6. My plugins with "resistance" in the name are standalone. Those with "Imperviousness" in the name require Damage Threshold as well as Impervious Power Armor.
    7. DINBMT
      DINBMT
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      Thanks for Support!

      OK, but the download hints are not correct if you want to install the optional plugins with "resistance" in the name.

      Example:

      PA Multiplicative Resistance ALL DLC Armors

      The author of this file ....

      Automatron [DLC]
      Nuka World [DLC]
      Damage Threshold
      Impervious Power Armor (Armor)

      If you do not download and install these files...

      So I was a bit irritated.
    8. The Nexus file attribute editor does not allow you to specify requirements for individual files, only for the entire mod. This is why I placed the plugins in two lists, those that require those specified files, and those that do not require them.
  7. Radrang
    Radrang
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    I like the idea of this, as differences will be accentuated.

    I notice though that when going to download the primary file, it states that you need both Damage Threshold and Impervious Power Armour (Armor). this seems contrary to what is written in your thorough and detailed intro. As I have no interest in either of the above, I need to know if they are, in fact, required.

    Thanks!
    1. The main file does not require either Damage Threshold or Impervious Power Armor, but some of the optional files do. I was unable to specify individual files that required them, so I set it as a requirement for the mod so that everyone would at least double check before loading a file that would otherwise crash on startup.
    2. Radrang
      Radrang
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      Understood. Thank you for the prompt reply, and for the mod! :-)