For the newest paintjobs, such as the Enclave and Institute Courser Armors, here's the listings in acquiring these armors
Institute Courser: Complete the Mankind Redefined Quest in the Institute Questline.
Enclave: Found with the X-01 Armor in the Federal Surveillance Center K-21B Bunker within the Glowing Sea. The Paint can be obtained via a Holotape found on the same bottom level as the X-01 Armor is found in that area.
1: Given the abundance of Power Armor mods that exist on the Nexus, I do plan on making patches for hopefully all of them. However this will take some time, but don't be affraid to share your requests for whatever mod you want to see a patch to make it work with this one properly.
2: Faction NPCs. I do plan on introducing these new armors to NPCs within the other 3 main factions. My Brotherhood Power Armor Overhaul 2.0 mod already covers this for the Brotherhood of Steel's Power Armor, but I do plan on updating this mod later on down the line so it'll spawn new breeds of Synths, Railroad Agents, and Minutemen Soldiers in their own faction variants of Power Armor. Given the new lore revamp for the X-01 Power Armor, these NPCs will all most likely end up getting the T-45d and T-51b Armor sets across the board - up until I complete a patch with this mod for the Institute Power Armor Mod.
BTW Feel free to share your pics through the Images tab. Would love to see how you guys are taking on the current version of this mod and its current patches.
Updates.
War Tags Patch: 100% Complete and posted Institute Power Armor Patch: 50% Complete FCOM Patch: 90% Complete TES-51 Skyrim Power Armor Patch: 30% Complete
I really enjoy the removal of the X-01 from the level lists and making the T-60 a Brotherhood exclusive, but it's sadly not worth installing the requirements for that purpose alone. My dream mod would replace the X-01 with the Classic APA variant, replace the T60 with the T65 (which actually looks like something that would surpass the T51 series) and edit the slide that suggests the T60 saw use before the bombs fell. You could even make the T60 a Brotherhood invention, maybe call it the T46 series, and have it be something that favoured mobility over defence.
I love this mod, but I'm so frustrated that it just gives all brotherhood soldiers T-60? I download BPAO specifically because I WANT them to use it less, why hard line it to t-60 only? The base mod allows all the types to spawn in a lore friendly way! Why change that? T-60 still spawns, and you get the suit from Blind Betrayal regardless! Can we get a patch that fixes this?
Would you willing to provide a 'conversion' tutorial for patching PA sets? Basically a list of things to change for each set/paint/armour mod to bring it in line with this mod?
I want to be able to use this with a bunch of other mods (X-O2 and America Rising primarily, but also some of the CC armours). I'd be happy to give you the created patches once I'd created them.
List of items that need changing? Didn't think of that to be honest. I'll get a Google Doc page posted to share with anyone wanting to make their own patches.
Police and Firefighter paintjobs has a yellow color scheme just like the "Explosive" one but with the star on the chest. After taking the Enclave paintjob i can apply 2 'Winterized' ones, no "EMP" paintjob available. This mod loads after CPAO and BPAO 2.0. Is there anyone who faced atleast some of these bugs and now how to fix them?
Is it normal to experience a crash when spawning BPAO 2.0 actors for testing? It only occurs with this mod's assets (textures and what not) active. ESP being active or not doesn't change the crash, it's just the assets that cause it. I've tested the crash on a clean save with just this mod and requirements active. Will post exact IDs as soon as I can.
xx000850, xx000851, xx00084e and xx00086e are 4 that crashed every time. xx00084d and xx000831 didn't crash my game and spawned a-okay. Once again, the crash only occurs when the textures and materials from this mod are enabled.
To get it to say T-45d I have to apply a power armour modification that adds luck, which kinda sucks. I don't know if that's intentional or if I've screwed up the installation of the mod or something.
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-Armorkeyword/Armorsmith optional .esp file: In progress. May make this the new main .esp in the future after tests are complete
-New paints: Firefighter Red/Yellow paintjob and Medic White/Red paintjob.
-New US Army logos for Explosive, Dark and Factory paints.
Institute Courser: Complete the Mankind Redefined Quest in the Institute Questline.
Enclave: Found with the X-01 Armor in the Federal Surveillance Center K-21B Bunker within the Glowing Sea. The Paint can be obtained via a Holotape found on the same bottom level as the X-01 Armor is found in that area.
http://fallout.wikia.com/wiki/Federal_surveillance_center_K-21B
Future plans for this mod:
1: Given the abundance of Power Armor mods that exist on the Nexus, I do plan on making patches for hopefully all of them. However this will take some time, but don't be affraid to share your requests for whatever mod you want to see a patch to make it work with this one properly.
2: Faction NPCs. I do plan on introducing these new armors to NPCs within the other 3 main factions. My Brotherhood Power Armor Overhaul 2.0 mod already covers this for the Brotherhood of Steel's Power Armor, but I do plan on updating this mod later on down the line so it'll spawn new breeds of Synths, Railroad Agents, and Minutemen Soldiers in their own faction variants of Power Armor. Given the new lore revamp for the X-01 Power Armor, these NPCs will all most likely end up getting the T-45d and T-51b Armor sets across the board - up until I complete a patch with this mod for the Institute Power Armor Mod.
Updates.
War Tags Patch: 100% Complete and posted
Institute Power Armor Patch: 50% Complete
FCOM Patch: 90% Complete
TES-51 Skyrim Power Armor Patch: 30% Complete
I want to be able to use this with a bunch of other mods (X-O2 and America Rising primarily, but also some of the CC armours). I'd be happy to give you the created patches once I'd created them.
After taking the Enclave paintjob i can apply 2 'Winterized' ones, no "EMP" paintjob available.
This mod loads after CPAO and BPAO 2.0.
Is there anyone who faced atleast some of these bugs and now how to fix them?