Planning some relatively major changes for the next update, which will be v2.0:
Repair requirements/fusion core drain altered to be more consistent More patches for 3rd party power armors, and converting current ones to esl files New mods for power armor pieces And maybe more!
Already started work on some of these... and then lost it all to a hard drive hiccup. Always back up your files, people.
I love this mod, but why does the X-01 have no radiation resistance? Feels like a major balance issue - for it being the most advanced armor, I'd expect it to have at least equal radiation resistance with T60 once upgraded to Mk VI with the Institute Schematic. As it stands, MK VI X-01 has 60 rad resist.
For real, I tried to add X01 with cheat mode, there might be a bug, because its much weaker then its predecesors, but also cannot be improved - only MK1 and MK5, but I cant even improve it, because the PA frame kicks me out. Im not sure if this is a problem with only this specific console added X-01 but I dont know where to find these two X- 01 in comonwealth to test that out.
Raider Power Armor doesn't allow for lead plating even though it's supposed to have it, since it's about 'fixing issues with it' that it has little rad resist.
All I wanted was for t-60 to be BoS exclusive and T-51 to be more rare, theres no need to touch the power armors throughout the wasteland or nerf the promotional suits
you're not a game developer, stop messing with the fun of the game
Some people dont need their hand held the entirety of the game. Typical casuals getting mad because someone made a mod to add a little challenge. "Youre not a game developer" what a laughingstock. Go back to your vanilla playthrough on "very easy" you big baby.
Bro, why do you think the developer understands the game better? If you haven't followed Bethesda for the last 10 years, Bethesda does a good job of creating worlds and quests, but in every game they have terrible combat and balance. Good balance doesn't sell the game, but a big and beautiful world does. And modders are basically finishing the game for the developer, the power armor at the beginning of the game is a PR move that has a terrible effect on the balance of the game, the first time I played I didn't even wear any power armor on purpose, I just collected it and left it in Sanctuary, because I wanted a challenge from the game.
ok, so im using the creation club patches for x-03 and x-02 power armor.
im assuming that you're *intended* to be unable to repair the armor, because it won't even show up as moddable in the power armor station, thus being unable to be repaired.
if not, this is a rather large oversight ngl.
Edit: because i feel i need to, i will emphasize that i did, in fact, check on a new save weather or not i was able to repair the armor.
regardless as to weather its a old or new save the armor cannot be repaired through a station, so its just permanently unusable.
Even getting all the perks i can assume are relevant to repairing the armor, neither the x-03 or x-02 armor show up.
Edit 2: yeah, I'm just going to chalk it up to either being a bug (in which case I'm uninstalling the patches), or the mod dev wanting to make the two unique creation club armors unusable, because of how easy they are to get. (despite the option of just maxing the repair requirements to justify how easy it is the get the armors by making them the most expensive sets to repair existing, which would lock players out of easily maintaining the armor for most of early to midgame)
y'all can go ahead and join me in switching to an updated version of the mod if you want.
Edit 4:
Coming back here because i discovered the -actual- cause of my issues.
its an engine level bug caused by the installation of Armor and Weapon Keywords Community Resource.
the mod (AWKCR) has a patch for the bug as a part of the installer, so just re-install the mod and enable that patch.
As the updated version of this mod doesn't have updated patches for the creation club armors, nor does it have a updated patch for Armor and Weapon Keywords Community Resource, I'm forced to return to this version.
anyone reading this should *still* keep an eye on the linked mod, because who knows, maybe at some point in the future the patches will get an update by someone who actually knows how to work with xedit and creation kit.
i finally remembered to install this mod yesterday before a new playthrough, and having power armor be so rare has been amazing. i won’t spoil locations but other than concord i have barely found any. one spot had only a few pieces and another was missing everything including the frame.
i’ve got a scavenger hunt across the wasteland ahead of me and it is going to be hella fun
It's been a long while since I last used this mod (mostly since I have a number of other power armor mods that aren't affected by it and break the flow of the mod), but it's still my favorite power armor balancing mod. It's got a very interesting depth of lore and reasoning behind every single change and goes above and beyond with how well the feeling of progression is felt with each set getting its own form of uniqueness. I'd love to see more work from you with some of the newer power armor mods and definitely with the captain cosmos armor since you've gone far ahead in proving your capability with easing things out.
243 comments
Repair requirements/fusion core drain altered to be more consistent
More patches for 3rd party power armors, and converting current ones to esl files
New mods for power armor pieces
And maybe more!
Already started work on some of these... and then lost it all to a hard drive hiccup. Always back up your files, people.
you're not a game developer, stop messing with the fun of the game
im assuming that you're *intended* to be unable to repair the armor, because it won't even show up as moddable in the power armor station, thus being unable to be repaired.
if not, this is a rather large oversight ngl.
Edit: because i feel i need to, i will emphasize that i did, in fact, check on a new save weather or not i was able to repair the armor.
regardless as to weather its a old or new save the armor cannot be repaired through a station, so its just permanently unusable.
Even getting all the perks i can assume are relevant to repairing the armor, neither the x-03 or x-02 armor show up.
Edit 2: yeah, I'm just going to chalk it up to either being a bug (in which case I'm uninstalling the patches), or the mod dev wanting to make the two unique creation club armors unusable, because of how easy they are to get. (despite the option of just maxing the repair requirements to justify how easy it is the get the armors by making them the most expensive sets to repair existing, which would lock players out of easily maintaining the armor for most of early to midgame)
Edit 3: Right, if any of you are reading this, i did a google search to find if anyone had updated this mod, since im 90% sure this is abandonware, And found this beauty by someone who picked up the slack.
y'all can go ahead and join me in switching to an updated version of the mod if you want.
Edit 4:
Coming back here because i discovered the -actual- cause of my issues.
its an engine level bug caused by the installation of Armor and Weapon Keywords Community Resource.
the mod (AWKCR) has a patch for the bug as a part of the installer, so just re-install the mod and enable that patch.
As the updated version of this mod doesn't have updated patches for the creation club armors, nor does it have a updated patch for Armor and Weapon Keywords Community Resource, I'm forced to return to this version.
anyone reading this should *still* keep an eye on the linked mod, because who knows, maybe at some point in the future the patches will get an update by someone who actually knows how to work with xedit and creation kit.
for a non-assholish answer, the x-02 patch is actually two patches in a trench coat reading the desc.
theres the option for either/or when you download the mod.
i’ve got a scavenger hunt across the wasteland ahead of me and it is going to be hella fun