I know it's a bit late but, how hard would be making a mod that enables equipments' Carry Weight while wearing a Power Armour? That would fix every thing! I've been trying to do so, but can't find the way to implement it ingame.
The main issue that we all noticed is that power armors disable all character's equipment's stats and carry weight. Could that be reverted, so the character's equipment's attributes stack with the power armor's?
Not that I'm aware of. The mechanics of the Power Armor system is that when you get in you end up unequipping all other items. Though this is not properly indicated in the Pipboy. The only way around it that I can feasibly think of is an F4SE dll that manipulates the internals of the engine to change that.
is there a way to change the values?? i tried to change it in FO4Edit and everytime i change 1 value it removes the conditions and doesnt work, i got up to the point where its just the text that changed and not the values!
Doing so is a bit more complicated. The way it works, at the crafting bench you craft a MISC item which is then added to inventory. On the MISC item is a script that sets a global variable value based on which item was crafted. On the Spell _dm_abPACarryWeightSpell is a whole bunch of conditions keyed on the global variable. When it matches one of the pre-defined values it then applies a magic effect with a determined magnitude.
So for consistency if you wanted to say, change the 1000 weight to 2000. And you wanted it to have the relevant text. At a bare minimum you would edit the MISC object record to change the text of the name to state the new potency. Then edit the Spell condition for the 1000 to change the magnitude to your new potency. This is the most simplest for replacing one of the values with a different one that does not conflict with another existing one. The global variable is used as a key to select which of the magnitudes in the condition list on the spell to use.
However if you wanted to keep all the existing ones and add *another* then you have a little more work to patch that in.
New MISC item, set display name to reflect desired potency, set properties of script to set new global value.
New condition on spell, set condition check for new global value, set magnitude for actual amount to modify carry weight.
So is it compatible with mod that add carry weight to backpack ? Because my problem is that I can carry over 2000kg with my backpack and it's useless to use PA because the carry weight limit of PA is too low. This mod is a god work if it compatible with backpack mod tho.
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Doing so is a bit more complicated. The way it works, at the crafting bench you craft a MISC item which is then added to inventory. On the MISC item is a script that sets a global variable value based on which item was crafted. On the Spell _dm_abPACarryWeightSpell is a whole bunch of conditions keyed on the global variable. When it matches one of the pre-defined values it then applies a magic effect with a determined magnitude.
So for consistency if you wanted to say, change the 1000 weight to 2000. And you wanted it to have the relevant text. At a bare minimum you would edit the MISC object record to change the text of the name to state the new potency. Then edit the Spell condition for the 1000 to change the magnitude to your new potency. This is the most simplest for replacing one of the values with a different one that does not conflict with another existing one. The global variable is used as a key to select which of the magnitudes in the condition list on the spell to use.
However if you wanted to keep all the existing ones and add *another* then you have a little more work to patch that in.