V1.3.6 is now released. If you installed the pre-release version, please re-download and replace. You can update to this version at any time by following the "Upgrading:" instructions below. If you get an F4SE version mismatch, it is because you did not copy ALL the files in the F4SE download into your game (you forgot the pex files).
Installing: This uses a FOMOD installer so best installed with a Mod Manager. However you can just copy the PA_UnderwearPerk* files and the MCM directory to your Data directory for a manual install. Adding Patches: Just install the patch when not in power armor and restart your game. Upgrading: Save your game while you are not in PA (companions don't matter - they can stay in PA). Uninstall the old version, install the new version, Then restart your game (don't restart without the mod installed). Uninstalling the mod Completely: When not in PA, in the holotape set Mod is: Disabled, then save your game, Uninstall Mod, restart game. Problems? Correct installation of this mod will mean you only have 2 files in your data directory: PA_UnderwearPerks.esp, PA_UnderwearPerks - Main.BA2 (Any other "PA_..." or "PAUP_.." files in any directory means your mod organizer did not uninstall the old version correctly) You will know the mod is working if when you insert the power core you will automatically then enter the PA (after a brief pause).
Using this Mod (FAQ): Please Read First time Player use:
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- It only works properly if you have NO Core in the PowerArmor, as it needs the Core insertion animation to happen first. So, first remove the Core from the PA Inventory (R), then Enter (E) the PA. From then on there is no Core kept in the PA so it will work smoothly (unless you disable the "Remove Core on Exit"). IF you fail to do this your will get a message "PowerArmor already had Core inserted..." And Clothing buffs will not be applied. You need exit and re-enter and buffs will then be applied. - If you disable the "Auto Core removal on Exit" then the above message will likely occur. Best to disable Clothing Buffs as well then. - Otherwise if you disable the "Auto Enter after Core Insertion" then you have 15s to enter the PA before the core will automatically eject. - If you want the Auto Equip/Unequip of the Helmet to work, you must enter PowerArmor that has a Helmet attached. - If you change settings in the Holotape/MCM, they will not apply until you next enter the PA. - The Holotape is optional and can be crafted in the Chemistry Station (Under Utility). - If you have MCM installed then settings can be changes this way instead (and offers more configuration options). - Holotape and MCM setting changes are ignored while In PA. Exit PA then re-enter if you change them.
What this mod effects:
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- Fusion Core (This mod swaps the Full Fusion Core in the PA with one from your inventory that is not so full) - Automatic PA entry (triggered after you inserted the Core) - Automatic Fusion core removal on PA exit (so your PA won't be stolen) - Realism effects (Optionally removing Outer Armor on entry) - Headgear switching (between PA Helmet and Hats/Glasses) - You will retain the Buffs/Resistances/Damage effects from Clothing when in PA (as normally you loose it all) - NOTE: You will not keep complex Magic effects from clothing (Chameleon, Jetpack flight). You need a PA Piece with this effect equipped. - Fusion Core usage and/or Jetpack AP drain reduction amount (requires MCM). Note: This mod divides clothing into 3 groups: - Headgear: Hats, Eyewear, scarves, masks, etc (for helmet Toggle) - Armor: Everything in armor slots 45-49 (leg, arm, and torso armor) & 54 (Backpacks). - UnderArmor: Everything else, eg. Vaultsuit, raider leathers, Radiation Suit (i.e. tries to keep these equipped) - Other: Rings, Shields, Pipboy, unused slots - these are ignored by this mod, but "may" be unequipped by the game, so could cause issues.
Auto Helmet/headgear Swap:
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- The default is PA Helmet is only equipped when in Combat (Weapon raised) however the Holotape/MCM offers other options.. - Such as "Never" (no swapping), "In Conversation" (PA Helmet on unless talking), "Always" (can't remove PA Helmet). - If F4SE is installed the PA Helmet can be forced On via a long press of the Pipboy key (so that you can use the helmet light). - A second long press returns to normal Helmet swap mode. - Currently this "Long Press" functionality can only be disabled via the MCM ("Disable Auto Helmet Swap with Pipboy button Long Press" set "No") - NOTE: If Realism is set to None (MCM) or "Remove Armor on PA Entry: Never" (Holotape) then your headgear will not re-equip on helm removal. - NOTE: If F4SE is NOT installed then Mod/DLC added eyewear will not be considered Headgear (so not equipped while in PA).
Automatic Core Selection:
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- Only works if setting Core Preference: is not "Off" (MCM "Swap existing Fusion Core in PA for a Used Core in your Inventory" is not "Disabled"). - Then, reguardless of what core is inserted when you enter the Power Armor, it will be replaced with a Core from your inventory that matches the above setting. - Holotape setting "Core Preference: Most Drained First" (or MCM above set to "With Least Charge") means it will use an almost empty core first. - The other values mean it will use the "Most Full" (but not 100% full) one first, and avoid using ones with less than the amount you specify. - 15% is the default (recommended) setting as this is normally the point where you get low charge 'warnings'. - Warning: if you set this lower than your "warning Level" (Core power level Alarm Threshold%) then you may end up with a continuous alarm. - Note: The game will autoload a new core when that one runs out (while you are in PA) and always loads FULL cores (if you have one) - Core handling cannot catch this (it is only invoked on PA entry).
Automatic Core Removal on Exit:
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- I DO NOT recommend you disable this - as this mod needs the core insertion step to collect your current Buffs. - When enabled (default) the Core is returned to your inventory on exit (as then no NPC will steal your Power Armor). - You should leave this enabled if you want to use the "Clothing Perks" or "Realism" features as they REQUIRE the Fusion Core insertion step. - If you disable auto-removal but want these features then you must remove the core before PA entry (or you will get a Warning). - If you also disable Clothing Perks then you won't get a warning but you will need to manually re-equip your headgear when the PA Helmet is unequipped (as detecting your headgear can only happen during Fusion Core Insertion).
- Due to the way the game adds Carryweight via Perks (Survival Decreases, Strong Back increases) you can get a wrong CarryWeight when in PA. - The only way to resolve this is to remove armor on entry to accurately determine where the buff comes from (Armor or Perk). - This is the "Remove Armor on PA Entry: But keep buffs" or "Remove Armor on PA Entry: Auto" Holotape (Realism in MCM) setting. - In this mode your (outer) armor is removed after you insert the FC, but before you enter the PA, BUT still stacks the buffs from that armor. - Due to this issue, the "Auto" setting automatically forces this when you are playing Survival Mode or have Strong Back Perk.
Different Ways of using this mod when in PA (Holotape Settings Guide):
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- Keep all clothing and Armor buffs, plus Headgear/helmet swapping (recommended): Remove Armor on PA Entry: Headgear only or Auto (if playing survival"Remove Armor on PA Entry: But keep buffs" or "Auto" works better, but will unequip some armor to check it) - Only keep UnderArmor Buffs (more realistic):Remove Armor on PA Entry: Always - Lose all clothing buffs on entry (unmodded behavior) but retain all other mod features: Clothing Perks: None plusRemove Armor on PA Entry: Headgear only - No Automatic PA Helmet equip/unequip (unmodded behavior): PA Helmet Equipped: On Exit - No Fusion Core Reselection (unmodded behavior):Core Preference: Off
Companions:
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- Mod works for Player and Human/Ghoul Companions. You can disable this Companion functionality in the Holotape. - "Companions" in this case is only standard game companions (that you have not dismissed) from the base game and it's DLC's. - Most Mod added Companions, and ALL random encounter NPCs wearing PA, are NOT covered by this mod. - Companion Helmet Auto Equip/Unequip will work as long as they have a Helmet - either on their PowerArmor already, or in their Inventory. - You need to "Trade" a helmet to Danse if you want him to equip it during Combat (as he doesn't have one). - If you want Companions to get Armor Buffs when in PA too, select Companion Effects: Same as Player, BUT NOTE the following - - As companions don't load the power core when they enter, the equivalent for this mod is commanding them to enter the PA. So, for the "Same as Player" functionality of this mod to be active on a companion you must order them to exit the PA then order them back in (just the first time).
Answers to some Questions: Why aren't all buffs retained (stack)?
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- The game offers no method of knowing at runtime the effects (buffs) on each piece of clothing. - Because of this I use a complex buff difference process (between clothed when you insert FC, and unclothed when you entered PA) - This is why I can't keep/detect magic effects such as Chameleon (as they aren't a buff). - As the clothing buffs removal is done by the game (on PA entry) it is the only safe place to do the difference. - I work out your lost buffs and add them back like a clothing buff (and remove that same amount when you exit PA). - This way if you gain buffs while in PA (via levelup, weapons, headgear etc) you don't loose it on PA exit.
Why doesn't the headgear buffs stack like other Armor?
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- Because you can add/remove headgear while in PA I HAVE to exclude (remove) this before entry so as their effects don't double up. - this also solves the issue of you getting rid of/replacing headgear when in PA. - Trying to work out what an individual item of headgear contributes (when you say swap it in your inventory) is difficult/unreliable. - Safest option is let the game add/remove buffs when what headgear you are wearing changes.
What do "Replaced unusable Core (with xx% Charge)" or "Ignored unusable Core (with xx% Charge)" mean?
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- This means a fusion core in your inventory is unusable (basically it has been deleted by a mod you later installed). - The way inventories (or Container contents) work is they store the original baseID of objects. If you later install a mod that changes those objects, then the object in your inventory is now invalid. Example would be a mod that changes those cores in the wasteland Fusion generators (e.g. Depleted Fusion Generators or HARD core.). While the core is in your inventory it looks fine, but it cannot be moved (the game will delete it) thus that message. I replace such 'invalid' cores with a full one, but you can disable this via the MCM.
Why is "Automatic entry on core insertion" required for this mod's correct operation?
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- The mod works by seeing the difference in your stats between FusionCore insertion and PA entry. - Also FC Insertion is the only time I can remove clothing to stop duplicate perks. - So If I don't force you into PA asap then the system can be 'gamed' to increase your buffs (put on high buff undesirable gear, insert FC, swap gear for lower buff but better effects gear, enter PA). - Also FC insertion is the only time I can determine what you are wearing (as in PA you are naked). Allowing you to change that after is a huge bug point.
What happens if I don't Enter the PA after Core Insertion?
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- You need to manually Enter within 15s or the Fusion Core will be ejected back into your Inventory (V1.3). - Your buffs aren't stacked unless you actually enter the PA, so the worse that can happen is some clothing is unequiped.
Why does Realism setting "Auto" cause armor to be removed before PA entry if on Survival?
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- Buffs (ActorValues) have a 'base' and 'current' value. The difference is normally generated by Clothing (etc) buffs. - Normally I use this difference to estimate the buff effects of your armor (so I do not need to 'undress' you to get an accurate value). - However, Survival mode adds a debuff of -200 for carry capacity, which swamps any carry capacity buffs added ny clothing. - This means to stack carry capacity buffs in Survival I have to use the 'accurate' method of clothing buff estimation.
Why does Fusion Core selection sometimes fail (and insert a full core)?
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- Fusion Cores at < 100% are actually unique world objects with a 'health' value. - This mod works by 'reading' that value, but deleted or corrupt FC objects return nothing - which normally means 'full'. - Unfortunately such faulty Fusion Cores appear normal when in an Inventory, however I see them as 100% full. - This is a game bug I cannot detect. Sorry.
How do I change the way this mod works?
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- If you have F4SE and MCM installed then there is an MCM setting page. - Otherwise you need to craft a "Power Armor Improvements Improvements" Holotape at the Chem Station and use that. - Changes to these settings are only checked before you Enter PA (except the mod disable options).
When is this mod doing anything?
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- Only at 4 events. It has no game impact at any other time. - On Core insertion (Current Player Buffs are recorded, clothing is removed based on "Realism" setting, Sends an E/Activate). - On PA Entry (Buffs are stacked, Fusion Core is replaced, Helmet is equiped/removed based on Helmet handling setting). - On PA exit (Buffs are unstacked, Helmet is returned to PA Frame, Core is returned to Player). - On Player Fast travel when in PA (Helmet is re-equipped/unequipped as fast travel messes with this).
Warning Messages:
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You entered Power Armor that already had a Fusion Core. Exit, Remove Core, and Re-enter to enable all Features. You entered PA that already had a Power Core in it (with Clothing Perks and Realism features enabled). Buffs from your clothing have been ignored - the unmodded PA behaviour. The features you enabled are not available until you re-enter the PowerArmor when it doesn't have a Fusion Core in it. You entered Power Armor that already had a Fusion Core. Exit and Re-enter to enable all Features. You entered PA that already had a Power Core in it (with Clothing Perks enabled). Buffs from your clothing have been ignored - the unmodded PA behaviour. The features yor enabed are not available until you exit and immediately re-enter the Power Armor. Time from Core insert to PA entry too long. Exit and Re-enter PowerArmor to resolve. You have AutoEntry turned off and you have waited longer than 40 seconds to enter the PA after inserting the Core. Buffs from your clothing have been ignored - the unmodded PA behaviour. Exit and re-enter the PA will resolve this. PA Improvements stopped on Companion (ID <companionID>) See the attached article, but this means the mod has stopped working for NPC with this ID (Modifying what the Companion has equipped can cause this). Companions will Auto fix shortly (or on fast travel), so don't be concerned. PA Improvements stopped. Armor Buffs removed. Something has stopped the mod working for you so your stats will revert to the values they would be without this mod. Also you may need to re-equip some armour when you exit PA. When the mod restarts you will get another message (below). Opening a Settlement workshop with Workshop+ mod installed is one cause of this so disable it's Flying mode. Wait for the following message. PA Improvements Restarted. Re-enter PA to regain buffs. The mod has restarted (crashed) or an incompatible Modforced a quick exit+re-entry (black screen) when you entered. Exit and re-enter the PA to restore full functionality. WARNING - Previous Buff state has been lost due to Savegame corruption. Please restart from a previous Save. You saved while your were in PA, but that save is corrupted such that all information in this mod was lost. It is unsafe to continue as not only this mod will have been effected. Also your Stats will not be correct when you exit PA. Restart your game from an earlier (Uncorrupted) save point. No Power. Hold [E] to exit You have configured Core Handling to use "Most Drained first" and a Core with less that the 'Low power Alarm" charge was chosen. If you have MCM then configure the alarm threshold down to 1, otherwise use the default "Charge >15%" option. You will need to exit and re-enter the PA to stop the Alarm (Game bug).
Holotape Settings - Full Details: (the first setting is the default, MCM settings in yellow)
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Mod is: Enabled (MCM uses Mode Enabled setting) Disabled - Used to remove the mod permanently. Remove Fusion Core on Exit: Yes - Fusion Core returned to your inventory on PA Exit. (MCM Fusion Core removed on PA Exit) No - Fusion Core remains (the Unmodded behavior). May cause issues if Fusion Core is left in on next PA entry. Core Preference: Least Drained but > 15% - Pick a USED Core with the most charge remaining, as long as it has >15% left in it (MCM allows you to set a value other than 15% via Minimum Fusion Core Charge to swap (unless no other choice) slider) Least Drained First - Pick a Used Core with the Most charge remaining (>0) (With Most Charge) Most Drained First - Pick a Used Core with the Least charge remaining (>0) (With Least Charge) Off - Use a full Core always (the unmodded behavior) (Disabled) Clothing Perks: Buffs & SPECIAL - All clothing Resistances, Legendary effects, and extra Perks (like +1 PER) added to the PA ones. (MCM uses Armor Buffs to keep while in PA) Buffs Only - As above but NOT the extra SPECIAL perks None - The unmodded behavior (as if you entered the PA naked) PA Helmet Equipped: In Combat - Unequips your helmet while you do not have a Weapon Drawn (and equips on Exit) (MCM uses Auto Power Armor Helmet equip/unequip setting) Unless in Dialogue - Unequips your helmet when you are in conversation with a Companion or NPC. On Exit - If you take the Helmet off while in PA then exit, it will be left in your Inventory. This stops that. Always - You cannot unequip the PA Helmet (mainly to fix an issue if you turn off the next option) Off (Disabled) - The unmodded behavior Remove Armor on PA Entry: Auto - based on difficulty: "Headgear Only" (up to Normal) "Always" (hard onwards) "but keep buffs" (survival) (MCM uses Realism (what Outer Armor is removed when entering PA) setting) Always - Removes all Armor (but not underarmor clothing) on entry. You get no buffs from the Armor Headgear only - Just headgear removed (needed by Helmet equip options above) But keep buffs - removes all Armor, but keeps the buffs (mainly for Survival to fix incorrect Buffs being calculated) Never - least realistic, but also disables the Headgear equip (on PA Helmet removal) function. PA AutoEntry: On - As soon as a Core is inserted (and the animation finishes) you will enter the PA (similar MCM setting) Off - You must press E, after inserting the Core, to enter the PA (unmodded behavior). Companion Effects: Headgear Only - Companions have "PA Helmet Equipped: In Combat" only enabled, everything else is off. (MCM uses Companion Power Armor Improvements: setting) Same as Player - all effects apply to companions (see below) Disabled - Mod disabled for Companions
NOTE: For Companions the settings work as follows: AutoEnter setting is ignored. Remove Fusion Core setting is ignored. Clothing Perks - None (Unless you select "Companion Effects: Same as Player") Remove Armor on PA Entry - Headgear Only (Unless "Companion Effects: Same as Player") PA Helmet equipped setting is always "In Combat"
Extra Settings available via MCM: (default in brackets)
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Delay after Exit before Core removed: [1] - How long after you exit before Core is removed (to support different exit animations/sound mods) Disable Auto Helmet Swap with Pipboy button Long Press: [Yes] - Should the Long Press of Tab do anything? Core Drain Rate Reduction%: [0] - Percentage to reduce Core drain rate. 0 = no change, 100 = no core drain. JetPack AP Drain Rate Reduction%: [0] - Percentage to reduce AP drain when using Jetpack. 0 = no change, 100 = no AP drain. Core Drain Per AP used Rate Reduction%: [0] - Percentage to reduce Core drain when consuming AP. 0 = no change, 100 = no drain from AP use. Core Drain while running Rate Reduction%: [0] - Percentage to reduce Core drain when sprinting. 0 = no change, 100 = no drain from spinting. Core power level Alarm Threshold%: [15] - Alarm sounds when Fusion Core drops below this. 0 = no Alarm
Wish I could enjoy this, it's a set of excellent tweaks and additions, but the constant bugs involving fusion cores and not being able to enter power armor in more confined spaces kills it for me.
This mod has nothing to do with your PA entry issues. It has no animation or PA pathfinding changes so don't blame it.
There are other mods around that address the PA Entry issues (inherent in the game), which is why I do not touch it.
And what are "the constant bugs" you talk about? I have seen no bug report from you. The only FC issues I know are those also inherent in the game - that I cannot fix. Just turn FC handling off if you want the raw experience.
Apparently there is a F4SE/DLL mod that supposedly fixes FC issues in PA, you could use it to manage the FC core part instead. Hacking the game engine is always going to work better than a mod, but I have not tried it so YMMV.
This sounds like trolling to me, but perhaps you have mod conflicts/game issues and don't know how to diagnose them. This is not the way however...
Since the description page is a list of what it does (in case the Mod's name doesn't give it away) I can only assume you rarely use Power Armor. This mod is for people who use PA a lot and don't like some of it's short-comings - so not for everyone.
Amazing mod, been so happy with it. Bit messy with Backpacks of the commonwealth, so I’m going to make a patch to bridge the issues between them. I know this mod has incompatibilities to a degree. Not a fault of his mod imo. Using Fo4edit do you think I can find a way to tweak this mod so it doesn’t remove slot 54-58? Going to do some testing tonight.
What particularly is the issue? I do support Backpack mods - but using slot 54 as that was the standard. Are some using other random slots > 54? If so why I wonder - thats like deciding to put Hats on the ring slot... Possible but foolish.
It’s mostly the backpack perks not applying correctly. The way are set up in the other mod is to detect a backpack is on and then apply the carry weight buffs (+20 per magazine). I patched it myself so the correct values are now applied, so no need for all the slot foolery. I won’t post all the stuff I did to work it out, lots of stuffing about with checking stats, suffice to say that setting ‘none’ with clothing removed and ‘buffs and special’ for what is kept with my new patch is enough to make it all work correctly. Numbers are all correct now. Yes there are some backpacks using some odd slots, I believe from Eli’s emporium mod. Works correctly now too with how I have everything set up.
I do have a question tho, with the above settings (‘none’ removed clothing and keep ‘buffs and special’) does it cause any doubling up of stats or buffs? I have noticed that some +AP consumables double up, does anything else do this?
There will always be AV buffs doubled up, or lost, if "remove Outer Armor" is set to None. It disables major functionality, so unsupported.
There is no consistent way Clothing updates AV's, so the only way I can be 100% sure what buffs come from clothing is to remove it and see the change - This is why "Remove Armor but keep Buffs" is the most accurate.
Backpacks in Slot 54 are considered Armor so that setting allows you to keep the carry weight buffs from backpacks.
At a minimum I would set it to "Headgear only" as you can change headgear while in PA so "None" would cause buffs from headgear to stay even if the headgear is dropped/replaced (as I will have no idea what buffs came from the headgear).
But if you want this mod to work at it's best then set it to "Remove Armor but keep buffs". The only reason that is not default (unless on survival) is it slows down PA entry.
I see Eli uses slot 58 for bags. I notice I have 1.3.6 unreleased (except as debug) so I will release it adding in Slot 58. I think I will add an 'always unequip' group for things like backpacks/bags so they work correctly reguardless of that 'unequip' setting. If you want bags/backpacks to work correctly reguards carryweight you need to enable "Remove Armor but keep buffs" - as per the FAQ. This is because variaous bits of armor also can effect carryweight...
Hey PJMail, this looks like a fantastic mod and thank you for supporting VR again as well. But I haven't been able to get it to work yet. I'm assuming that if this is not compatible with PA Hud switchers then Kabuto VR is not compatible. When I get the chance I'll try testing without it. It would be a really difficult choice for me to choose between the two :( But would that affect companions too? I checked the MCM and I had it set for them to only wear helmets in combat, but they never take them off and the ones that do walk away with the helmets. Also, FYI in case you are not aware, sliders in MCM don't work in VR.
Thank you for trying under VR but understandably it is difficult for me to test. I will have a look at that HUD switcher mod to see if it has the same issue, but companion functionality should work under VR - so that is a concern. The HUD switcher issue is a player only problem so has no effect on companions.... Could be the reduced functionality of F4SE under VR, I think I did not check if using VR anywhere in the mod... And I did not know sliders don't work in the VR version of MCM - that is annoying....
I have a brief look at that mod's code and it looks like it changes HUD by ini settings (nice), rather than ejecting the player from their PA (not nice), so may actually be compatible. I am not sure if it will interfere with Helmet switching (auto equip) however.
I can't see how it could interfere with Companions, however, as it seems to only touch the player. Difficult to 100% tell just from the code. It could be issues with F4SEVR - the only way to tell is if you run your test temporarily without F4SE and see if Companions manage Helmets correctly then.
Cool, thanks for checking. Maybe it's something else in my load order too. I haven't had time to check just yet. But I will try it out this weekend on a vanilla load order to find out.
I like the auto-swap feature, but since I have Fusion Core Refueler, I want to use the cell with the least charge so long as it's above 5% or so, so that I don't waste nuclear material. So I set the "Swap existing fusion cell" slider to 5%, expecting that behavior. But instead of picking my cell with 85% charge when I enter the power armor, the mod is picking a cell with 99% instead.
Some fusion cells seem not to return their charge (so I assume they are 100%) - I have not worked out why this is as it doesn't happen to me. Very annoying. If you drop the 85% battery does it have an ID starting FF (if you click on it when in console)?
I think this is a PAHI issue but whenever I enter any suit of PA which provides SPECIAL bonus (from an upgrade/legendary effect/other) the SPECIAL bonus doesn't apply and my SPECIAL remains the same as outside the PA.
If I'm in the armor and I take off the SPECIAL boosting gear my SPECIAL goes down as though it were working, which in fact puts me at a lower SPECIAL than outside the PA
If I put the pieces onto the frame after entering the bonus is applied appropriately.
I've found a workaround which is to take off SPECIAL increasing pieces before getting in, then put them on, but it would still be lovely if this wasn't something that had to be done.
Based on what I've read about why auto-entry is necessary I think whats happening is its checking my SPECIAL on FC insertion, then setting my SPECIAL to that value on PA entry, rather than totalling the SPECIAL bonus from the PA then adding it on top of the SPECIAL on FC values.
The problem is I have no general way of determining what 'special' buffs come from your clothing (this is explained in the FAQ). For instance, you have +1 agility from some gear, but also get it from a PA mod. You enter PA and it appears you have no change in agility... I can't tell PA gave you +1 but the game took -1 by removing your gear. The best I can do is make sure it doesn't decrease... Unless you use the "most realism" setting which removes your gear before you enter PA (as then I can see the change in special caused by that).
Suggestion: Companions could have two options for their PA: 1. PA Helmet options (exact same as your own helmet options) 2. Armor buffs (exact same is your own armor options)
These can make things more customizable and comfortable instead of these two being lumped into one setting, where it's impossible to get a combination of, say, the helmet is always equipped, and armor buffs are used.
Along with that, could you make it so the mod's changes aren't disabled for a companion if you make them equip their helmet while it's set that it should only be equipped for combat?
Companions are really difficult as there are bugs in the game that cause outfit resets and the loss of all magic effects (like this mod) on them quite regularly.
For instance, when you equip something on a companion (like their helmet) the game deletes all magic effects (enhancements) on that NPC then re-applies only some of them back. This mod is a magic effect/enhancement so when it is deleted EVERYTHING it knows or did to the NPC is lost. I reset the NPCs buffs back to what they were (as if you did not use this mod) to prevent issues, but now this mod is no longer functioning on this NPC - so no helmet toggle etc.
Eventually the game restarts the magic effect on the NPC and I try and recover functionality but it's difficult. Thanks Bethesda....
Some discussion on this in this mod https://www.nexusmods.com/fallout4/mods/83433 and https://www.nexusmods.com/fallout4/mods/72657
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You can update to this version at any time by following the "Upgrading:" instructions below.
If you get an F4SE version mismatch, it is because you did not copy ALL the files in the F4SE download into your game (you forgot the pex files).
Installing:
This uses a FOMOD installer so best installed with a Mod Manager. However you can just copy the PA_UnderwearPerk* files and the MCM directory to your Data directory for a manual install.
Adding Patches:
Just install the patch when not in power armor and restart your game.
Upgrading:
Save your game while you are not in PA (companions don't matter - they can stay in PA).
Uninstall the old version, install the new version, Then restart your game (don't restart without the mod installed).
Uninstalling the mod Completely:
When not in PA, in the holotape set Mod is: Disabled, then save your game, Uninstall Mod, restart game.
Problems?
Correct installation of this mod will mean you only have 2 files in your data directory:
PA_UnderwearPerks.esp, PA_UnderwearPerks - Main.BA2
(Any other "PA_..." or "PAUP_.." files in any directory means your mod organizer did not uninstall the old version correctly)
You will know the mod is working if when you insert the power core you will automatically then enter the PA (after a brief pause).
First time Player use:
- It only works properly if you have NO Core in the PowerArmor, as it needs the Core insertion animation to happen first.
So, first remove the Core from the PA Inventory (R), then Enter (E) the PA.
From then on there is no Core kept in the PA so it will work smoothly (unless you disable the "Remove Core on Exit").
IF you fail to do this your will get a message "PowerArmor already had Core inserted..." And Clothing buffs will not be applied.
You need exit and re-enter and buffs will then be applied.
- If you disable the "Auto Core removal on Exit" then the above message will likely occur. Best to disable Clothing Buffs as well then.
- Otherwise if you disable the "Auto Enter after Core Insertion" then you have 15s to enter the PA before the core will automatically eject.
- If you want the Auto Equip/Unequip of the Helmet to work, you must enter PowerArmor that has a Helmet attached.
- If you change settings in the Holotape/MCM, they will not apply until you next enter the PA.
- The Holotape is optional and can be crafted in the Chemistry Station (Under Utility).
- If you have MCM installed then settings can be changes this way instead (and offers more configuration options).
- Holotape and MCM setting changes are ignored while In PA. Exit PA then re-enter if you change them.
What this mod effects:
- Fusion Core (This mod swaps the Full Fusion Core in the PA with one from your inventory that is not so full)
- Automatic PA entry (triggered after you inserted the Core)
- Automatic Fusion core removal on PA exit (so your PA won't be stolen)
- Realism effects (Optionally removing Outer Armor on entry)
- Headgear switching (between PA Helmet and Hats/Glasses)
- You will retain the Buffs/Resistances/Damage effects from Clothing when in PA (as normally you loose it all)
- NOTE: You will not keep complex Magic effects from clothing (Chameleon, Jetpack flight). You need a PA Piece with this effect equipped.
- Fusion Core usage and/or Jetpack AP drain reduction amount (requires MCM).
Note: This mod divides clothing into 3 groups:
- Headgear: Hats, Eyewear, scarves, masks, etc (for helmet Toggle)
- Armor: Everything in armor slots 45-49 (leg, arm, and torso armor) & 54 (Backpacks).
- UnderArmor: Everything else, eg. Vaultsuit, raider leathers, Radiation Suit (i.e. tries to keep these equipped)
- Other: Rings, Shields, Pipboy, unused slots - these are ignored by this mod, but "may" be unequipped by the game, so could cause issues.
Auto Helmet/headgear Swap:
- The default is PA Helmet is only equipped when in Combat (Weapon raised) however the Holotape/MCM offers other options..
- Such as "Never" (no swapping), "In Conversation" (PA Helmet on unless talking), "Always" (can't remove PA Helmet).
- If F4SE is installed the PA Helmet can be forced On via a long press of the Pipboy key (so that you can use the helmet light).
- A second long press returns to normal Helmet swap mode.
- Currently this "Long Press" functionality can only be disabled via the MCM ("Disable Auto Helmet Swap with Pipboy button Long Press" set "No")
- NOTE: If Realism is set to None (MCM) or "Remove Armor on PA Entry: Never" (Holotape) then your headgear will not re-equip on helm removal.
- NOTE: If F4SE is NOT installed then Mod/DLC added eyewear will not be considered Headgear (so not equipped while in PA).
Automatic Core Selection:
- Only works if setting Core Preference: is not "Off" (MCM "Swap existing Fusion Core in PA for a Used Core in your Inventory" is not "Disabled").
- Then, reguardless of what core is inserted when you enter the Power Armor, it will be replaced with a Core from your inventory that matches the above setting.
- Holotape setting "Core Preference: Most Drained First" (or MCM above set to "With Least Charge") means it will use an almost empty core first.
- The other values mean it will use the "Most Full" (but not 100% full) one first, and avoid using ones with less than the amount you specify.
- 15% is the default (recommended) setting as this is normally the point where you get low charge 'warnings'.
- Warning: if you set this lower than your "warning Level" (Core power level Alarm Threshold%) then you may end up with a continuous alarm.
- Note: The game will autoload a new core when that one runs out (while you are in PA) and always loads FULL cores (if you have one) - Core handling cannot catch this (it is only invoked on PA entry).
Automatic Core Removal on Exit:
- I DO NOT recommend you disable this - as this mod needs the core insertion step to collect your current Buffs.
- When enabled (default) the Core is returned to your inventory on exit (as then no NPC will steal your Power Armor).
- You should leave this enabled if you want to use the "Clothing Perks" or "Realism" features as they REQUIRE the Fusion Core insertion step.
- If you disable auto-removal but want these features then you must remove the core before PA entry (or you will get a Warning).
- If you also disable Clothing Perks then you won't get a warning but you will need to manually re-equip your headgear when the PA Helmet is unequipped (as detecting your headgear can only happen during Fusion Core Insertion).
CarryWeight Perk issues (including Survival Mode):
- Due to the way the game adds Carryweight via Perks (Survival Decreases, Strong Back increases) you can get a wrong CarryWeight when in PA.
- The only way to resolve this is to remove armor on entry to accurately determine where the buff comes from (Armor or Perk).
- This is the "Remove Armor on PA Entry: But keep buffs" or "Remove Armor on PA Entry: Auto" Holotape (Realism in MCM) setting.
- In this mode your (outer) armor is removed after you insert the FC, but before you enter the PA, BUT still stacks the buffs from that armor.
- Due to this issue, the "Auto" setting automatically forces this when you are playing Survival Mode or have Strong Back Perk.
Different Ways of using this mod when in PA (Holotape Settings Guide):
- Keep all clothing and Armor buffs, plus Headgear/helmet swapping (recommended): Remove Armor on PA Entry: Headgear only or Auto
(if playing survival "Remove Armor on PA Entry: But keep buffs" or "Auto" works better, but will unequip some armor to check it)
- Only keep UnderArmor Buffs (more realistic): Remove Armor on PA Entry: Always
- Lose all clothing buffs on entry (unmodded behavior) but retain all other mod features:
Clothing Perks: None plus Remove Armor on PA Entry: Headgear only
- No Automatic PA Helmet equip/unequip (unmodded behavior): PA Helmet Equipped: On Exit
- No Fusion Core Reselection (unmodded behavior): Core Preference: Off
Companions:
- Mod works for Player and Human/Ghoul Companions. You can disable this Companion functionality in the Holotape.
- "Companions" in this case is only standard game companions (that you have not dismissed) from the base game and it's DLC's.
- Most Mod added Companions, and ALL random encounter NPCs wearing PA, are NOT covered by this mod.
- Companion Helmet Auto Equip/Unequip will work as long as they have a Helmet - either on their PowerArmor already, or in their Inventory.
- You need to "Trade" a helmet to Danse if you want him to equip it during Combat (as he doesn't have one).
- If you want Companions to get Armor Buffs when in PA too, select Companion Effects: Same as Player, BUT NOTE the following -
- As companions don't load the power core when they enter, the equivalent for this mod is commanding them to enter the PA.
So, for the "Same as Player" functionality of this mod to be active on a companion you must order them to exit the PA then
order them back in (just the first time).
Answers to some Questions:
Why aren't all buffs retained (stack)?
- The game offers no method of knowing at runtime the effects (buffs) on each piece of clothing.
- Because of this I use a complex buff difference process (between clothed when you insert FC, and unclothed when you entered PA)
- This is why I can't keep/detect magic effects such as Chameleon (as they aren't a buff).
- As the clothing buffs removal is done by the game (on PA entry) it is the only safe place to do the difference.
- I work out your lost buffs and add them back like a clothing buff (and remove that same amount when you exit PA).
- This way if you gain buffs while in PA (via levelup, weapons, headgear etc) you don't loose it on PA exit.
Why doesn't the headgear buffs stack like other Armor?
- Because you can add/remove headgear while in PA I HAVE to exclude (remove) this before entry so as their effects don't double up.
- this also solves the issue of you getting rid of/replacing headgear when in PA.
- Trying to work out what an individual item of headgear contributes (when you say swap it in your inventory) is difficult/unreliable.
- Safest option is let the game add/remove buffs when what headgear you are wearing changes.
What do "Replaced unusable Core (with xx% Charge)" or "Ignored unusable Core (with xx% Charge)" mean?
- This means a fusion core in your inventory is unusable (basically it has been deleted by a mod you later installed).
- The way inventories (or Container contents) work is they store the original baseID of objects.
If you later install a mod that changes those objects, then the object in your inventory is now invalid.
Example would be a mod that changes those cores in the wasteland Fusion generators (e.g. Depleted Fusion Generators or HARD core.).
While the core is in your inventory it looks fine, but it cannot be moved (the game will delete it) thus that message.
I replace such 'invalid' cores with a full one, but you can disable this via the MCM.
Why is "Automatic entry on core insertion" required for this mod's correct operation?
- The mod works by seeing the difference in your stats between FusionCore insertion and PA entry.
- Also FC Insertion is the only time I can remove clothing to stop duplicate perks.
- So If I don't force you into PA asap then the system can be 'gamed' to increase your buffs (put on high buff undesirable gear, insert FC,
swap gear for lower buff but better effects gear, enter PA).
- Also FC insertion is the only time I can determine what you are wearing (as in PA you are naked). Allowing you to change that after is a
huge bug point.
What happens if I don't Enter the PA after Core Insertion?
- You need to manually Enter within 15s or the Fusion Core will be ejected back into your Inventory (V1.3).
- Your buffs aren't stacked unless you actually enter the PA, so the worse that can happen is some clothing is unequiped.
Why does Realism setting "Auto" cause armor to be removed before PA entry if on Survival?
- Buffs (ActorValues) have a 'base' and 'current' value. The difference is normally generated by Clothing (etc) buffs.
- Normally I use this difference to estimate the buff effects of your armor (so I do not need to 'undress' you to get an accurate value).
- However, Survival mode adds a debuff of -200 for carry capacity, which swamps any carry capacity buffs added ny clothing.
- This means to stack carry capacity buffs in Survival I have to use the 'accurate' method of clothing buff estimation.
Why does Fusion Core selection sometimes fail (and insert a full core)?
- Fusion Cores at < 100% are actually unique world objects with a 'health' value.
- This mod works by 'reading' that value, but deleted or corrupt FC objects return nothing - which normally means 'full'.
- Unfortunately such faulty Fusion Cores appear normal when in an Inventory, however I see them as 100% full.
- This is a game bug I cannot detect. Sorry.
How do I change the way this mod works?
- If you have F4SE and MCM installed then there is an MCM setting page.
- Otherwise you need to craft a "Power Armor Improvements Improvements" Holotape at the Chem Station and use that.
- Changes to these settings are only checked before you Enter PA (except the mod disable options).
When is this mod doing anything?
- Only at 4 events. It has no game impact at any other time.
- On Core insertion (Current Player Buffs are recorded, clothing is removed based on "Realism" setting, Sends an E/Activate).
- On PA Entry (Buffs are stacked, Fusion Core is replaced, Helmet is equiped/removed based on Helmet handling setting).
- On PA exit (Buffs are unstacked, Helmet is returned to PA Frame, Core is returned to Player).
- On Player Fast travel when in PA (Helmet is re-equipped/unequipped as fast travel messes with this).
Warning Messages:
You entered Power Armor that already had a Fusion Core. Exit, Remove Core, and Re-enter to enable all Features.
You entered PA that already had a Power Core in it (with Clothing Perks and Realism features enabled).
Buffs from your clothing have been ignored - the unmodded PA behaviour.
The features you enabled are not available until you re-enter the PowerArmor when it doesn't have a Fusion Core in it.
You entered Power Armor that already had a Fusion Core. Exit and Re-enter to enable all Features.
You entered PA that already had a Power Core in it (with Clothing Perks enabled).
Buffs from your clothing have been ignored - the unmodded PA behaviour.
The features yor enabed are not available until you exit and immediately re-enter the Power Armor.
Time from Core insert to PA entry too long. Exit and Re-enter PowerArmor to resolve.
You have AutoEntry turned off and you have waited longer than 40 seconds to enter the PA after inserting the Core.
Buffs from your clothing have been ignored - the unmodded PA behaviour.
Exit and re-enter the PA will resolve this.
PA Improvements stopped on Companion (ID <companionID>)
See the attached article, but this means the mod has stopped working for NPC with this ID
(Modifying what the Companion has equipped can cause this).
Companions will Auto fix shortly (or on fast travel), so don't be concerned.
PA Improvements stopped. Armor Buffs removed.
Something has stopped the mod working for you so your stats will revert to the values they would be without this mod.
Also you may need to re-equip some armour when you exit PA. When the mod restarts you will get another
message (below).
Opening a Settlement workshop with Workshop+ mod installed is one cause of this so disable it's Flying mode.
Wait for the following message.
PA Improvements Restarted. Re-enter PA to regain buffs.
The mod has restarted (crashed) or an incompatible Modforced a quick exit+re-entry (black screen) when you entered.
Exit and re-enter the PA to restore full functionality.
WARNING - Previous Buff state has been lost due to Savegame corruption. Please restart from a previous Save.
You saved while your were in PA, but that save is corrupted such that all information in this mod was lost.
It is unsafe to continue as not only this mod will have been effected.
Also your Stats will not be correct when you exit PA.
Restart your game from an earlier (Uncorrupted) save point.
No Power. Hold [E] to exit
You have configured Core Handling to use "Most Drained first" and a Core with less that the 'Low power Alarm" charge was chosen.
If you have MCM then configure the alarm threshold down to 1, otherwise use the default "Charge >15%" option.
You will need to exit and re-enter the PA to stop the Alarm (Game bug).
Holotape Settings - Full Details: (the first setting is the default, MCM settings in yellow)
Mod is: Enabled (MCM uses Mode Enabled setting)
Disabled - Used to remove the mod permanently.
Remove Fusion Core on Exit: Yes - Fusion Core returned to your inventory on PA Exit. (MCM Fusion Core removed on PA Exit)
No - Fusion Core remains (the Unmodded behavior). May cause issues if Fusion Core is left in on next PA entry.
Core Preference: Least Drained but > 15% - Pick a USED Core with the most charge remaining, as long as it has >15% left in it
(MCM allows you to set a value other than 15% via Minimum Fusion Core Charge to swap (unless no other choice) slider)
Least Drained First - Pick a Used Core with the Most charge remaining (>0) (With Most Charge)
Most Drained First - Pick a Used Core with the Least charge remaining (>0) (With Least Charge)
Off - Use a full Core always (the unmodded behavior) (Disabled)
Clothing Perks: Buffs & SPECIAL - All clothing Resistances, Legendary effects, and extra Perks (like +1 PER) added to the PA ones.
(MCM uses Armor Buffs to keep while in PA)
Buffs Only - As above but NOT the extra SPECIAL perks
None - The unmodded behavior (as if you entered the PA naked)
PA Helmet Equipped: In Combat - Unequips your helmet while you do not have a Weapon Drawn (and equips on Exit)
(MCM uses Auto Power Armor Helmet equip/unequip setting)
Unless in Dialogue - Unequips your helmet when you are in conversation with a Companion or NPC.
On Exit - If you take the Helmet off while in PA then exit, it will be left in your Inventory. This stops that.
Always - You cannot unequip the PA Helmet (mainly to fix an issue if you turn off the next option)
Off (Disabled) - The unmodded behavior
Remove Armor on PA Entry: Auto - based on difficulty: "Headgear Only" (up to Normal) "Always" (hard onwards) "but keep buffs" (survival)
(MCM uses Realism (what Outer Armor is removed when entering PA) setting)
Always - Removes all Armor (but not underarmor clothing) on entry. You get no buffs from the Armor
Headgear only - Just headgear removed (needed by Helmet equip options above)
But keep buffs - removes all Armor, but keeps the buffs (mainly for Survival to fix incorrect Buffs being calculated)
Never - least realistic, but also disables the Headgear equip (on PA Helmet removal) function.
PA AutoEntry: On - As soon as a Core is inserted (and the animation finishes) you will enter the PA (similar MCM setting)
Off - You must press E, after inserting the Core, to enter the PA (unmodded behavior).
Companion Effects: Headgear Only - Companions have "PA Helmet Equipped: In Combat" only enabled, everything else is off.
(MCM uses Companion Power Armor Improvements: setting)
Same as Player - all effects apply to companions (see below)
Disabled - Mod disabled for Companions
NOTE: For Companions the settings work as follows:
AutoEnter setting is ignored.
Remove Fusion Core setting is ignored.
Clothing Perks - None (Unless you select "Companion Effects: Same as Player")
Remove Armor on PA Entry - Headgear Only (Unless "Companion Effects: Same as Player")
PA Helmet equipped setting is always "In Combat"
Extra Settings available via MCM: (default in brackets)
Delay after Exit before Core removed: [1] - How long after you exit before Core is removed (to support different exit animations/sound mods)
Disable Auto Helmet Swap with Pipboy button Long Press: [Yes] - Should the Long Press of Tab do anything?
Core Drain Rate Reduction%: [0] - Percentage to reduce Core drain rate. 0 = no change, 100 = no core drain.
JetPack AP Drain Rate Reduction%: [0] - Percentage to reduce AP drain when using Jetpack. 0 = no change, 100 = no AP drain.
Core Drain Per AP used Rate Reduction%: [0] - Percentage to reduce Core drain when consuming AP. 0 = no change, 100 = no drain from AP use.
Core Drain while running Rate Reduction%: [0] - Percentage to reduce Core drain when sprinting. 0 = no change, 100 = no drain from spinting.
Core power level Alarm Threshold%: [15] - Alarm sounds when Fusion Core drops below this. 0 = no Alarm
There are other mods around that address the PA Entry issues (inherent in the game), which is why I do not touch it.
And what are "the constant bugs" you talk about? I have seen no bug report from you. The only FC issues I know are those also inherent in the game - that I cannot fix.
Just turn FC handling off if you want the raw experience.
Apparently there is a F4SE/DLL mod that supposedly fixes FC issues in PA, you could use it to manage the FC core part instead. Hacking the game engine is always going to work better than a mod, but I have not tried it so YMMV.
This sounds like trolling to me, but perhaps you have mod conflicts/game issues and don't know how to diagnose them. This is not the way however...
This mod is for people who use PA a lot and don't like some of it's short-comings - so not for everyone.
Bit messy with Backpacks of the commonwealth, so I’m going to make a patch to bridge the issues between them.
I know this mod has incompatibilities to a degree. Not a fault of his mod imo.
Using Fo4edit do you think I can find a way to tweak this mod so it doesn’t remove slot 54-58?
Going to do some testing tonight.
I do support Backpack mods - but using slot 54 as that was the standard.
Are some using other random slots > 54? If so why I wonder - thats like deciding to put Hats on the ring slot... Possible but foolish.
The way are set up in the other mod is to detect a backpack is on and then apply the carry weight buffs (+20 per magazine).
I patched it myself so the correct values are now applied, so no need for all the slot foolery.
I won’t post all the stuff I did to work it out, lots of stuffing about with checking stats, suffice to say that setting ‘none’ with clothing removed and ‘buffs and special’ for what is kept with my new patch is enough to make it all work correctly. Numbers are all correct now.
Yes there are some backpacks using some odd slots, I believe from Eli’s emporium mod. Works correctly now too with how I have everything set up.
I do have a question tho, with the above settings (‘none’ removed clothing and keep ‘buffs and special’) does it cause any doubling up of stats or buffs?
I have noticed that some +AP consumables double up, does anything else do this?
There is no consistent way Clothing updates AV's, so the only way I can be 100% sure what buffs come from clothing is to remove it and see the change - This is why "Remove Armor but keep Buffs" is the most accurate.
Backpacks in Slot 54 are considered Armor so that setting allows you to keep the carry weight buffs from backpacks.
At a minimum I would set it to "Headgear only" as you can change headgear while in PA so "None" would cause buffs from headgear to stay even if the headgear is dropped/replaced (as I will have no idea what buffs came from the headgear).
But if you want this mod to work at it's best then set it to "Remove Armor but keep buffs".
The only reason that is not default (unless on survival) is it slows down PA entry.
This is all explained in the FAQ Post above.
I think I will add an 'always unequip' group for things like backpacks/bags so they work correctly reguardless of that 'unequip' setting.
If you want bags/backpacks to work correctly reguards carryweight you need to enable "Remove Armor but keep buffs" - as per the FAQ.This is because variaous bits of armor also can effect carryweight...
I can't see how it could interfere with Companions, however, as it seems to only touch the player. Difficult to 100% tell just from the code.
It could be issues with F4SEVR - the only way to tell is if you run your test temporarily without F4SE and see if Companions manage Helmets correctly then.
If I'm in the armor and I take off the SPECIAL boosting gear my SPECIAL goes down as though it were working, which in fact puts me at a lower SPECIAL than outside the PA
If I put the pieces onto the frame after entering the bonus is applied appropriately.
I've found a workaround which is to take off SPECIAL increasing pieces before getting in, then put them on, but it would still be lovely if this wasn't something that had to be done.
Based on what I've read about why auto-entry is necessary I think whats happening is its checking my SPECIAL on FC insertion, then setting my SPECIAL to that value on PA entry, rather than totalling the SPECIAL bonus from the PA then adding it on top of the SPECIAL on FC values.
For instance, you have +1 agility from some gear, but also get it from a PA mod. You enter PA and it appears you have no change in agility... I can't tell PA gave you +1 but the game took -1 by removing your gear. The best I can do is make sure it doesn't decrease... Unless you use the "most realism" setting which removes your gear before you enter PA (as then I can see the change in special caused by that).
Companions could have two options for their PA:
1. PA Helmet options (exact same as your own helmet options)
2. Armor buffs (exact same is your own armor options)
These can make things more customizable and comfortable instead of these two being lumped into one setting, where it's impossible to get a combination of, say, the helmet is always equipped, and armor buffs are used.
Along with that, could you make it so the mod's changes aren't disabled for a companion if you make them equip their helmet while it's set that it should only be equipped for combat?
For instance, when you equip something on a companion (like their helmet) the game deletes all magic effects (enhancements) on that NPC then re-applies only some of them back.
This mod is a magic effect/enhancement so when it is deleted EVERYTHING it knows or did to the NPC is lost. I reset the NPCs buffs back to what they were (as if you did not use this mod) to prevent issues, but now this mod is no longer functioning on this NPC - so no helmet toggle etc.
Eventually the game restarts the magic effect on the NPC and I try and recover functionality but it's difficult. Thanks Bethesda....
Some discussion on this in this mod https://www.nexusmods.com/fallout4/mods/83433 and https://www.nexusmods.com/fallout4/mods/72657