Fallout 4
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Mat1024

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Mat1024

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About this mod

A non-invasive revision of the power armor situation in Fallout 4, which is completely out of whack.

Requirements
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Changelogs
Description
I used LBPAC for a while and also looked into Damn Apocalypse but always found them a tad too invasive with new items, effects and scripts. I also never was truly satisfied with the way power armors were handled, as their default statistics are completely out of whack. For a start:

- all power armors offer identical radiation resistance with absolutely no regards to their particulars
- all commercial values are off the rails
- X-03 provide slighty better protection than the hilarously inferior raider armor, which is often at par with defense contractor West Tek manufactured versions
- random and unrealistic component requirements, an X-01 helm requires adhesive and is only slightly costlier than a raider
- outer space exploration Captain Cosmos with T-60 battlefield damage resistance
- thermal materials also provide energy resistance and are a poor energy materials duplicate
- near cherry condition versions can be found in the wild
- no separate paint & material attachment point

I reviewed most of the Fallout lore available, and reorganised this aspect of the game in what I hope is a more rational, and linear fashion. Please look into the captures or the .xlsx for a summary of the changes. Legend for the charts: RDA = Resistance Damage, REN = Resistance Energy, RRA = Resistance Radiation, HP = Health Point, VAL = Value, WGT = Weight. Script free, .esp flagged as .esl, always safe to uninstall.


Requirements
Not everyone has access to the same Creation Club content. If you find that some master files are missing, try to use Creation Club Dummy ESLs or the optional dummy files from CCO. GOTY, non-CC version kindly maintained by Silverscreen! AWKCR / VIS-G versions provided by Mortercotic!


Principles

(1) standardised PA attributes following a linear progression, starting from the lowly raider to the prized x-03
(2) standardised modding requirements following a linear progression
(3) standardised component requirements following a linear progression
(4) 3 tranches for radiation resistance : post-war manufactured (ex: X-01), pre-war manufactured (ex: T-45), and DIY (Raider)
(5) natural fire, frost, poison and sometimes electrical protection were added to pre/post-war manufactured and not to DIY, these additions work in synergy with Fallout 4 Revisions (FO4R), which corrects weapon damage types.
(6) promotional versions are significantly more valuable (CC, T-51 Nuka-Cola/Vim! etc.) due to rarity
(7) additional material attach point added, both materials & paint can be added
(8) thermal materials now provide fire resistance

Distribution
Power armors randomly standing across the wastes were not removed as I find this invasive. After all, why not, but they were obviously left there for a reason: all parts only have 5% health and none have fusion cores. Since modding/repair requirements are much higher, there is no way a straight out the vault character can pick up a T-60 and roam around blazing. Half the chance to obtain X-01 parts from random leveled distribution lists, and from level 36 only.


The Messed-Up Raider
Heavy, loose (let radiation, fire, poison etc. through), inefficient and cheap.
Resistance: none
Perk: Armorer 1
Component Highlight: steel, circuit

The Hasty Horse
Lighter and slighty better than your average raider power armor but made in a camp no matter what.
Resistance: none
Perk: Armorer 2
Component Highlight: aluminium, copper, spring (for jumpiness)

The Wacky Overboss
Heavier, stronger with all the mesh, but still raider "jet-engineered".
Resistance: none
Perk: Armorer 4 & Science 2 (due to its eccentric nature)
Component Highlight: more aluminium, copper

The Comical Captain Cosmos
Designed for outer space exploration and incidentally used for promotional stunts, aligned to a heavy T-45 with high radiation resistance. Extremely valuable for the few pre-war collectors out there.
Resistance: none
Perk: Armorer 4 & Science 1
Component Highlight: plastic, lead, steel (heavy, high RRA)

The Standard T-45
Your pre-war standard issue power armor, low & natural radiation resistance as these were not a concern before the bombs fell.
Resistance: fire +10, frost +10 & poison +10
Perk: Armorer 4 & Science 1
Component Highlight: anti-ballisic fiber, asbestos, lead (battlefield protection)

The Legendary T-51
Battle-tested in Anchorage. Promotional versions significantly more valuable.
Resistance: fire +10, frost +10 & poison +10
Perk: Armorer 4 & Science 2
Component Highlight: fiberglass (more battlefield protection)

The Advanced T-60
Heavier, as it was developed right before the bombs and lacked manufacturing optimisation, but more resistant, including to radiations as the country was already going to heck in a hand basket. Tesla parts significantly more valuable and include electrical resistance (+20).
Resistance: fire +10, frost +10 & poison +10
Perk: Armorer 4 & Science 3
Component Highlight: nuclear material

The Enclave X-01

The standard Enclave power armor, with increased post-war radiation protection. Quantum version significantly more valuable.
Resistance: fire +10, frost +10 & poison +10
Perk: Armorer 4, Science 4, & Nuclear Physicist 1
Component Highlight: crystal

The Black Devil X-02
Better and lighter as per lore.
Resistance: fire +15, frost +15 & poison +15
Perk: Armorer 4, Science 4, Nuclear Physicist 2
Component Highlight: silver

The Hellfire X-03
The apex of post-war engineering.
Resistance: fire +30, frost +20 & poison +20
Perk: Armorer 4, Science 4 & Nuclear Physicist 3
Component Highlight: gold