Hello First of all, I am sorry that I cannot speak English. Your mod is really awesome. However, I personally regret it, so I would like to tell you. It is a mode that blocks bullets, but it is vulnerable to general melee attacks. It's a power armor that doesn't get damaged by bullets, but getting hit by a dog bites is so funny. I think the power armor should be immune to fire, cold, poison, and radiation to some extent by preventing bullets and melee attacks. I don't want super armor. I want lore friendly power armor. I want your perfect mod to be that mod.
The current idea with the mod is that the thick metal plating on the armor would be excellent for stopping bullets, but unarmed and melee attacks (for example a sledge hammer or a Deathclaw) would have enough blunt force to cause damage by staggering the person wearing the armor. This however, does not take into account which type of melee attack was used, which means that dog bites are effective too. I agree with you that that's not ideal, and if I found a way to add more detail to this feature, I would probably try it.
When it comes to fire, cold, poison and radiation, there are a few things to take into consideration:
Metal is quick to transfer heat, and so fire would quickly heat up the entire Power Armor and roast the wearer inside. Power Armor does protect the wearer somewhat, thanks to its high stats, but further protection from fire would not be realistic to implement.
Cold damage is almost not used in Fallout 4, so there is not a lot to do with it. The metallic Power Armor would presumably get rather cold if it got hit by liquid nitrogen, although there is probably a built-in heating system. If I do come across a way to reliably reduce cold damage, it may at least be something worth looking into.
Poison damage, especially if used alongside the Falltoxin mod, does indeed make sense for the Power Armor to protect the wearer from. I definitely agree with you that this is a feature that could be improved upon.
Power Armor already does protect the wearer from almost all radiation, so there is not a lot to add there.
Regarding fire damage, it all depends on the metal, lore wise in fallout the power armor is suppose to protect you from most forms of damage including fire, remember arc jet and danse bbq party ? :) Might give your mod a try tho, seems like a really good PA mod.
Hi mod author!! I run a ton of immersion mods, and have power armor health tweaked exactly where I want it. I would love for all melee to be blocked like ballistics, because machetes should not harm me. Deathclaws can still harm me because I made them do great damage against the armor durability, so they open me like a dog food can and eat me just fine. Could we pretty please get an option where melee is blocked too? I will buy you a coffee if you do!!!
I have looked into this in the past, since I definitely agree that small melee attacks shouldn't affect the Power Armor, but it would be difficult to implement in the game, since most of the melee attacks share the damage type, and only differ in their overall power. The initial idea with the massively increased defensive stat added in this mod was to basically nullify any source of small damage like that, but it turns out that the damage calculation works differently from how I first thought, and really high defensive stats don't actually affect small damage numbers as much as one would imagine.
If I would find a way to actually do this, I most likely would, but I cannot promise anything.
On that note, keep in mind that the core feature of this mod is the perk that's tied to the Power Armor frame, not the specific pieces. Although they play a big enough role that patching would be necessary if you wanted to include Creation Club content or other mods, it wouldn't make the game unplayable if you didn't do anything about it.
Hello author! I want to aak for clarity: what do you mean "tied to the power armor frame"? Are you saying that the perk is attached to the generic frame, and that the perk then interacts with the stats of the armor pieces afterwards? What about this system makes the x-02 and x-03 not work with this? I personally do not use those mods, but I want to know how it works since I have a few mods that remove/change where frames are located, and want to make sure they play nice with your mod. :) Maybe they have their own custom frame even if it is a copypaste, and will cause conflicts, or some other random mod problem.
What exactly is it that happens with that mod? And what specifically ties this issue to the Pain Train perk, rather than any other aspect of the mod? If I was to make a wild guess, I would have assumed that any problems like the one you describe here, somehow would be caused by the change to falling damage implemented by PADI.
PADI is neither based on nor connected to AWKCR in any way. Whether or not they would be compatible, I cannot say for sure. From the little that I do understand by reading its description, a lot of focus is put on the names of armors, and the compatibility issues that can arise when the records are changed even from a small change like that. Now, PADI is obviously in the category of mods to actually edit the stats of the armors, so I'm as said unsure whether it would have been ideal to base PADI on AWKCR, or whether the latter exists for solving situations just like this.
Slightly confused as to why you'd recommend the Nexus Mod Manager, when it's badly outdated and horrendously buggy. Surely you meant to recommend Vortex and Mod Organizer 2 instead?
The sentence, "Using the Nexus Mod Manager or Vortex are the recommended methods." is just a standard one that has been seen in every description of these mods. With that being said though, the Nexus Mod Manager is still available and likely still widely used by a lot of people, seeing how it previously served as the go-to tool for this site.
Sure, it's a "standard sentence", but that's no reason why it shouldn't be updated.
Nexus Mod Manager isn't really a neutral choice; it's so buggy and unstable that it's actively detrimental for people to use it, and so you really shouldn't be encouraging it as a "recommended" option. It's been obsolete since Mod Organizer 1 first came out. In fact, it's arguably been obsolete since before Fallout 4 was even released.
As for it still being available, yeah, there's a legacy version, but Nexus actively discourages people from using it. Hell, even the link you included for NMM actually just redirects to Vortex now. The fact that you haven't noticed that the link hasn't worked for literal years says it all really.
And when it comes to it allegedly being "widely used by a lot of people", aside from the fact that they really shouldn't be using it in the first place, there are other mod organisers, like Mod Organizer 2, which are also very popular. If you're mentioning NMM because it's popular, then surely you should be mentioning MO2 as well?
TL;DR - There's not really any good reason not to update the sentence, and you really shouldn't be encouraging people to use such a broken piece of software, particularly compared to something like MO2 which actually works really well.
I have noticed since a long time that the link now directs to a page where Vortex is displayed at the top. The Nexus Mod Manager is still displayed a bit further down however, which is why I found it acceptable to leave it be. You might be right however, maybe I am overestimating how many people use it, and it might be time to remove that piece of the sentence from the descriptions.
Thank you for sharing, i like this idea with ballistic resistance. Merged this with my mods and changes to dlc PA, will test on a new game how op it is. Btw have you considered adding optional file for DLC armors ( Tesla, Quantum, Overboss...)?
This is interesting news that I appreciate you bringing up. I assumed I had done my research and couldn't seem to find any information about new types of Power Armor from the DLCs (aside from Creation Club content, which isn't taken into consideration). Once I was made aware that they existed (which more or less was right now) I would initially have assumed they would be variants of the normal ones (i.e. sharing the same base stats). After taking a closer look at some files however, they appear to be separate assets altogether.
Now, the primary feature being used here is the reduction to ballistic damage, which is tied to a perk and not the armor pieces themselves. So in that regard, everything about the Power Armors from the DLCs should be mostly functional. However, I will definitely try and go over the DLCs and adjust these things as well, because it's an inconvenient inconsistency and something that definitely needs to be addressed.
I did use BPO back in the day, but in my current playthrough I didn’t install any PA mods. This one does look like something I’d like in my game. Would I be on the safe side if I where to install this in the middle of my playthrough? I am just beyond the point where you get the 1st PA, after rescuing Preston and the others.
Many thanks for sharing and keep up the good work!
Will you please make this compatible with Better Power Armor - A power Armor Overhaul? Pls let me tell you why it's good, it says in the page that:
~ Each power armor part covers a specific bodypart and will fully absorb the damage that the bodypart receives from the sources ballistic and laser weapon types. - While no armor part is broken you literally take no damage. - When a power armor part breaks this bodypart will become vulnerable and only this bodypart, all other bodyparts that are still covered, will take no damage. For example, when your left arm of your power armor breaks, only your left arm can take damage. If you get shot at the torso, you will still take no damage. etc.
~ Explosives will also be absorbed while you are fully covered by your power armor. When one bodypart breaks, you become vulnerable to explosives.
~ Melee Damage. You will absorb the damage of 1h and 2h attacks by Raiders and Super Mutants. Creatures like Deathclaw will still piece through your armor, but you will take less damage, while your power is fully functional.
~ Immunity to radition(optional), acid, poison and fire, while your Power Armor is in a good state. No part is missing or heavly damaged (red marked in the HUD)
It takes about 15 seconds to patch those two together in Fo4Edit, just modify the power armor perk in PADI.esp. You have to add one effect and remove another. However, what's the point? Those two mods are conceptually incompatible. Better power armor makes you take no damage while you have the pieces on, and this mod changes how you take damage in power armor. There is no point in using these two at the same time IMO. If you want it because of the PA health changes, you could just use GCM and lower the condition rate of PA.
Both mods don't fit together. I don't think a few edits in xEdit could change that, I think scripting would be needed, too. You had to increase the effects from lasers and plasma on the PA parts presumably.
Anyway, don't use the mods together. PA parts in Better Power Armor mod break after taking damage depending on the health of power armor parts. Which is increased by this mod. It is already quite difficult to fight someone in PA if using the optional BPA experimental .esp with drastically reduced PA part health. BPA and this mod together would make the game impossible to play in my opinion.
You should consider what you prefer and choose wisely. Power armor of BPA is a lot stronger than PA with increased stats, like from this mod. I stopped using BPA because it does not work well with Knockout Framework and instead use PA with all resistances applied and stats 10 times stronger, and it's ridiculously weak compared to BPA.
This mod is exactly what I was looking for! It makes you feel nearly invulnerable to bullets, but you still need to be careful about energy weapons and explosives, so it retains a little bit of strategy that I appreciate. IMHO, this makes for a more interesting experience than 'Better Power Armor', although that mod is great if you want to just be invincible in your suit.
28 comments
Your mod is really awesome.
However, I personally regret it, so I would like to tell you.
It is a mode that blocks bullets, but it is vulnerable to general melee attacks.
It's a power armor that doesn't get damaged by bullets, but getting hit by a dog bites is so funny.
I think the power armor should be immune to fire, cold, poison, and radiation to some extent by preventing bullets and melee attacks.
I don't want super armor.
I want lore friendly power armor.
I want your perfect mod to be that mod.
When it comes to fire, cold, poison and radiation, there are a few things to take into consideration:
Might give your mod a try tho, seems like a really good PA mod.
If I would find a way to actually do this, I most likely would, but I cannot promise anything.
but not compatible with Power Armor Airdrop(
the airdrop worked fine but with the Pain Train perk the PA hangs in the air
Nexus Mod Manager isn't really a neutral choice; it's so buggy and unstable that it's actively detrimental for people to use it, and so you really shouldn't be encouraging it as a "recommended" option. It's been obsolete since Mod Organizer 1 first came out. In fact, it's arguably been obsolete since before Fallout 4 was even released.
As for it still being available, yeah, there's a legacy version, but Nexus actively discourages people from using it. Hell, even the link you included for NMM actually just redirects to Vortex now. The fact that you haven't noticed that the link hasn't worked for literal years says it all really.
And when it comes to it allegedly being "widely used by a lot of people", aside from the fact that they really shouldn't be using it in the first place, there are other mod organisers, like Mod Organizer 2, which are also very popular. If you're mentioning NMM because it's popular, then surely you should be mentioning MO2 as well?
TL;DR - There's not really any good reason not to update the sentence, and you really shouldn't be encouraging people to use such a broken piece of software, particularly compared to something like MO2 which actually works really well.
Btw have you considered adding optional file for DLC armors ( Tesla, Quantum, Overboss...)?
Now, the primary feature being used here is the reduction to ballistic damage, which is tied to a perk and not the armor pieces themselves. So in that regard, everything about the Power Armors from the DLCs should be mostly functional. However, I will definitely try and go over the DLCs and adjust these things as well, because it's an inconvenient inconsistency and something that definitely needs to be addressed.
Would I be on the safe side if I where to install this in the middle of my playthrough? I am just beyond the point where you get the 1st PA, after rescuing Preston and the others.
Many thanks for sharing and keep up the good work!
~ Each power armor part covers a specific bodypart and will fully absorb the damage that the bodypart receives from the sources ballistic and laser weapon types.
- While no armor part is broken you literally take no damage.
- When a power armor part breaks this bodypart will become vulnerable and only this bodypart, all other bodyparts that are still covered, will take no damage. For example, when your left arm of your power armor breaks, only your left arm can take damage. If you get shot at the torso, you will still take no damage. etc.
~ Explosives will also be absorbed while you are fully covered by your power armor. When one bodypart breaks, you become vulnerable to explosives.
~ Melee Damage. You will absorb the damage of 1h and 2h attacks by Raiders and Super Mutants. Creatures like Deathclaw will still piece through your armor, but you will take less damage, while your power is fully functional.
~ Immunity to radition(optional), acid, poison and fire, while your Power Armor is in a good state. No part is missing or heavly damaged (red marked in the HUD)
Anyway, don't use the mods together. PA parts in Better Power Armor mod break after taking damage depending on the health of power armor parts. Which is increased by this mod. It is already quite difficult to fight someone in PA if using the optional BPA experimental .esp with drastically reduced PA part health. BPA and this mod together would make the game impossible to play in my opinion.
You should consider what you prefer and choose wisely. Power armor of BPA is a lot stronger than PA with increased stats, like from this mod. I stopped using BPA because it does not work well with Knockout Framework and instead use PA with all resistances applied and stats 10 times stronger, and it's ridiculously weak compared to BPA.