Fallout 4

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Created by

invock

Uploaded by

invock

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About this mod

*knock knock* Hello ! As you can see from the looks of my Power Armor, I'm part of a hidden scientific organization that currently plots to capture you and replace you with a synthetic replica. Can I take a little bit of your time to ask you a few questions for our survey ?

Requirements
Permissions and credits
Translations
  • Italian
Changelogs
Alright, the Institute paint for the X01 looks really cool. But why is it restricted to this Power Armor model only ?
So many questions, so much nonsense.

Oh well, at least this mod will make things right, as it will allow you to cover your Power Armors in polymer with no model restriction !


This mod doesn't replace anything, it is ESP based and adds its own paints to the game.

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[AS SEEN ON YOUTUBE]
(it's like TV, but on the Internet !) (Wow !)


-Oxhorn-
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[FAQ]


> Compatibility

>> This mod is built around a COMPLETELY INDEPENDENT ESP that only adds new Power Armor paints to the game and doesn't modify any core feature. Even though it might not work with mods offering new Power Armor features, they will not conflict. IP4APA is theoretically 100% compatible with any mod you can throw at it.



> Did you create your ESP with TESVSnip/FalloutSnip ?

>> No I didn't. I know about the current controversy surrounding this tool, but I assure you I never used it (I don't even know how it works anyway). My ESP was created thanks to the amazing Standalone Power Armor Paint Compiler, created and shared by Expired6978. It's been fine-tuned with FO4Edit.



> Could you please do the same mod for [Faction X] ?
>> More mods in the same line are coming. If you didn't know about it, I already released the "Minuteman" and "Railroad" versions of this mod. Check the related mods section !

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[----> WORK IN PROGRESS ! <----]
All help is very welcome, contact me if you have any suggestion/solution.


To-do list :
  • Find how to add the proper amount of weight when the paint is applied (currently set to 1, should be 0.8).
  • Find how to add caps to resell value once the part is painted.
  • Listen and answer to suggestions in the comment section.



Changelog :
  • Version 0.95b : Initial release.
  • Version 0.95.1b : Forgot a tiny thingy on the T45 the right armguard. All fixed now.
  • Version 0.96b : FOMOD installer + new "No Logo" Option.
  • Version 0.965b : Installer has been fixed, the required BGSM files will now be installed properly..


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[Related Mods]
If you like this mod, check out these versions :




[Similar Mods]
Jamie1992 is currently working on a similar line of mods, I strongly encourage you to go check his work and pick your favorite.
To sum things up, I try to stick to the vanilla appearance, while Jamie takes more liberties.
All my textures have been carefully named in order not to overwrite his work, so everything listed here is compatible with my mods :


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Manual Installation:

  • Open fallout4.ini (Located here: [...]\Documents\My Games\Fallout4)
    Edit "sResourceDataDirsFinal" as follow :>> sResourceDataDirsFinal=STRINGS\, MATERIALS\, TEXTURES\
  • Unzip the "Data" file into your Fallout 4 installation folder (Located here : [...]\Steam\SteamApps\common\Fallout 4\)
    Select "Yes" if prompted to merge or overwrite.
  • Finally enable the esp file (IP4APA.esp) either via the launcher or with your mod loader/manager.

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Credits and Thanks :

> Expired6978 for his amazing Standalone Power Armor Paint Compiler.
>> A HUGE THANK YOU to Jamie1992 who helped me understanding how said compiler worked.
>> Cyden, who by a simple comment actually helped me find a lot of source values. Sometimes a soft push is all you need to make
everything move.
> Every single genius behind FO4Edit. You guys rock !

>>> And of course, thank you to all the people who downloaded this mod, commented and gave advice. Everything you can say is precious to me, and
I'm perfectly open to any suggestion or criticism, so please don't be shy !


ENJOY !