I didn't steal anything. I asked for your permission and only got your answer this morning, but still, I only used override record changes from your mod. But don't worry, cause I'll remove all the identical record changes from this mod to yours.
Also, to everyone else, I'm adding overrides for all the armors in game for people with translation inconsistencies like me and I'm also going to change some stuff!
I actually have to agree with unoprata on this one.... anybody can make record changes.... I've actually used other people's mod esps as a base before and just changed things around or deleted certain references.... it just makes things less tedious.... granted this was on a game that had official modding tools still out.... but the logic still stands.... anybody that can read and has basic computer understanding can edit records.... even in FO4edit... it's not rocket science.... using another esp as a base simply saves time and reduces tediousness. it only counts as stealing if A: he took model, textues, scripts, etc and then re uploaded then used them in his own mod without permission... or B: just blatantly re uploaded the exact same mod, unedited, as his own.... neither of which he did.... and if you use the logic that this wouldn't fly in the corporate world... you are right it wouldn't.... but mods aren't commercial products... nor should they ever be commercial products... if you want to make money off of your scripting, texturing, modeling, etc skills.... make a game on steam green light.... modding is it's own thing, that many people use as a hobby.... there's only a select few that think that they should make money off of it.... and no one likes those people because they are selfish and egotistical and if anyone says ANYTHING that would deflate their ego even a little... they throw a fit and take down their mods as a statement.... while they have the right to do this... it really does make a statement to their character when they do... which is, that they are overly sensitive crybabies... it's the internet.... there are terrible people on it.... get over it
Hi, I was looking for a power armor inventory mod and ran across this. I love the concept but I'd seriously like a reduction in carry weight. I am using a personal carry weight mod (base 100 + standard strength bonus) and a +150 carry weight mod when using power armor, and the balance feels perfect. I feel I shouldn't be able to cart around a carload by myself and a pickup truck load with power armor.
This mod would replace both of those other mods, provided I can tone down the weight values. Would you consider adding an installer which lets you select the multipliers to use? I'd go for +10 per Str with the backpack (same as the vanilla carry weight modifier) and my current +150 weight for the PA luggage and be extremely happy.
You can do this yourself fairly simply with FO4Edit. I did because I use Armorsmith Extended and I like the idea of the bags, and being able to be upgraded with pockets, but had conflicts with AE.
Backup a copy of Simple Inventory Improvements.esp Download and install FO4Edit Open FO4Edit and select only Simple Inventory Improvements.esp Expand Armor under Simple Inventory Improvements.esp Select everything on the list EXCEPT II_TravelBackpackAA, II_TravelBackpackStraplessAA, and II_PowerArmorTrunk Right click and select "remove" (A warning popup will ask if you know what you're doing) select yes Close FO4Edit and a save window will pop up. Make sure Simple Inventory Improvements.esp is checked and save. Thats it.You will still have the crafting workbench and are able to upgrade the packs through the armor workbench.
NOTE: You may want to stash everything you have in a safe container and unequip the bag you have if you're already using this mod. I was a stupid face and removed the whole armor category without keeping the 3 above mentioned and my carry weight was up at what it was with the bag already. So don't be stupid like me and delete the whole armor category. Simple fix was to reset my carry weight through console. But with the above mention it should work fine.
Always save and make backups of the .esp your working on just in case. This is just a helpful response if you choose to use it. I don't want to get blamed if something happens to your game.
Hopefully with such an easy edit the author will just post a "Bags Only" version of this mod.
Well, actually you can simply put Armorsmith Extended below this mod in your plugin list and it will take control of the clothes/armors, don't need to manually edit it if you are worried about messing anything. Regarding the next version, it will be different from AE in a lot of ways. Right now I'm aditing meshes and textures to add all the other bags, like the new Bags mod does. With the equipment, I'm going to introduce new mods to the outfits and clothes and probably take the body armor pieces from them. In order to achieve almost the same defense stats, but without clipping. Just need to balance it right. I already did this to the head items, though being able to use glasses with helmets and other face pieces will still be possible, since they don't clip like the rest of the body armors.
Ok to start I can't verify the newest update didn't break it. I added this mod but can't find the workbenches so I went and disabled all my other mods, confirmed this one was still active and tried again with no success. Is it just me or are the benches gone? Perhaps they are hidden away somewhere besides the crafting section, I checked but didn't find any. Any advice? Thanks
When I launch the game with the mod and check the crafting section of the workshop menu for settlements there is only vanilla crafting benches. Am I looking in the wrong place or is my game having issues? And to answer your question, yes.
No, it's the right section. Workbenches... Do you know how to use the console? If so, try to open it and type: help Backpack 4 See if two ARMO items appear there... If the answer is yes, then I don't know what's happening... Otherwise it means that the mod isn't being loaded...
Ok confirmed the mod isn't being loaded. Odd since I checked and the rest of my mods load fine. I made a clean install and it still wouldn't load. Also made sure that I had the updated NMM to fix the annoying issue with mods not loading. Any suggestions? Also made sure the mod files are indeed in the directory so no idea what's up. Also manually checked the plugins file and the mod is indeed there too.
Nice mod! I definitely like the way you've scaled the carry capacity based on strength, and made the backpacks moddable, some with hard to get materials like "Cracked Deathclaw Eggs". Where do you even find Cracked Deathclaw Eggs anyway? I've encountered a few Deathclaws, one Deathclaw Nest, but zero Deathclaw Eggs (cracked, normal, or prestine), so far.
I have a questions/requests/suggestions: (1) I notice your backpack doesn't conflict with any of the typical backpack slots: slot 50 (bandana), 51 (ring/glove), or 61 (baby carry) slots. What wearable slot does the travel backpack use? (2) You might consider changing the name of "Power Armor Luggage" to "Power Armor Cargo Pod", or maybe just "Cargo Pod", or maybe have "T-45 Cargo Pod", "T-51 Cargo Pod", "T-60 Cargo Pod", and "X-01 Cargo Pod". So, instead of modding them with animal parts, you could just have four different varieties with increasing carry weights. Anyway, "Cargo Pod" is probably a better English name for its function than "Luggage". (3) Can you (or can someone with good modelling skills) make it so that when the cargo pod is in the armor, it shows up on the armor, maybe on the back where the jet pack shows up, both when sitting there and in 3rd person view? Of course, it would have to look good both with armor that has a Jet Pack, and for armor that does not. I would just make it so when the Jet Pack is mounted, it covers up most of the cargo pod look, but if they both show, just make it mesh together nicely. You'll probably have to add paint mods to the cargo pod then too. (4) Will these three items ever show up for sale at a vendor (i.e. is there a levelled list for different/better versions of this spawning at vendors as your level goes up)? Or are they only ever going to be craftable? (5) Can you make a NMM installer with exShinra's retextures available to select the look of the Travel Backpack during install. I don't want all the different ones in game, but it would be nice to select just the texture I want during install. (6) If you make in installer, you probably don't need both Travel Backpack and Travel Backpack Strapless in the game at the same time. You can just have one or the other selected during install. (7) If you make an installer, you can make the part that replicates the armor slots and clothes modifications from Armorsmith Extended+Armorsmith-LegendaryClothes-Compatibility patch optional, and that way people can just get the backpack and cargo pod and continue to use either or both of those mods along with this without conflict. (8) Where do you get Deathclaw Eggs? And why not Deathclaw Hides instead, like the original Bags Mod that you got the idea from? All the rest of the pouches seem to require the hides of the appropriate (tough) animals. And Deathclaw Hides seem to be an obtainable resource, just kill a Deathclaw.
Well, the Deathclaw Eggs was my mistake, it was supposed to be hide, I don't know how I didn't see this mistake before.
Now to the answers: 1) Slot 54 2) Thanks for the idea! I will change it to Cargo Pod in the next release, now, for the options, any balacing ideas for the different versions? 3) Unfortunately I've got no modelling skills, but if anyone out there could make the meshes and textures I'd love to use it here! 4) I'll look into it 5) I want to add other textures as Material Mods for the Backpacks, so you could get one and then mod it to the version you like and also get some new effects... 6) I like to have different options, and some armors look better with the Strapless version, so, since it doesn't conflict with anything else, I don't see why take it out... 7) I'll definitely provide new options First reply... Hehehehe...
Now, regarding the mod. I'm currently trying a new approach to the Inventory Sorting issue... So, I won't really start messing with the backpacks for a few days. I'm also changing a lot of records to distinguish the record changes here from Armorsmith Extended. I'm making it possible to add only Torso mods to Outfits that also use the Torso armor slot, also the helmets will only have helmets mods available and the limbs mods won't be available to all outfits... Will keep you informed as soon as I have more news...
Looking forward to Cargo Pods. I think they should work just like power armor does, with six variants of each that you can upgrade just like you can upgrade armor, and should follow the same restriction on upgrading as power armor pieces do. I copied most of these values, weights, and mod stats from existing power armor pieces. Here's a proposed set of values that would make Cargo Pods work very much just like other Power Armor pieces. I'm particularly hung up on any of this, just thought I'd help out by putting together a proposed set of values as a starting point, to save you some time and research.
Raider: Raider Power Cargo Pod : CW 350, Weight 20 Value 100 Raider II Power Cargo Pod : CW 400, Weight 20, Value 110
T-45: T-45 Cargo Pod : CW 500, Weight 20, Value 140 (Model A: no cost to use this mod) T-45b Cargo Pod : CW 550, Weight 21, Value 150 (Model B: 2 adhesive, 3 aluminum, 1 circuitry) T-45c Cargo Pod : CW 600, Weight 22, Value 160 (Model C: Science 1, Armorer 1, 3 adhesive, 4 aluminum, 2 circuitry) T-45d Cargo Pod : CW 650, Weight 23, Value 170 (Model D: Science 1, Armorer 2, 3 adhesive, 6 aluminum, 2 circuitry) T-45e Cargo Pod : CW 700, Weight 24, Value 180 (Model E: Science 1, Armorer 3, 4 adhesive, 8 aluminum, 3 circuitry) T-45f Cargo Pod : CW 750, Weight 25, Value 190 (Model F: Science 1, Armorer 4, 5 adhesive, 10 aluminum, 4 circuitry)
T-51: T=51 Cargo Pod : CW 650, Weight 20, Value 180 (Model A: no cost to use this mod) T=51b Cargo Pod : CW 700, Weight 21, Value 190 (Model B: 3 adhesive, 4 aluminum, 2 circuitry) T=51c Cargo Pod : CW 750, Weight 22, Value 200 (Model C: Science 1, Armorer 1, 3 adhesive, 6 aluminum, 3 circuitry) T=51d Cargo Pod : CW 800, Weight 23, Value 210 (Model D: Science 1, Armorer 2, 4 adhesive, 8 aluminum, 3 circuitry) T=51e Cargo Pod : CW 850, Weight 24, Value 220 (Model E: Science 1, Armorer 3, 4 adhesive, 10 aluminum, 4 circuitry) T=51f Cargo Pod : CW 900, Weight 25, Value 230 (Model F: Science 1, Armorer 4, 5 adhesive, 11 aluminum, 5 circuitry)
T-60: T-60 Cargo Pod : CW 800, Weight 20, Value 220 (Model A: no cost to use this mod) T-60b Cargo Pod : CW 850, Weight 21, Value 230 (Model B: 4 adhesive, 5 aluminum, 3 ceramic, 3 circuitry, 2 rubber) T-60c Cargo Pod : CW 900, Weight 22, Value 240 (Model C: Science 1, Armorer 1, 5 adhesive, 6 aluminum, 4 ceramic, 3 circuitry, 3 rubber) T-60d Cargo Pod : CW 950, Weight 23, Value 250 (Model D: Science 1, Armorer 2, 6 adhesive, 8 aluminum, 6 ceramic, 4 circuitry, 3 rubber) T-60e Cargo Pod : CW 1000, Weight 24, Value 260 (Model E: Science 1, Armorer 3, 7 adhesive, 10 aluminum, 8 ceramic, 5 circuitry, 4 rubber) T-60f Cargo Pod : CW 1050, Weight 25, Value 270 (Model F: Science 1, Armorer 4, 8 adhesive, 12 aluminum, 10 ceramic, 6 circuitry, 4 rubber)
X-01: X-01 Cargo Pod : CW 950, Weight 20, Value 280 (Mk.I: no cost to use this mod) X-01 Mk.II Cargo Pod : CW 1000, Weight 21, Value 300 (Mk.II: 5 adhesive, 4 aluminum, 3 ceramic, 3 circuitry, 2 rubber) X-01 Mk.III Cargo Pod : CW 1050, Weight 22, Value 320 (Mk.III: Science 1, Armorer 1, 6 adhesive, 6 aluminum, 5 ceramic, 3 circuitry, 3 rubber) X-01 Mk.IV Cargo Pod : CW 1100, Weight 23, Value 340 (Mk.IV: Science 1, Armorer 2, 7 adhesive, 8 aluminum, 6 ceramic, 3 circuitry, 4 rubber) X-01 Mk.V Cargo Pod : CW 1150, Weight 24, Value 360 (Mk.V: Science 1, Armorer 3, 8 adhesive, 9 aluminum, 7 ceramic, 4 circuitry, 5 rubber) X-01 Mk.VI Cargo Pod : CW 1200, Weight 25, Value 380 (Mk.VI: Science 1, Armorer 4, 8 adhesive, 11 aluminum, 9 ceramic, 6 circuitry, 6 rubber)
Now, as far as how to get them into the world: (1) The best idea would to add these to leveled lists when power armor drops to include this component in the drop some of the time. The leveled lists for power armor drops take care of the type of armor, the mod level of the armor, and how many pieces of that armor are found. It would be good to just get these in there and get them to start dropping. There are people who are modding leveled lists for other drops, so it would be good to look at some of those mods to see how they are doing it. (2) Until then, you'll probably need to craft the base (Model A, Mk.I) model of these at the new crafting workbench, and then upgrade them at the power armor station afterwards. For base crafting I propose the following requirements. I require the contribution of a Torso, as that will help limit the level they will be able to craft based on the level of the armor they are currently seeing dropped (i.e. I won't be able to start crafting a T-60 Cargo Pod until I get at least one spare T-60 Torso to drop). Raider Power Cargo Pod: 1 Raider Power Torso, 8 adhesive, 14 aluminum, 5 circuitry Raider Power II Cargo Pod; 1 Raider Power II Torso, 10 adhesive, 18 aluminum, 7 circuitry T-45 Cargo Pod: 1 T-45 Torso, 12 adhesive, 22 aluminum, 9 circuitry T-51 Cargo Pod: 1 T-51 Torso, 12 adhesive, 25 aluminum, 11 circuitry T-60 Cargo Pod: 1 T-60 Torso, 17 adhesive, 29 aluminum, 22 ceramic, 13 circuitry, 9 rubber X-01 Cargo Pod: 1 X-01 Torso, 17 adhesive, 23 aluminum, 20 ceramic, 13 circuitry, 13 rubber
Cargo Pods probably should have no armor value and no durability, otherwise things get too complicated.
Wow! Great job! You already thought of everything, didn't you? Hehehehe... Glad to see... I've finished the changes I talked about earlier. Don't know if you will like, but just as a sneak peak of what I'm doing...
If you hate the way MODS PREFIXES mess up your inventory list, I think you'll love it. Also it will be compatible with most of the Better Sorting methods...
Regarding the Cargo Pods, I will add them just like you proposed and they will be there in the next release, the only thing I'm not certain about is the way I'll make them available in game. But the creation options will certainly be there...
By default, you carry 200+10 per point of strength. So, you would be able to carry 200+10*5 = 250. In Power Armor with strength at 11, you can carry 200+(10*11) = 310.
With this new backpack, without pouch modifications on it, it adds another 40 points of carry weight per strength. That means at strength 5 you can carry 200+(10*5)+(40*5) = 450. With the backpack fully modded it adds 60 points of carry weight per strength. That means at strength 5 you can carry 200+(10*5)+(60*5) = 550. At max strength 11 that would be 200+(10*11)+(60*11) = 970.
Hum... I also have this problem... Right now my issue is having to re-equip my headgear after wearing it, so maybe an option to keep them on would satisfy you too?
40 comments
Also, to everyone else, I'm adding overrides for all the armors in game for people with translation inconsistencies like me and I'm also going to change some stuff!
one, use fewer elipses, PLEASE.
two, if it was so bloody easy, then the author of this mod could have, and should have, done it themselves to begin with.
but no, they themselves point out they were too lazy to do so...
hence the issues remain.
This mod would replace both of those other mods, provided I can tone down the weight values. Would you consider adding an installer which lets you select the multipliers to use? I'd go for +10 per Str with the backpack (same as the vanilla carry weight modifier) and my current +150 weight for the PA luggage and be extremely happy.
Thanks for modding this up!
Umm, wouldn't it make more sense to just track and endorse the original mods that you cobbled together to make this one?
Backup a copy of Simple Inventory Improvements.esp
Download and install FO4Edit
Open FO4Edit and select only Simple Inventory Improvements.esp
Expand Armor under Simple Inventory Improvements.esp
Select everything on the list EXCEPT II_TravelBackpackAA, II_TravelBackpackStraplessAA, and II_PowerArmorTrunk
Right click and select "remove" (A warning popup will ask if you know what you're doing) select yes
Close FO4Edit and a save window will pop up. Make sure Simple Inventory Improvements.esp is checked and save.
Thats it.You will still have the crafting workbench and are able to upgrade the packs through the armor workbench.
NOTE: You may want to stash everything you have in a safe container and unequip the bag you have if you're already using this mod. I was a stupid face and removed the whole armor category without keeping the 3 above mentioned and my carry weight was up at what it was with the bag already. So don't be stupid like me and delete the whole armor category. Simple fix was to reset my carry weight through console. But with the above mention it should work fine.
Always save and make backups of the .esp your working on just in case. This is just a helpful response if you choose to use it. I don't want to get blamed if something happens to your game.
Hopefully with such an easy edit the author will just post a "Bags Only" version of this mod.
Well, actually you can simply put Armorsmith Extended below this mod in your plugin list and it will take control of the clothes/armors, don't need to manually edit it if you are worried about messing anything.
Regarding the next version, it will be different from AE in a lot of ways. Right now I'm aditing meshes and textures to add all the other bags, like the new Bags mod does. With the equipment, I'm going to introduce new mods to the outfits and clothes and probably take the body armor pieces from them. In order to achieve almost the same defense stats, but without clipping. Just need to balance it right.
I already did this to the head items, though being able to use glasses with helmets and other face pieces will still be possible, since they don't clip like the rest of the body armors.
Cheers
Thanks
See if two ARMO items appear there...
If the answer is yes, then I don't know what's happening... Otherwise it means that the mod isn't being loaded...
Did you try manual installing it?
You should definitely collaborate with Aldebaran90 and exShrina and merge this with Wearable Travel Backpack and Wearable Camo Backpacks.
It's also nice that you've included all the benefits of clothing + armor slots from Armorsmith Extended and all the clothing modification capability from Legendary Clothes (or Armorsmith-LegendaryClothes-Compatibility patch for those of us that want both of these). Thank you for that. This is a great mod!
I have a questions/requests/suggestions:
(1) I notice your backpack doesn't conflict with any of the typical backpack slots: slot 50 (bandana), 51 (ring/glove), or 61 (baby carry) slots. What wearable slot does the travel backpack use?
(2) You might consider changing the name of "Power Armor Luggage" to "Power Armor Cargo Pod", or maybe just "Cargo Pod", or maybe have "T-45 Cargo Pod", "T-51 Cargo Pod", "T-60 Cargo Pod", and "X-01 Cargo Pod". So, instead of modding them with animal parts, you could just have four different varieties with increasing carry weights. Anyway, "Cargo Pod" is probably a better English name for its function than "Luggage".
(3) Can you (or can someone with good modelling skills) make it so that when the cargo pod is in the armor, it shows up on the armor, maybe on the back where the jet pack shows up, both when sitting there and in 3rd person view? Of course, it would have to look good both with armor that has a Jet Pack, and for armor that does not. I would just make it so when the Jet Pack is mounted, it covers up most of the cargo pod look, but if they both show, just make it mesh together nicely. You'll probably have to add paint mods to the cargo pod then too.
(4) Will these three items ever show up for sale at a vendor (i.e. is there a levelled list for different/better versions of this spawning at vendors as your level goes up)? Or are they only ever going to be craftable?
(5) Can you make a NMM installer with exShinra's retextures available to select the look of the Travel Backpack during install. I don't want all the different ones in game, but it would be nice to select just the texture I want during install.
(6) If you make in installer, you probably don't need both Travel Backpack and Travel Backpack Strapless in the game at the same time. You can just have one or the other selected during install.
(7) If you make an installer, you can make the part that replicates the armor slots and clothes modifications from Armorsmith Extended+Armorsmith-LegendaryClothes-Compatibility patch optional, and that way people can just get the backpack and cargo pod and continue to use either or both of those mods along with this without conflict.
(8) Where do you get Deathclaw Eggs? And why not Deathclaw Hides instead, like the original Bags Mod that you got the idea from? All the rest of the pouches seem to require the hides of the appropriate (tough) animals. And Deathclaw Hides seem to be an obtainable resource, just kill a Deathclaw.
Well, the Deathclaw Eggs was my mistake, it was supposed to be hide, I don't know how I didn't see this mistake before.
Now to the answers:
1) Slot 54
2) Thanks for the idea! I will change it to Cargo Pod in the next release, now, for the options, any balacing ideas for the different versions?
3) Unfortunately I've got no modelling skills, but if anyone out there could make the meshes and textures I'd love to use it here!
4) I'll look into it
5) I want to add other textures as Material Mods for the Backpacks, so you could get one and then mod it to the version you like and also get some new effects...
6) I like to have different options, and some armors look better with the Strapless version, so, since it doesn't conflict with anything else, I don't see why take it out...
7) I'll definitely provide new options
Now, regarding the mod.
I'm currently trying a new approach to the Inventory Sorting issue... So, I won't really start messing with the backpacks for a few days. I'm also changing a lot of records to distinguish the record changes here from Armorsmith Extended. I'm making it possible to add only Torso mods to Outfits that also use the Torso armor slot, also the helmets will only have helmets mods available and the limbs mods won't be available to all outfits... Will keep you informed as soon as I have more news...
Thanks again for the words!
Raider:
Raider Power Cargo Pod : CW 350, Weight 20 Value 100
Raider II Power Cargo Pod : CW 400, Weight 20, Value 110
T-45:
T-45 Cargo Pod : CW 500, Weight 20, Value 140 (Model A: no cost to use this mod)
T-45b Cargo Pod : CW 550, Weight 21, Value 150 (Model B: 2 adhesive, 3 aluminum, 1 circuitry)
T-45c Cargo Pod : CW 600, Weight 22, Value 160 (Model C: Science 1, Armorer 1, 3 adhesive, 4 aluminum, 2 circuitry)
T-45d Cargo Pod : CW 650, Weight 23, Value 170 (Model D: Science 1, Armorer 2, 3 adhesive, 6 aluminum, 2 circuitry)
T-45e Cargo Pod : CW 700, Weight 24, Value 180 (Model E: Science 1, Armorer 3, 4 adhesive, 8 aluminum, 3 circuitry)
T-45f Cargo Pod : CW 750, Weight 25, Value 190 (Model F: Science 1, Armorer 4, 5 adhesive, 10 aluminum, 4 circuitry)
T-51:
T=51 Cargo Pod : CW 650, Weight 20, Value 180 (Model A: no cost to use this mod)
T=51b Cargo Pod : CW 700, Weight 21, Value 190 (Model B: 3 adhesive, 4 aluminum, 2 circuitry)
T=51c Cargo Pod : CW 750, Weight 22, Value 200 (Model C: Science 1, Armorer 1, 3 adhesive, 6 aluminum, 3 circuitry)
T=51d Cargo Pod : CW 800, Weight 23, Value 210 (Model D: Science 1, Armorer 2, 4 adhesive, 8 aluminum, 3 circuitry)
T=51e Cargo Pod : CW 850, Weight 24, Value 220 (Model E: Science 1, Armorer 3, 4 adhesive, 10 aluminum, 4 circuitry)
T=51f Cargo Pod : CW 900, Weight 25, Value 230 (Model F: Science 1, Armorer 4, 5 adhesive, 11 aluminum, 5 circuitry)
T-60:
T-60 Cargo Pod : CW 800, Weight 20, Value 220 (Model A: no cost to use this mod)
T-60b Cargo Pod : CW 850, Weight 21, Value 230 (Model B: 4 adhesive, 5 aluminum, 3 ceramic, 3 circuitry, 2 rubber)
T-60c Cargo Pod : CW 900, Weight 22, Value 240 (Model C: Science 1, Armorer 1, 5 adhesive, 6 aluminum, 4 ceramic, 3 circuitry, 3 rubber)
T-60d Cargo Pod : CW 950, Weight 23, Value 250 (Model D: Science 1, Armorer 2, 6 adhesive, 8 aluminum, 6 ceramic, 4 circuitry, 3 rubber)
T-60e Cargo Pod : CW 1000, Weight 24, Value 260 (Model E: Science 1, Armorer 3, 7 adhesive, 10 aluminum, 8 ceramic, 5 circuitry, 4 rubber)
T-60f Cargo Pod : CW 1050, Weight 25, Value 270 (Model F: Science 1, Armorer 4, 8 adhesive, 12 aluminum, 10 ceramic, 6 circuitry, 4 rubber)
X-01:
X-01 Cargo Pod : CW 950, Weight 20, Value 280 (Mk.I: no cost to use this mod)
X-01 Mk.II Cargo Pod : CW 1000, Weight 21, Value 300 (Mk.II: 5 adhesive, 4 aluminum, 3 ceramic, 3 circuitry, 2 rubber)
X-01 Mk.III Cargo Pod : CW 1050, Weight 22, Value 320 (Mk.III: Science 1, Armorer 1, 6 adhesive, 6 aluminum, 5 ceramic, 3 circuitry, 3 rubber)
X-01 Mk.IV Cargo Pod : CW 1100, Weight 23, Value 340 (Mk.IV: Science 1, Armorer 2, 7 adhesive, 8 aluminum, 6 ceramic, 3 circuitry, 4 rubber)
X-01 Mk.V Cargo Pod : CW 1150, Weight 24, Value 360 (Mk.V: Science 1, Armorer 3, 8 adhesive, 9 aluminum, 7 ceramic, 4 circuitry, 5 rubber)
X-01 Mk.VI Cargo Pod : CW 1200, Weight 25, Value 380 (Mk.VI: Science 1, Armorer 4, 8 adhesive, 11 aluminum, 9 ceramic, 6 circuitry, 6 rubber)
Now, as far as how to get them into the world:
(1) The best idea would to add these to leveled lists when power armor drops to include this component in the drop some of the time. The leveled lists for power armor drops take care of the type of armor, the mod level of the armor, and how many pieces of that armor are found. It would be good to just get these in there and get them to start dropping. There are people who are modding leveled lists for other drops, so it would be good to look at some of those mods to see how they are doing it.
(2) Until then, you'll probably need to craft the base (Model A, Mk.I) model of these at the new crafting workbench, and then upgrade them at the power armor station afterwards. For base crafting I propose the following requirements. I require the contribution of a Torso, as that will help limit the level they will be able to craft based on the level of the armor they are currently seeing dropped (i.e. I won't be able to start crafting a T-60 Cargo Pod until I get at least one spare T-60 Torso to drop).
Raider Power Cargo Pod: 1 Raider Power Torso, 8 adhesive, 14 aluminum, 5 circuitry
Raider Power II Cargo Pod; 1 Raider Power II Torso, 10 adhesive, 18 aluminum, 7 circuitry
T-45 Cargo Pod: 1 T-45 Torso, 12 adhesive, 22 aluminum, 9 circuitry
T-51 Cargo Pod: 1 T-51 Torso, 12 adhesive, 25 aluminum, 11 circuitry
T-60 Cargo Pod: 1 T-60 Torso, 17 adhesive, 29 aluminum, 22 ceramic, 13 circuitry, 9 rubber
X-01 Cargo Pod: 1 X-01 Torso, 17 adhesive, 23 aluminum, 20 ceramic, 13 circuitry, 13 rubber
Cargo Pods probably should have no armor value and no durability, otherwise things get too complicated.
I've finished the changes I talked about earlier. Don't know if you will like, but just as a sneak peak of what I'm doing...
If you hate the way MODS PREFIXES mess up your inventory list, I think you'll love it. Also it will be compatible with most of the Better Sorting methods...
Regarding the Cargo Pods, I will add them just like you proposed and they will be there in the next release, the only thing I'm not certain about is the way I'll make them available in game. But the creation options will certainly be there...
So let me get this right. If I have 5 points in strength. That means it will be 50 carry points?
With this new backpack, without pouch modifications on it, it adds another 40 points of carry weight per strength. That means at strength 5 you can carry 200+(10*5)+(40*5) = 450. With the backpack fully modded it adds 60 points of carry weight per strength. That means at strength 5 you can carry 200+(10*5)+(60*5) = 550. At max strength 11 that would be 200+(10*11)+(60*11) = 970.