Fallout 4
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  1. Shadowzhar
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    Version 3 new upload fixed the PA Issues allowing you to repair the PA Armor again along with removing the Targeting Hud feature.
  2. 363rdChemicalCompany
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    In my headcanon basically a wealthy Prepper pre-war made stashes in Pulowski Shelters close to his travel , work and living spots and routes.He was not able to use it all, so its still around.Since they are locked and the denizens of the Wasteland expect them to be emtpy or populated by a ghoul most of them have not been broken into and are still intact.
  3. KaptainCirk
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    hi just wondering, im at the hangmans alley one and i cant seem to find it? maybe im dumb? would appreciate help in understnading where to loot-room is 
    1. KaptainCirk
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      NVM, if anyone else is dumb like me, look for the cylinder blue phone booth looking things lol those are the ones that lead to the bunkers-loot
    2. Shadowzhar
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      The Polaski shelters are the entrance
    3. 363rdChemicalCompany
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      Its not exactly IN hangmans alley but on one of the city streets surrounding it.
      It took me LOTS of hours to find all of them and I am still looking for the 10th one.
      But thats ok its a part of the fun :)
      Remember not all or even most of the Pulaski Shelters have a goodie basement.
      Just some of them.

      In my headcanon basically a wealthy Prepper pre-war made stashes slose to his travel , work and living spots and routes.
      He was not able to use it all so its still around.
      Since they are locked and the denizens of the Wasteland expect them to be emtpy or populated by a ghoul most of them have not been broken into and are still intact.
  4. 363rdChemicalCompany
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    Your best file yet! : )

    (Even though the note still reads the "targeting" as an equipment description for the torso.
    And the medic pump too.)

    Another typo is, the torso is listed at "1600" ballistic protection, when it was 600.
    But those are just nits to pick.

    Also liked, that you made the health of all components match those of a leveled X-01.
    This is whats needed to use this armor and not constantly run back home.
    Not to much, not too little, but just right.

    Your mod is IMO, the all around best and most plausible/immersive high content stash mod in a crowded field!

    PS: Sent u a small donatipon.
    I know its not nearly enough for all the work you do but if more people send 5 Dollars it should add up.
    1. Shadowzhar
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      I forgot all about the note lol, I will be doing some finishing touches on this not that I have finished other projects I was working on.
    2. 363rdChemicalCompany
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      Something could even be in the note about using above average materials in the armor construction which is why it has greatly improved health over other T45s : )
      and Thank you, thank you, for taking out the red outline targeting from the torso. 
      It was just SOOO OP when exploring, while at the same time making normal social interaction with the NPCs tiresome.
      And taking off your torso all the time outside a power armor station, while posisble in the game, just doesnt feel right.

      I like that you made it so good with regards to radiation, because the radiation mechanics in the game seem so contrived to me and this is the antidote.

      Also, now I dont have to use the "craft legendary effects" mod to buff the armors health for long trips anymore.
      That sometimes made me feel too "Cheaty".
      But a level of armor component health, that is also achievable with vanilla assets, does not (which is what this is)

      As soon as I saw your mod I installed it.
      Last time it got me to start a new playthrough even.
      Thank you, Thank you, thank you!
    3. 363rdChemicalCompany
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      Sir, some bad news, I guess am doing some beta testing :)

      -The Torso still describes itself as 1600 ballistic when it is 600 (still OP)
      (-No damage thresholds "took" on the armor, so similar to the SE-01 from Neeher, it lacks the Damage threshold on each component that Impervious Armor gives each t45, T51, T60, X-01. Which is fine , no mod has an obligation to be compatible with another,.)

      -But most importantly no component of the armor can be repaired, even in the latest file.
      I feel a bit bad for calling out problems when you are doing all this hard work... If at this point, you decided to cut bait on the armor, leave the bunker w/o PA, or just throw in a bone stock T45F or T51F, I would not blame you.
    4. Shadowzhar
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      I will take a look at it today an test it.

      Updated: I hopefully corrected the defense and the issue that would not allow you to repair . Thank you for catching these bugs an helping me to make this mod mod better for everyone.
    5. 363rdChemicalCompany
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      Thank you Sir.
      I will download and check as soon as I get home.
      I am honored to check this mod, since I believe it to be the most clever and immersive wasteland stash mod out there.

      Am also glad that you dont mind my feedback I do not wish to sound ungrateful :)
    6. 363rdChemicalCompany
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      Sir,

      sorry bad news again.
      No part of this Armor T45 patriot edtion armor is repairable.
      I made double sure it was using the new file by going in from a clean start and examiing the published specs for the armor to see if it was different (still OP but a bit less).

      Maybe your original file was the best one after all where you could pick from different vanilla PA components.

      I apologize to have pushed you in this direction with a special armor which has caused you a lot of work I am sure.
      Perhaps your original rich file with the many pieces of vanilla armor of various models plus one frame was the better one after all.

      That is the one I will now go install.
      EDIT: decided to keep playing v 3.0, since the 10 logistics points are so valuable aside from the armor.
      I am also making an experiment, I added your mod's upgrade attachments to all components of a T45, that I upgraded to T45C via vanilla, to see what will happen ( repair issues as part of the upgrade tranfers perhaps?)
      Since its a real playthrought it iwll be a bit until I cna report back on any successes or bugs related to those when attached  to a vanilla armor.

      Thank you for your efforts on making this special armor idea work.
      Even famous Neeher never got the helmet of his special PA, the SE01, to be repairable (but helmets get  a lot less hits so it was managable IMHO)
    7. Shadowzhar
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      I will look into it further I need to make it repairable I plan on using this in my next playthru.
    8. Shadowzhar
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      I fixed some missing info will dig in deeper still to make sure but I uploaded the new file.
    9. 363rdChemicalCompany
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      Sir, just a pointer.
      Your last few uplaods are all marked version 3.0, as is your newest one.
      This makes configuration control for the downlaoder difficult, trying to figure out which is which.

      And again, if you fix it please consider making it less OP.
      a complete T45F suit is between 1000-1100 balistic resistnce, which is a lot for the early came and enough to run thru the late mid game at least.
      A T51c is about the same.
      Energy resistance is always significantly lower than ballistic (as energy weapons in the game put out numerically lower damage values)
      So copying the values of a T45F for resistances, and a leveled X-01 for armor heatlth, might be a good playable combination.
      The last of your design I checked had a ballsitic of 1860 or so, and an energy resistance factor very close to it.
      This would make it nearly immune to a great many energy weapons.

      (I'll check your current upload tommorrow evening as soon as I come back from work, on a new start)
      Ideally if you could get the game to recognize the armor as a T45 PA, then impervious armor mod would apply mild damage threshold values to it's components (I think DT 2 per component) so not any rad roach or dog can bite thru your powerarmor (this adds immersion and in the game w/o any further mods, will even cause some low level enemies to flee when you wear your armor, which makes perfect sense,  but may also be asking a lot, just throwing it out there as a possibility)
    10. Shadowzhar
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      That is because all of the pieces have Resistances , physical has the highest numbers, I could reduce the resistances. I will be looking at the armor more in the CK and Xedit today to figure out what is going on.
    11. 363rdChemicalCompany
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      You are awesom!

      Also just for your reference when you are done with the hard part. 
      I downloaded a lot of power armor paint packs and this one seems to give the best resolution in the game as well as the most interesting options.
      Check out the British winter camo for a winterland playthrough or especially the German Flecktarn.
      That one makes a set of power armor look extra dangerous and brutal no matter if T45 or T51 or T60 or X-01.
      https://www.nexusmods.com/fallout4/mods/31734


    12. Shadowzhar
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      Each version is a different choice of this mod just look at the date its uploaded or updated to know for sure. I have the new version up an I have been testing along side vanilla T 45 F with no difference at all so far I will test some of the pre damaged versions also. Let me know if the new version is still giving you issues with repair.
    13. Shadowzhar
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      After numerous tests I have damaged and repaired the Patriot T 45 PA so that is working now.
    14. 363rdChemicalCompany
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      Sir,
      success!
      Armor is fully repairable in all parts!! :)
      Also takes all paintjobs I tried and takes the mods I tried (which was not al of them but enough to be confident it works!)
    15. Shadowzhar
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      Cool good to hear its working for you now.
    16. 363rdChemicalCompany
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      I am just glad all your hard work paid off and now hopefully as many folks as possible will use this mod.
      Its superior to the cheat shack outside the vault because that one is so immersion breaking.
      So is the cheat box outside the vault.

      But a locked bunker camoflaged in a Pulowski Preservation shelter in the backwater hill country (Sanctuary) that is is plausible and immersive to be still around after all this time.

      This is the only mod I am aware of, that is at this level of plausability for these supplies to still exist.
      (I also use  a mod that lets you lock doors so I relock all the doors of any of your shelters that I visit)
  5. 363rdChemicalCompany
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    Beautiful work!
    I also love the idea with the shelter room it looks great and the location at Red Rocket is great too.

    But would you consider doing a "light" version too?

    Right now its so much stuff its destroys the game mechanics IMO.
    Only including select shortage items, in realistic stash quantities?

    Like say 10-30 Fusion cores, 50 Stims, 50-100 purified water, 50 rad aways, and ammo capped at 1000-2000 rds each except for 5mm which is of course consumed very quickly and 10,000-15,000 rounds or more, there would be not be unreasonable .
    And for PA maybe only a single "low" armor set, but maxed out, say a complete T45f set only,. Maybe even with a assembly torso or some other useful high end mod on the torso.( to finally give folks an incentive to use a T45 thru the game and early on in the northern backwater a T45 is realistically probbaly the most one should find)

    And only 1 location at Red Rocket to get our stuff early in the game.
    if one more additional location then maybe only one and waaay out there like your glowing sea location.
    And no respawn so all items found are understood to be a found treasure but not a horn of plenty.
    Modding Fallout 4 is beyond my abilities, but I did a smilar Mod for Fallout 2 20 years ago and published it on no mutants allowed, but I kpet content limited to a nice stash but not a stash big enough to field an Army.

    Right now as it sits with having so much at 10 different locaitons it takes away a lot from the game as this is enough to equip an Army or two.
    Doing a light version should take minimal work just subtracting locations and exessive stash.
    I'll be happy to throw  a donation your way too. :)
    1. Shadowzhar
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      Let me know what you think of Version 2.
    2. 363rdChemicalCompany
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      P:S Thank you Sir. I just saw you added a new version thats lighter. downloading it right now!
      Threw a small donation your way too. 
      I'll start playing it right now and starting a new playtrhough just for it.
      Thank you :)
    3. Shadowzhar
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      Let me know if everything looks good or does it need a few more things added. I also have other survival mods on my Discord only.
    4. 363rdChemicalCompany
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      I have never been on discord (just started new gen games) but I will be happy to check it out and make it a habit.
      I am grateful for the quick responsiveness.

      Love the new look inside the shelter!

      However , (please forgive me) now it is much too light () I just staretd a new game ( quick start mod) and made a beeline for your Red Rocket location.
      If I may make a suggestion ( and I know you been plenty resposive as it is and it is not really my place..... but something plausible but still substatial.


      But a suggestion (and I know its not my place to ask all this) for  a plausible but still game boosting content list would be this:

      -10-30 Fusion cores
      -50 ish stimpaks
      - 100 purified water (very plausible for a high end survival shelter)
      - 500-2000 rds of most common calibers. More of common ones like 10mm say 2000 but less common ones like 308 and 44 Mag, maybe 500 tops.
      -5mm can be as much, or more, as in the heavy mod, since u run through it so fast, say 10-15k.
      -Not all calibers, just the most common ones. No radiation ammo, no 2mm EC, no mininukes.
      - A set of armor thats a bit special for the non power armor guys. Maybe a Courser uniform or a single heavy Combat armor, maybe even minuteman mark on the Combat Armor.
      - A set of power armor, nothing game breaking special, no X-01 but a T45. But still a gaming delicacy.
      With valuable mods on it a low level charatcer could never add on their own due to lack leveled perks:
      All parts a "F", VATS targeting helmet mod, all parts Prism modded (or explosive modded) aaaand (here is to ensure the player will keep using it over other armors he finds)....:
      all parts legendary "nearly unbreakable" mod added.
      For the t45F torso maybe give a choice (or not) between 2 useful high level mods on it like  Assembled or medic pump or some such (but not jetpack as an early jetpack would also be game breaking). The legs maybe Kinetic (if torso is not "assembled" for the APs) and the arms braced (both plausible and useful early to mid game mods depedning on perk choices.
      I know how to do legendary mods my own, but it breaks immersion to do it as a low lever player and many other players will not have the legendary mod installed.
      Otherwise a T45 even an F, might be too fragile to carry through the end game.
      This way you are giving a special and unique armor that users will be incentivised to run just about forever all the way into the Glowing Sea (where its ease of repair supply comes in real handy but being an T45F still protects at the level of a T60a) and consider it a real special find.
      - No T60, no X-01, not even T51 to keep it plausible as a prewar shelter. T60 was the latest issue therefor could not be found outside a military base, , X01 did not exist yet and even T51 would have been too valuable in a pre war in stressed economy to just store in a shelter that may never be used.
    5. Shadowzhar
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      No Worries Look for Version 3 tomorrow a middle ground one should be closer to what your needing.
    6. 363rdChemicalCompany
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      Awesome, you rock!
    7. Shadowzhar
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      Version three is the middle ground with some extras
    8. 363rdChemicalCompany
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      Thanks Boss!. Checking it out right now ! :D
    9. 363rdChemicalCompany
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      Sir,
      (sent a couple more bucks your way)

      First of all your are awesome for being so accessible. :)
      That is amazing!

      And I really hope I do not overstep my place as a (grateful) consumer of your mods with a quick review.
      I love your idea in how you arrange the water.
      Also plenty of food but not too crazy to overwhelm a survival set up.
      The food is also nicely presented.

      I also like that you dont give a plethora of OP guns but just the one which is a decent one for the early game.
      (however its ammo was not among the stored ammo in the boxes though and as a result I only count a total of 17 rounds of 12 gauge , 5 on the table plus 12 in one of the boxes if mmeory serves. Not sure if this was intentional.)
      I also noticed you included no 5mm at all that I could find?
      That is a legit game choice of course if you wish to get rid of early game use of minigun exept for the first quest.

      The Power Armor is beautifully made and executed.
      Your idea in adding extra mods sperate no already attached in the armor chest, is well thought out, even though I think a new player may not know what to do with them.
      Might be best to just supply one complete set of armor with reasonable mods already  on that seasoned FO4 players know to be among the better ones in as-is take it or leave it ( as real world u would likely find).
      it may not be designed for any playthrough style that way but that is lif.e

      When I was new to FO4, it took me a long while just to figure out how to repair a PA.
      How to mod one came a couple playthroughs later. 
      Even now, with 1500 hours in the game, I have never pulled stored mods and attached them to a unmodded component yet.
      I am sure I can figure it out in about 1 minute, but would a new player?

      I am afraid a new player would just ignore these armor mods in the chest.

      Maybe best to offer a decent but fixed "Editon" T45F maybe with 2 different torsos to pick, take it or leave it ( as it would be when finding any stash even a good one).

      I can tell you spent  a lot of time, effort and thinking on Power Armor and I am very grateful, and making  a"patriot Edtion" that is different and/or maxed oout as a T45 is a great idea.
      But this armor IMHO it is way OP, offers more protection factor that even an X-01 (which I could give myself early game with cheta console but never do since its too OP), maxed out to Mk VI.
      Bascially a X-02 skinned as a T45.
      I rarely even use X-01 in the late game as its too OP is maxed out.
      I often stick a to a maxed out T60F in the very late game to not unbalance the game.
      Getting this X-01 plus level armor early game would be completly game breaking IMO even if the torso didnt have the many millions of HP.

      For example the "almost unbrekable" legendary mod in the game, ups T45F Torso to 980 HPs and a maxed T45F has about 920 ballistic protection for the entire armor (nearly double of the base which is 500 protection from a complete T45a)
      The way it, the vanilla legendary mod, works is it multiplies the  MkI or the "a" version HPs of any given armor component by 4.
      So in the higher marks of an armor it works out about to about 2.5 times HPs (since the higher marks each add HP that is not included in multiplication by the "almost unbreakable legendary").

      So this armor here is no longer an entry level armor for a player starting out.

      I am very grateful for your efforts triggered by my comments.
      I feel like a cheap skate now, for as little money as my 2 donations included, since it is obvious you put in tons hours of work.
      I can always send more so the community gets the perfect balanced started stash :D
    10. Shadowzhar
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      The 5mm is near the bottom of the ladder when you come in. I can adjust the T45 to be more of a starter package. An I can make a note explaining the mods for people. The guns are a random drop each playthru will have a different gun of that type drop that way they are not OP. I do plan on making more changes to the mod after I finish what I am currently working on.
    11. 363rdChemicalCompany
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      Great.
      Thanks for being so patient with this squeaky wheel!  :D
    12. 363rdChemicalCompany
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      PS: It is an absolute super armor you built. A real tank.
      I'll hold on this file, for future use ;)
    13. 363rdChemicalCompany
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      On a new start am using your mod.
      You put so much work into the armor!
      very clever how to do the attachments too!
      Am using it now.
      Lots of cool mods already included in the torso, i have no idea how you did that ( though I must admit the "outline living targets mod" ruins NPC intercations for me visually as they all shimmer in red lines, I tried to take it off the torso but was unable, I need ot learn more about the lines in the data here. I used to know quite well for fallout 2 back in the day but everything was out in the 'store window" so to speak in that program.)

      Still a bit OP, but all brilliantly done ;)
    14. Shadowzhar
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      The updated V3 the PA will be less OP
    15. 363rdChemicalCompany
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      Would you be willing to take out the outline living targets mod from being fixed to the torso?  :)
    16. Shadowzhar
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      Sure can
    17. 363rdChemicalCompany
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      Thank you Sir! :) :)
    18. 363rdChemicalCompany
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      Thank you, Sir,

      Now that I am using the armor. I belive I did find a bug with the repair system:

      -The T45P pieces that I am using cannot be repaired.
      "you lack the requirements to repair this item," when I try to repair anything T45P.
      -This issue is compounded by the appendages having low health to begin with:
      75 HPs each for arms, legs and helmet.
      A vanilla T45C for example has 90 HP in those spots, a D has 110 HP and a T45F has 150 HP if memory serves.

      T45 E and F level health IMO is the minimum to be able to use in most areas.
      I do use a mod that allows me to add legendaries early on and I always add "almost unbreakable" legendary which for even "only" a T45D is 245 HP per helmet, leg, arm so a nice boost of health per part but nothing truly OP.
      I did not add those to your suits components since that is mod is not working on T45P.
      No biggie, thats not a bug, just a mod incompatibility. its life :)

      -I did not have cause yet to repair the torso as I did not use it.

      - Now I am moving out on my next mission and this is my latest workaround:

      I stored the T45P arms/legs/helmet as I cannot repair them and their health is low.
      I replaced them with the T45D vanilla appendages(plus helm) with the legendary HP boost added.
      But I did also now mount your T45P torso as is, on the frame.

      Total stats with this combination now are :

      Ballistic 1200  quite excellent for early game (but not OP) and very respectable in mid game:)
      Energy 1450 (close to whats possible in the vanilla game with improved X-01, but not quite OP yet, even though its probably very close to that line)
      Rad: 1200, still among the best in the game, but not OP since all power armors are above 1000 rad resistance anyway.

      :)

      PS: I also tested your T45P suit to see if it appears compatible with this popular mod (designed to eliminate unimmersive low damage dog, rat and roach bite through power armor) and it appears to (it was as a mix with vanilla T45D torso though, even so this should mean that mod "hooks" into your suit. I will retest as a pure T45P soon).
      https://www.nexusmods.com/fallout4/mods/7584
      EDIT: retested it as a "pure T45P" and low rank animals still attacked. So the mod does not see this power armor.
      Not your fault. Same thing happens with the SE-01 armor mod. There is a pacth out but it works by specific armors.
      PS2: the more I think about it, the more i love the idea of using the pulowski shelters.
      Random folks would not bother to check them for loot since its been 200+ years
      And if randon people find them locked they will thnk nothing of it, just that probably there is a skeleton inside that locked the shelter box 200 years ago. So these bunkers really are plausible safe refuges
    19. Shadowzhar
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      Thank you for the feed back I will adjust things accordingly an fix any problems. I am working to finish another project I am working on right now then I will attend to this mods fixes.
    20. 363rdChemicalCompany
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      Thank you so much Sir! :)
      I am just in awe of the abilities of modern modders.
      Back in Fallout 2 days it was way easier and even someone like me could do location mods at least.
    21. 363rdChemicalCompany
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      Still using your Mod.
      Found 5 out of the 10 Stashes :)
  6. Bradsmith313
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    I really love this mod.
    Great job!
    1. Shadowzhar
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      thank you Im glad you enjoy it.
    2. 2Meal
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      where is the bunker at?
    3. Shadowzhar
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      Look for the Polaski shelters one is located by the Red Rocket Truck stop those are the Load doors to the bunkers there are many of them scattered thru the commonwealth nearby settlements.