Let me ask something. If your armor disappears from its stand (that infamous random glitch), will this mod keep track of it or the marker is gone too?
I had 6 sets on stands and 1 on craft station. One set disappeared from its stand and I'm sure that was not a settler or companion because I keep fusion cores with me and Sanctuary still has no settlers (I'm still avoiding Concord).
Sorry for asking an unrelated question, but all I want is to remove the power armor marker on my map. I rather lose it than have it show up constantly when I am in nukaworld or far harbor. Would you be able to make a mod that just disable or remove the power armor marker from the map?
The SWF file. I think you need to replace the DefineSprite of the Power Armor icon in HUDMenu.swf. (A flash decompiler like JPEXS is enough, Adobe Flash/Animate CC is not required unless you'd like to edit the ActionScripts but that's not necessary).
One gets automatically added to your inventory once you exit Vault 111 but additional holotapes can be crafted at Chemistry Workbench >> Utility section. (The recipe to craft it is not visible in the workbench menu if you already have one in your inventory).
Hi i uninstalled PA Hoarder and made a couple of clean saves before installing yours here.. I wasn't getting any of the dialogue options approaching settlers however for the first 4 months.. but i just installed ALSO you Assigned while Unassigned mod which somehow ACTIVATED the missing menues of FMPA as well :)
Is there a way to disable the menue options to retrieve PA when approaching a settler now? :)
1) I am also using the mod 'Power Armor Hoarder' which basically gives you up to 25 "mat sized" deployable pads that you can SEND power armor you are standing in front of to .. I have zero ideas how to tell if that will conflict with this :(
2) you said that 'mod added' power armors was supported .. if such a mod was uninstalled of course that power armor would vanish... I have no idea what the ramifications of such an uninstallation would be
1) This is standalone mod so they shouldn't conflict.
2) If you uninstalled a Power Armor mod which had a Power Armor that you registered into this mod (by pressing the "ADD" activate button on the Power Armor), you should reset this mod: Pip-Boy >> Settings >> [Reset - erase all data]. You'd have to register your Power Armors into the mod again.
That's not a bad idea but I'm afraid I don't have the time for adding new functionalities to this mod. Adding a quest marker for every single Power Armor would require a lot of time, not to mention incorporating it into the handler quest.
Anyway to increase the max number of Power Armor tracked? I'm working on a Power Armor chase with mods. I know I have at least 350 right now working towards 1000. Thank you
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I had 6 sets on stands and 1 on craft station. One set disappeared from its stand and I'm sure that was not a settler or companion because I keep fusion cores with me and Sanctuary still has no settlers (I'm still avoiding Concord).
I wasn't getting any of the dialogue options approaching settlers however for the first 4 months..
but i just installed ALSO you Assigned while Unassigned mod which somehow ACTIVATED the missing menues of FMPA as well :)
Is there a way to disable the menue options to retrieve PA when approaching a settler now?
:)
1) I am also using the mod 'Power Armor Hoarder' which basically gives you up to 25 "mat sized" deployable pads that you can SEND power armor you are standing in front of to ..
I have zero ideas how to tell if that will conflict with this :(
2) you said that 'mod added' power armors was supported .. if such a mod was uninstalled of course that power armor would vanish... I have no idea what the ramifications of such an uninstallation would be
2) If you uninstalled a Power Armor mod which had a Power Armor that you registered into this mod (by pressing the "ADD" activate button on the Power Armor), you should reset this mod: Pip-Boy >> Settings >> [Reset - erase all data]. You'd have to register your Power Armors into the mod again.