@Gunshot08: I wanted to send you a private message but your profile doesn't allow me to unfortunately.
I wanted to ask for your permission to upload a 'redux' version of your Carry More with Power Armor mod to the Nexus, I made the following changes: - Added the following versions: +25, +50, +75, +400, +500, +600, +700, +800, +900, +1000 - Flagged the ESP plugins as ESL. - Renamed the plugins and reestructured the FOMOD installer so that people wanting to switch between versions mid game can do so without the game complaining they are missing a plugin.
I Really want those increased carry weight values. Given that there's nothing about permission in the description, I think you'd be fine to make it. I'll be tracking!
Not for me. Also if you look at what it changes all it changes is the carry weight that comes with power armor. That's it. The effect dispels when you exit. If you're having that problem it's from another mod.
That's almost certainly a vanilla bug. There's an issue where you sometimes keep PA rad resistance values after exiting power armor, the magic effect doesn't dispel properly, so I'm willing to bet the carry weight issue is due to the exact same bug.
I can't verify but I'm 99% sure that's exactly what's going on. I've never experienced the bonuses bug but the weight thing has happened twice.
I guess all PA related bugs are solved similarly: you reset them by either re-entering the PA or entering the crafting station. The only fix to these would be a script that checks your initial values for everything on enterance/exit of the PA. If only I knew how to program....
For whatever reason, using the all-in-one FOMOD simply would not work. Tried adjusting load order, removing potentially conflicting mods, etc.
Nothing could get it to work.
Installed the +300 weight old file and voila. No issues whatsoever.
Not sure if there was a conflict somewhere (with my heavy load order, this is quite likely) or perhaps the FOMOD is packaged incorrectly. Either way, if anyone else is having the same issue - try one of the older files.
There's literally no difference between the FOMOD or the standalone versions. The FOMOD one just lets you pick with a fancy GUI, it's still using the same files. Trust me, I checked.
So for anyone still using this mod and getting the permanent capacity increase bug, i looked at the mod in xEdit. It's nothing fancy, it's just altering the stat bonuses the game gives you when you enter power armor to add a bonus carry weight modification to stats. So I can't find anything wrong. It's possible Bethesda would have intended for this to be the case in vanilla but kept encountering the bug and scrapped it.
The only thing that can fix it is perhaps a script that runs checking your current carry weight and adds it after the fact, and then checks vs. your original weight when you exit and resets it. Alas, I don't know how to program. Maybe someone smart can figure it out. Cuz this is a boarderline essential mod to the game. There's no good reason that you should ever be able to carry more weight in your pockets than as a giant hulking robot man.
DO the optional files add more onto of the main file? Like, say I want +500, and I do +300 from the main mod, would adding the +200 optional make it +500? Or should I not use both files?
It's 2019, but hoping someone is still using this mod. First, it works great. I have a few mods that impact power armor. My issue is that my companions will not use power armor anymore. It's not a pathing issue or lack of power core. Could easily be one of the other mods, just wanted to check and see if anyone encountered this issue with this mod.
I still use this mod and I've never encountered a problem like this. Only issue I've had with companions using power armor is the pathing issue. Then I just have to move the PA for them. All this mod does is add one new setting to the power armor "enchantment," additional carry weight.
I hate messing with carry weight so this mod is awesome. When it comes to weight, however, I am a massive cheat. So could you make add one with a +2000 carry weight so it matches the backpack mod that's out there?
Just load this mod up in FO4Edit and set it to whatever value you like. It's really the easiest way for such minimal tweaks, for the Mod-Author and User alike.
Agreed. I typically use backpack mods (or larger mods such as Militarized Minutemen which also includes functioning backpacks) and I tweaked the power armor to add like + 500 lbs of carry weight to offset the loss of the backpack carry weight bonus. Besides it give another reason to actually WANT power armor. I personally tend to run a Special Forces / Ranger style character (with Amazing Follower Tweaks to round out my team) and power armor is really contradictory to this build (outside of specialized missions into the glowing sea for example). Which that type of build / game play style power armor isn't really needed nor wanted...unless there is a really solid reason to do so, such as to carry all my loot home.
A couple of things I'd point out with this: be careful of loading up too much inventory (junk, ammo, or whatever) into your pack, or even the workbench. The game engine tries to load all that into the game everytime you log in or zone to a new area. So what you might ask? It can lead to memory leak issues and CTD. The crash is real my friends.
83 comments
I wanted to ask for your permission to upload a 'redux' version of your Carry More with Power Armor mod to the Nexus, I made the following changes:
- Added the following versions: +25, +50, +75, +400, +500, +600, +700, +800, +900, +1000
- Flagged the ESP plugins as ESL.
- Renamed the plugins and reestructured the FOMOD installer so that people wanting to switch between versions mid game can do so without the game complaining they are missing a plugin.
Let me know if that's ok.
Edit:
- Author gave me permission, so here it is Carry More with Power Armor REDUX
Would you allow me to port your mod over to xbox, with full credits to you and a link to the mod page on Nexus?
If so, would you kindly update the permissions tab on the mod's main page to allow for console porting?
Thank you!
I have tried the AIO installer version and the standalone optional file, all version doesn't work
I guess all PA related bugs are solved similarly: you reset them by either re-entering the PA or entering the crafting station. The only fix to these would be a script that checks your initial values for everything on enterance/exit of the PA. If only I knew how to program....
Nothing could get it to work.
Installed the +300 weight old file and voila. No issues whatsoever.
Not sure if there was a conflict somewhere (with my heavy load order, this is quite likely) or perhaps the FOMOD is packaged incorrectly. Either way, if anyone else is having the same issue - try one of the older files.
Thank you for the mod, Gunshot. <3
Cheers.
The only thing that can fix it is perhaps a script that runs checking your current carry weight and adds it after the fact, and then checks vs. your original weight when you exit and resets it. Alas, I don't know how to program. Maybe someone smart can figure it out. Cuz this is a boarderline essential mod to the game. There's no good reason that you should ever be able to carry more weight in your pockets than as a giant hulking robot man.
guess ill just have to save some money and stop being such a peasant
It's really the easiest way for such minimal tweaks, for the Mod-Author and User alike.