Fallout 4

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Babaloo321

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Babaloo321

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About this mod

Additions and balance changes for Institute Power Armor Redux by KoRuTaKu. Also, there is an optional plugin that adds Institute Power Armor to specific Coursers.

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This mod is a rebalance/addition to Institute Power Armor Redux by KoRuTaKu.

When I first found out about Institute Power Armor Redux by KoRuTaKu, I was super excited to try it out! Especially with the new update coming soon that the author talked about in the Posts section. I was willing to be patient and use IPAR on my next playthrough, but unfortunately I had to end my playthrough early (Due to my own incompetence in modding), and since I'm starting a new one with a modified mod list (Once I get all the kinks out), I just couldn't wait any longer.

This mod not only adds my take on the update to IPAR that's yet to come, but also integrates the functionality of Buy Power Armor at the Institute by BitMage, and Institute Power Armor Availability Tweak by FAB001 (Except for the most recent update which adds Power Armor to Synth Leaders, more on that below). It also re-balances the strengths/weaknesses of the Institute Power Armor pieces, and adds a bit of lore inside terminals and holotapes to go along with it.

I want it to be known that I will gladly take out any of my changes that conflict with the new update to IPAR if KoRuTaKu wants me to, after they release it.

I've also made an optional Courser addon, which adds Institute Power Armor to specific Coursers. This was a bit tricky, since Coursers are mainly used for covert operations, where subtlety is key, and Power Armor really isn't subtle. Because of this, I've only added the Power Armor to Coursers that are typically doing frontal assaults. An example would be the attack on The Castle, after being banished from The Institute, or the post-game Checkpoint encounters/quests. These fights will be a lot tougher now.
I'm not done with this plugin yet, I've still got a lot that I want to add (PA Stations with Institute Power Armor outside the SRB, Coursers inside suits of them during the battle to destroy The Institute, etc), but as of now I think it's good enough to release.

Some of the things I've changed are:

- Virgil's Shack now has no balcony, instead I've replaced them with walls, and I added a door with a master lock. If you don't have level 3 lockpicking, then you'll need to pickpocket the key from Virgil. Along with all that, everything inside the shack is now owned by Virgil himself, so taking anything will be considered stealing.
I also made the turret stronger, it can easily take out the Deathclaw nearby.

- Kellogg now has a shipment of Power Armor waiting for him inside the Fort Hagen Parking Structure, along with the couriers of said shipment... It's a good thing you get there when you do, because it looks like he has everything he needs to hunt down "The Renegade".
None of this will show up until the Reunions quest is started, by the way.
Also... Kellogg is now almost immune to rads... I couldn't really make the lore/story fit in with the balance adjustments I made, without giving him some crazy radiation resistance, not enough to survive the Glowing Sea by himself, however. I've explained it so that it's just his brain implant that gives him near-immunity to rads.

- I've rebalanced the Institute Power Armor. Now it's a bit less strong in ballistic damage resistance, but also a bit stronger in energy damage resistance. The power armor now weighs significantly less, gives an AP regen boost, and a reduction in sprint AP cost. The downside to all of this, is the near complete loss of really any meaningful radiation resistance. This makes sense though, because it was made for Coursers, which already don't feel the effects of prolonged radiation exposure. To make up for the lack of rad protection, there are two "Misc" slot upgrades the player can install in the torso of the Power Armor. They both add radiation resistance, in different quantities, and with different penalties to the amount of AP the Player has.
I originally wanted the penalties to be a reduction in Agility, but I realized you could just cheese it by just having only 1 point in Agility, which would make the reduction in Agility pointless, since the game doesn't calculate Agility-related stats equivalent to when Agility is less than 1.

- Along with the rebalance, the Power Armor pieces now have proper Object Templates, along with keywords and leveled lists for each tier. I've also gotten rid of the "Material" slot for the Institute Power Armor in the Power Armor Workbench, as there was nothing that could be crafted in that slot, anyway.

Again, I will gladly take out any of my changes that conflict with the new update to IPAR if KoRuTaKu wants me to, after they release it.

Compatibility:

The main mod WILL conflict with any other mod that edits the main quest "Reunions" (MQ106).

The Courser addon WILL conflict with any other mod that edit's the quests "REAssaultSC14_FactionBoSvsInstCoursers" and "REChokepointSC08_FactionInstDefenders"

Load this mod after any other ones that edit these quests to see my changes.



--------------------------------CREDITS-------------------------------------
CitizenRandom - for letting me use some structure assets from his mod Half Width Shack Walls for my changes to Virgil's Shack. It's a great mod. If you're not already using it, what're you doing with your life?

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Installation:
  
Manual:
Place in your Data Folder

With Manager:
Install normally

As always, criticism is always welcome, and even encouraged! I hope you enjoy! :)