Fallout 4

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jloz94

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jloz94

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  1. jloz94
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    There is now a version 1.6

    - Fixed upgrade requirements, slots, and display order, and loose mod values.

    - Added some 3rd person melee animations for higher melee attack speed in 3rd person as well as just 1st person now. Still does not apply to NPCs. Attack timings will be slightly different to 1st person as I changed the values considering movement being tied to animation speed in 3rd person for directional attacks, and I would like to use these for NPCs in future without making them ridiculous like the player in 1st person.

    - Added 3d assets for backpack and stealth boy back attachments - you will now have something visually on your back just like the jetpack.

    -

    Since the first version a few updates ago I have changed the 'parallel direct-drive actuators' mod to no longer have the extended melee block effects.

    I'm repeatedly mentioning this because I generally recommend it to everybody regardless of this mod:

    I have uploaded a new mod to have these effects universally, and I recommend it to everybody, see this mod page, 'Extended and cancellable melee block window'.
  2. Mysterioso888
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    Hey there

    just a question for someone considering adding this mod, are you planning on incorporating more power armor mods into this overhaul? 
    1. jloz94
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      Sorry for the delayed response.

      Unfortunately I'm not keen on adding any more at the moment.

      Personally, I'm not a big fan of having a lot of exotic power armor in the commonwealth and I want to make each armor type feel unique and distinct, which I struggle to do.

      If you're concerned with conflicts with other power armor mods you want maybe it's worth you getting the reduced version of this mod, Fundamental and compatible mechanics fixes for power armor.
      That will work fine with other power armor mods and does the big core changes I think power armor sorely needed.

      I've been thinking about re-making this mod entirely at the moment.
      In hindsight, I could have done a lot of mechanics differently and some feature updates I thought of haven't really worked out.
      I could do a lot more by fundamentally reworking this mod and supporting a lot more power armor mods too.
      But that would take a while and there's other mods I want to make so I'm going to work on that slowly.

      I'm generally not very good at actively supporting my mods so I can't guarantee there'll be a lot of progress here.

      Maybe shop around for other mods if you really want a wider variety of PA choice.

      Consider combining my basic version, Fundamental and compatible mechanics fixes for power armor with something like WhiskeyTangoFoxtrot's Lore Based Power Armor Changes - Redux, which is an expansion based on HouseSylveste's Lore-Based Power Armor Changes (LBPAC). These mods do similar things to this one with regards to mechanics on power armor parts, Whiskey actually carried forward the perk repair requirement display and fusion core drain rate display techniques I used here and has been a lot more active supporting other power armor mods and implementing/balancing power armor properly in general as part of his Life in the Ruins setup.

      I'm going to sticky this comment because this is probably going to be a common question.
  3. mjhusn
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    Does T-65 need to load before or after the Actualized main file? My F04Edit (sorted by LOOT, Vortex) goes like this.
  4. TemplarDragonknight
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    Any chance you could add a third person 2h melee animation?
  5. deleted192911618
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    The animation for sprinting outside PA, on foot, plays when sprinting in PA with your fists raised. This is a vanilla issue, but do you think you could fix it too?
  6. Mysterioso888
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    Hello

    I had another question, is this mod compatible with the Bastion mod?
  7. 19Grizzly96
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    Personally, I'm only interested in the landing impack effect in this mod.
    I would love to have this mod, for only to replace the landing effects. It is not very convenient to constantly open inventory and switch mines.
     It would be convenient to have a modification for the legs of the power armor "Explosive vent" (on power armor station) with the help of which it would be possible to switch the effect of landing impackt.
    Tesla T-60 would look great with electromagnetic effect landing impackt, or raider power armor with a napalm effect, or armor from the modification Enclave X-02 with a freezing landing effect impackt. 
    1. jloz94
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      If you don't want the rest of this mod, you should consider using the smaller and highly compatible version: Fundamental and compatible mechanics fixes for power armor

      That mod will be compatible with everything, it doesn't edit the power armor parts themselves. It just does some recoil reduction, melee attack speed fix for 2h in 1st person, fast travel fusion core drain, and the manual explosive impact landing.

      You shouldn't have to constantly reopen inventory to select mine type.

      Mine type chosen should be remembered between impact landings, you can repeatedly use a mine type without having to select the mine again if you have mines left in your inventory.
      Just hotkey the explosive vent controller and press it to turn back on after impact landing if you have mines left.

      You will need to reset the mine chosen when you exit and re-enter power armor though.
      Hotkey the explosive vent controller to a number you won't overwrite.
      Hotkey a mine you want to use.
      Don't overwrite these hotkey choices and they will be preserved even if the items are removed from your inventory. You can get out of PA and drop your mines, then get them back and jump back in and you will have the controller and mines visible in your hotkey list again.

      Press the explosive vent controller hotkey then press the mine hotkey to rapidly re-enable impact landing without needing to go into inventory.
  8. BobFnord
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    I'm going through the BOS missions now, and I am loving the difference ACTUALIZED makes. Now I drop in wearing my trusty PA suit, and mow down Gunners and Raiders alike with weapons actually designed to be carried by a power-assisted assembly, feeling super tough, if not invulnerable. Careful rationing of my fusion cores means I have enough for multiple missions, but even so I always doff the suit when I need to have a chat or to do some serious looting.

    After clearing out the GNN plaza I return to the Prydwen with a few broken pieces, but ouch! It's actually going to take a while to find enough scrap to repair all of them. This doesn't annoy me though, it just makes me more respectful of the experience, which is that I have to earn the feeling of near invincibility.

    Two notes of feedback: 1. For players, restricting oneself to only using the heavy weapons when one is using PA is actually a lot of fun, because the new versions (of e.g. the "Assault Rifle") really feel like they're worth waiting for.

    2. It's not really a big issue, but I discovered that I couldn't finish the CC Heavy Flamer quest because of the changed conditions for swapping out mods. Not a big problem, but it would be great if it could be fixed.
  9. BobFnord
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    Tested. Loved. Deserves all your Endorsements.

    Just started a new, grimmer, survival playthrough, can't wait to punish myself for hours with this Mod. I'm trying it out with True Damage, SCOURGE, and MAIM all installed, and it feels like I'm actually going to lean a lot more on PA this playthrough than ever before, despite the extra costs.

    By way of example, the early Concord battle feels completely different with this Mod, because the scene plays out so well. Raiders are much scarier when they can give you sucking chest wounds, but the Deathclaw still minces them. Then you wade in with the minigun and it is toast...genuinely makes the PA feel impactful, and worth hoarding loot and power for. I wasn't sure about the new, extra costs for PA repairs before, but now they feel totally justifiable, perhaps necessary.

    If I were suggesting Mods for anyone new to modding, I'd recommend this as one of the Mods that can be played with Vanilla everything else, because it still changes it all remarkably.

    10/10

    (Because it wouldn't be a nexus post without a request of the mod author, I do think that add-on compatibility for an Excavator or Construction PA mod would be good, as they're lore-friendly enough to fit into the ACTUALIZED scheme.)
    1. jloz94
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      Thanks for the feedback and encouragement.

      I might tweak the repair costs in the next update - and yeah I've changed my mind on power armor gameplay recently, and I thought that it can actually detract from gameplay value, as repairs were a bit too easy and resources a bit too plentiful, hence the extreme repair costs in this mod.

      I've also gotten permission and I'm planning on making a patch for the Excavator PA and some other mods concurrently to fit in with the next mod version. Like you say it's lore friendly, and because it's non-combat-oriented but with lots of utility/functionality I think it'd be a really interesting counterpart to other power armors. I've dragged my heels a bit on the next update but I want to add some cool/weird things to the excavator in particular, like representing the lore on its ore-sniffing technology in-game.
    2. DragonHeart53
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      I was actually thinking about the cost of repairs. Is there a way to link repair cost with the current durability of the armor? That way, one is encouraged to maintain their power armor as much as possible, so they don't have to replace the costly and sensitive equipment underneath the armor. Like at 99-75 you are just replacing the plates and coating, 74-50 you have to replace the more sensitive joints and connectors, 49-25 you now have to replace hydraulics and maybe circuitry, and anything below that is practically rebuilding the armor piece and its delicate electronics suites.
    3. jloz94
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      That's a really good idea, but I don't know if that's possible with the game.
      You might be able to get creative with the Base Object Swapper framework mod, and use scripts to swap out parts for different baseobjects with different attached constructible object forms that determine repair costs, but that might be really impractical.
    4. DragonHeart53
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      It was just a thought, as you could dramatically increase the repair cost on the armor if you could, and not make the player feel ripped off.
    5. BobFnord
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      I just returned to FO4 after a few months, and you've implemented an Excavator PA add-on. Magnificent.
  10. endermaster567
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    would love to use, but the damage resistance nerf is too harsh for use alongside other mods that add other armors and guns npc's can use. would be nice if there was a config to tweak the nerf
  11. Doomlurker42
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    Can you make an option to make any guns not heavy to be unable to wield in power armor? Would fix some animation issues with alot of mods i have. Npc and player.
  12. zlostnypopolnik
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    This is not a problem with this mod but it has something to do with PA and since I use this mod I will post the info here.
    When you repair your PA in the PA station, you are overloaded and the survival system takes your HP and possibly damages your legs. This mod fixes it:
    Survival Power Armor Crafting Fix