- 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.
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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:
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.
Do you plan on making this mod compatible with Next-Gen, or is that not something you wish to do? Seems like a cool mod but right now, it seems to crash on the latest version.
Hesitant to keep trying to use this on survival, I've had my game lock up twice now upon trying to exit the PA station after upgrading a piece. Repairing and exiting seems fine, it happens after I upgrade something.
I like it! Can you please also make it so that only the BoS, Enclave (CC, gah!), and Atom Cats use PA? It's really annoying that in lore and older games PA required special training, but in F4 and F76 everyone and their grandma can use it.
Why is 'fJetpackThrustInitial 00085345' set to zero? Was taking me forever to figure out why my jetpack wasn't acting right after finally getting up to the level to buy the perks to make it.
107 comments
- 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'.
just a question for someone considering adding this mod, are you planning on incorporating more power armor mods into this overhaul?
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.