The mod has been updated and works will all the DLCs. I don't plan on making any update, as this mod is completed.
NB : it seems version V3.0 doesn't work for some users. If it's your case, I invite you to use V2.3.1, which is the last one I edited myself, and works fine.
Thanks for your attention and have a great day. :)
correct me if im wrong, but i dont think the Bolster effect would stack anyhow, I read on reddit that only one bolster effect is counted, rest are ignored (could be wrong of course)
Great mod, love the concept! I just have to ask though. Is it me or does this mod not work with "Legendary Modifications"? Maybe it's just me but my normal armor, with 2 legendary slots from the mod I named, has 2 legendary effects on them each, which bolsters my intelligence up to 32 if I do recall, but sadly when I enter the armor, with the toughness perk learned, those same legendary effects do not stack and my Int. Stat drops to 13. Help?
1. The effect of Solar Powered seems to get applied twice (probably because it is registered as an armor effect). Maybe adding a perk effect which substracts 2 strength while Solar Powered is in effect to power armor, only if the player has the perk, would do the trick? 2. Poison resistance can be raised up to 125 in vanilla game (5x Poisoner´s); if you do that, the mod will not register the 125 value as it exceeds the detection level. A possible workaround using the console would be to set the dynamicPR to 100 (max detectable), or equip only 4 pieces. As you stated that the mod was finished, could you explain how to increase such a cap myself? I had thought on, since PR goes in intervals of multiples of 5, changing the settings so that it adjusts PR in +5 intervals instead of 2.5, and altering the existing conditions (so, instead of 1, 2, etc... being 5, 10, 15, etc..), which may also be easier to make.
User fhibib just contacted me : he's trying to update this mod, in order to delete the Toughness perk requirement. If you want to help him, you can use this comment section. I won't have the required time to do so.
I quote fhibib: " I've attached an .esp that uses a modified perk mag located on the doorstep of the players pre-war home to apply the perk. [...] the magazine displays the wrong text but your mod seems to work correctly when applied this way." https://mega.nz/#!sd81QDCD!vlNKCIGMr1JK0d63PYUsa37hzBe9uMbIOPGJ52wGCqw
If the end result is bug free and fhibib agrees, I'll happily add his file to the download section. Thanks for your attention and have a great day.
Hi Reveurr, firstly thanks for the mod! I am running your mod in conjunction with tealz legendary modification mod. I added the "Fortification Max" to my armor pieces. The endurance bonuses are showing up while wearing power armor, but not the strength bonuses. Can you perhaps offer any advice how I might fix this? Please let me know if I need to provide you with any other information.
I guess "Fortification Max" gives a boost to endurance and strength.
Here's how the mod should work: - It detects your base strength, without any buff. Example : 5. - It then detects your buffed strength. Example : 7. - It deduces the Buff. Example : 7 - 5 = 2. - It adds the buff to the Power Armor. Example : 11 + 2 = 13.
So, if you have 5 base strength and your armor gives you a modified strength of 7, the mod will understand the buff is +2 strength. Then, when you enter the Power Armor, instead of getting the normal 11 strength, you get 11 + 2 = 13 strength.
If you see no power armor bonus, I guess you have 11 strength when inside it, is it correct? The mod detects bonuses from +1 to +10, could you give me the exact bonuses values?
Hey, thanks for the reply! So yeah, my base strength is 11 without any modifications (armor, chems etc.) The armor pieces I crafted give a cumulative bonus of + 12 Strength and + 12 Endurance. You mentioned that "The mod detects bonuses from +1 to +10", I now realize that is probably why it isn't stacking. I will try to craft the items again so that the bonuses come to +10 or smaller. That should probably solve the problem. Thanks once again for the reply and the awesome mod :-D
The mod can't detect a base strength of 11. Did you reach it by having 10 base + bobblehead? I didn't think about this case, as I thought 10 was the base max.
Please confirm that the bobblehead is what makes your strength be higher than 10, so that I can update the mod in consequence.
If that's the case, could you run this console command, to be 100% sure of that? "player.getbasevalue strength" This should return "11".
Hey man, awesome mod you made! I just wanted to ask if you were able to make it so that you could wear the ultra-light build be usable under the power armor if it were possible. Keep it up!!
Hi In order to detect the +AP bonus, I can't just save the bonus into a variable. I'd have to test for each possible AP bonus combinaison.
So, for example, in order to detect a +1AP bonus, I should test -Is it 101-102? -102-103? -103-104? - etc
Then do it, for all the possible combinaisons, as I also can't save the character's base AP. So...thousands of combinaisons, all by hand, I don't have the required time, sorry.
If you want to update your local version of the mod, I'll be happy to tell you how to proceed. Just plan a few free weeks.
Can't seem to get it to work... (have toughness 1_
Followed the following Steps -Exited PA -Waited 60 seconds and saved game -Exited FO4 -Removed unnaked 1.2 -Loaded FO4 & save -Waited 60 seconds and saved -Installed Unnaked 2.0 -Entered PA -waited a couple minutes RT..
Hm, if this doesn't work, I'll need more information to understand what's happening.
Could you type these commands in the console, and let me know what they return?
- While outside the PA : "player.getav inpa" This command should return "1"
- While outside the PA : "player.getav dynamicdr" This command should return your damage resist time 10. In fact, any value different from 0 should be OK.
- While outside the PA : "player.getav damageresist" This command should return your damage resist. This value is the one the mod adds, when you enter the PA.
- While outside the PA : what is your damage resistance, displayed in your pip boy? This mod only detects 0-600 (and should treat 600+ as 600), but maybe that your exact value is treated incorrectly.
- Inside the PA : "player.getav inpa" This command should return "2"
- Inside the PA : "player.getav damageresist" This command should return your body damage resist + your power armor damage resist.
Infodump in the case it helps Level 149 - All Stats at 10 (I upgrade stats for RP, I'm a nerd) using 2LM - I normally operate out of PA. Using a PPA x3 Stat mod, I like fighting NPC's in PA and it being brutal.
If I understand correctly, luck is the only stat which didn't stack. After checking, Luck had indeed a bug and didn't stack for differences between basevalue and value superior to 5 (in your case it was 8 ). V2.1 corrects it. Could you please install this version and tell me if everything works as intended?
Stats sticking once out of power armor would be puzzling. If it does, outside the power armor type "player.getav inpa" in the console, this should return "1".
player.getav inpa showed as (1) but I seemed to have a couple additions (AGL, Perception, END) sticking out of PA (I took screenshots during this process to avoid "UserErrors" when remembering exact numnbers.
I stripped naked, stat still had +'s by them, triple checked for follower effects, Consumables and traits. Console player.Modav XXXXX -1 to baseline. Saved and restarted FO4
issue seems resolved now, Stats properly applying and adjusting in and out of the PA.
Pretty sure I saved my game out of the power armor before updating each time, but there is a chance it was "UserError" and during my excitment during some of the previous updates I missed that step.
Thanks for the hard work, updates and helping me with this.
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Comments locked
The author has locked this comment topic for the time beingI don't plan on making any update, as this mod is completed.
NB : it seems version V3.0 doesn't work for some users.
If it's your case, I invite you to use V2.3.1, which is the last one I edited myself, and works fine.
Thanks for your attention and have a great day. :)
Great mod, love the concept! I just have to ask though. Is it me or does this mod not work with "Legendary Modifications"? Maybe it's just me but my normal armor, with 2 legendary slots from the mod I named, has 2 legendary effects on them each, which bolsters my intelligence up to 32 if I do recall, but sadly when I enter the armor, with the toughness perk learned, those same legendary effects do not stack and my Int. Stat drops to 13. Help?
thanks in advance....
1. The effect of Solar Powered seems to get applied twice (probably because it is registered as an armor effect). Maybe adding a perk effect which substracts 2 strength while Solar Powered is in effect to power armor, only if the player has the perk, would do the trick?
2. Poison resistance can be raised up to 125 in vanilla game (5x Poisoner´s); if you do that, the mod will not register the 125 value as it exceeds the detection level. A possible workaround using the console would be to set the dynamicPR to 100 (max detectable), or equip only 4 pieces. As you stated that the mod was finished, could you explain how to increase such a cap myself? I had thought on, since PR goes in intervals of multiples of 5, changing the settings so that it adjusts PR in +5 intervals instead of 2.5, and altering the existing conditions (so, instead of 1, 2, etc... being 5, 10, 15, etc..), which may also be easier to make.
User fhibib just contacted me : he's trying to update this mod, in order to delete the Toughness perk requirement.
If you want to help him, you can use this comment section.
I won't have the required time to do so.
I quote fhibib:
" I've attached an .esp that uses a modified perk mag located on the doorstep of the players pre-war home to apply the perk. [...] the magazine displays the wrong text but your mod seems to work correctly when applied this way."
https://mega.nz/#!sd81QDCD!vlNKCIGMr1JK0d63PYUsa37hzBe9uMbIOPGJ52wGCqw
If the end result is bug free and fhibib agrees, I'll happily add his file to the download section.
Thanks for your attention and have a great day.
Thanks again!
I guess "Fortification Max" gives a boost to endurance and strength.
Here's how the mod should work:
- It detects your base strength, without any buff. Example : 5.
- It then detects your buffed strength. Example : 7.
- It deduces the Buff. Example : 7 - 5 = 2.
- It adds the buff to the Power Armor. Example : 11 + 2 = 13.
So, if you have 5 base strength and your armor gives you a modified strength of 7, the mod will understand the buff is +2 strength.
Then, when you enter the Power Armor, instead of getting the normal 11 strength, you get 11 + 2 = 13 strength.
If you see no power armor bonus, I guess you have 11 strength when inside it, is it correct?
The mod detects bonuses from +1 to +10, could you give me the exact bonuses values?
Did you reach it by having 10 base + bobblehead?
I didn't think about this case, as I thought 10 was the base max.
Please confirm that the bobblehead is what makes your strength be higher than 10, so that I can update the mod in consequence.
If that's the case, could you run this console command, to be 100% sure of that?
"player.getbasevalue strength"
This should return "11".
I can confirm that 10 base + bobble head does change the base value to 11.
I specifically went for this with my melee character build and the "player.getbasevalue strength" does return a value of 11.
Your melee char should have bigger muscles now.
But now I am curious: you sayed in 2.2 the base STRENGH is checking up to 11, is this also TRUE for other SPECIAL's ?? (or only Strengh)
Lack of time on my part.
In order to detect the +AP bonus, I can't just save the bonus into a variable.
I'd have to test for each possible AP bonus combinaison.
So, for example, in order to detect a +1AP bonus, I should test
-Is it 101-102?
-102-103?
-103-104?
- etc
Then do it, for all the possible combinaisons, as I also can't save the character's base AP.
So...thousands of combinaisons, all by hand, I don't have the required time, sorry.
If you want to update your local version of the mod, I'll be happy to tell you how to proceed.
Just plan a few free weeks.
If you or anybody else knows how to procede, I'll be happy to do it.
(have toughness 1_
Followed the following Steps
-Exited PA
-Waited 60 seconds and saved game
-Exited FO4
-Removed unnaked 1.2
-Loaded FO4 & save
-Waited 60 seconds and saved
-Installed Unnaked 2.0
-Entered PA
-waited a couple minutes RT..
Any suggestions?
This mod doesn't search for you body armor, when you're in the PA.
This should do the trick
Could you type these commands in the console, and let me know what they return?
- While outside the PA : "player.getav inpa"
This command should return "1"
- While outside the PA : "player.getav dynamicdr"
This command should return your damage resist time 10. In fact, any value different from 0 should be OK.
- While outside the PA : "player.getav damageresist"
This command should return your damage resist. This value is the one the mod adds, when you enter the PA.
- While outside the PA : what is your damage resistance, displayed in your pip boy?
This mod only detects 0-600 (and should treat 600+ as 600), but maybe that your exact value is treated incorrectly.
- Inside the PA : "player.getav inpa"
This command should return "2"
- Inside the PA : "player.getav damageresist"
This command should return your body damage resist + your power armor damage resist.
Before I saw this.
I console removed and re-added the Toughness Perk, It appears to now be capturing and carrying over
Agility
Perception
CHA
But not Luck.
Level 149 - All Stats at 10 (I upgrade stats for RP, I'm a nerd)
using 2LM - I normally operate out of PA.
Using a PPA x3 Stat mod, I like fighting NPC's in PA and it being brutal.
Outside PA
player.getav inpa: 1
player.getav dynamicdr: -514.70
player.getav damageresist: 514
Armor: 514
Energy 491
Radiation: 42
STR: 10
Per: 15
END: 11
CHA: 11
INT: 11
AGL:
Lck: 18
player.getav inpa: 2
player.getav damageresist: 4117 (Silly but not often in PA)`
STR: 11
Per: 19
END: 11
CHA: 11
INT: 11
AGL: 15
Lck: 10
If I understand correctly, luck is the only stat which didn't stack.
After checking, Luck had indeed a bug and didn't stack for differences between basevalue and value superior to 5 (in your case it was 8 ).
V2.1 corrects it.
Could you please install this version and tell me if everything works as intended?
save
install
It's counting the luck now, however have some bonus stats sticking when exiting PA (waited a couple minutes)
In the morning I'll do another clean save, but naked this time, and then reinstall and test.
Stats sticking once out of power armor would be puzzling.
If it does, outside the power armor type "player.getav inpa" in the console, this should return "1".
I stripped naked, stat still had +'s by them, triple checked for follower effects, Consumables and traits.
Console player.Modav XXXXX -1 to baseline.
Saved and restarted FO4
issue seems resolved now, Stats properly applying and adjusting in and out of the PA.
Pretty sure I saved my game out of the power armor before updating each time, but there is a chance it was "UserError" and during my excitment during some of the previous updates I missed that step.
Thanks for the hard work, updates and helping me with this.
Thanks for your time too.