Fallout 4
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jloz94

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jloz94

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About this mod

Melee attack speed fix. Recoil reduction. Fusion core drain on fast travel. Revamped explosive impact landing. Cut-down and compatible version of ACTUALIZED. No touching power armor perk, armors, or mod forms for maximum compatibility with other power armor mods.

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Power armor is rife with bugs, oversights, and missed opportunities. This mod addresses some of them. It doesn't address the big issue though.

This mod is highly compatible and will work with existing saves and other power armor mods. It does not touch the power armor perk like all big power armor mods do. Other power armor mods will get the benefits detailed here. It doesn't even edit the frame form.

This is a reduced, compatible, and existing-save-friendly version of ACTUALIZED - that bigger mod will have issues. Don't combine them!

11/04/23 Update: There is now a 1.1 download to fix getting impact landing animations outside of power armor in 1st person. Please download this new main file and overwrite the old ESP if you got this mod before 11th April 23. Apologies.


1 - Melee attack speed bug fix

There is a bug where melee attack speed in 3rd person is different to 1st person. All 3rd person melee uses the same animation. But in 1st person two-handed melee still uses the slow normal animation. Fast and Medium speed 1H weapons use the medium speed animation like 3rd person. So 2H melee is worse in 1st person.

This mod fixes it. Two-handed melee animations have been directly edited for 1st person power armor to be faster. No jank.

You attack as fast in 1st person with two-handed weapons as 3rd person now. It feels like power armor synergises with heavy melee weapons now, not limited by strength.

Use big melee weapons in power armor!


2 - Recoil reduction and gun handling improvements

This is what power armor was made for!

Now,

Power armor reduces minimum/base recoil by 20%.
Power armor removes maximum/runaway recoil - recoil stays steady and controllable on sustained fire.
Power armor reduces hip-fire recoil by a further 30%.
Power armor slightly reduces scope sway and sighted aim spread.

Pair it with high-caliber battle rifles, machine guns, or heavy weapons. Were you playing a hardcore mod setup where power armor was obsolete? Well now it has new tactical value!

See video for a demonstration:




Note that recoil is reduced by the bare frame.
From 40s onwards the player is in a modded suit with further gun handling benefits - this is NOT part of this mod, this is part of the FULL mod, ACTUALIZED.


3 - Fusion core drain on fast travel

With this mod fusion cores will be drained on fast travel. The longer the travel distance, the greater the drain.

This will help with fusion cores being too easy to accumulate.

A formula is used that considers several game settings, the drain rate actor value, and a new scaling factor. It does not edit base-game values, it just references them.

The drain amount is configured for base-game values, it is meant to be a little bit punishing as you are skipping combat and travel time.

If you have a power armor mod it might change drain rate and be different than intended, but you can fix it easily. Click the spoiler tag for details how.

Spoiler:  
Show


You can adjust drain on fast travel by changing the scaling factor in Fo4edit or in the console. If you are on an existing save after the value has been set on first load you must update it in the console.

The new global scaling factor is called PowerArmorExoFusionCoreFastTravelDrainConstantFactor, formID is XX000038, where XX is load order position.

The default value is 10,000.

So, for example, you could halve the fast travel drain by typing into the console:

set PowerArmorExoFusionCoreFastTravelDrainConstantFactor to 5000



4 - Revamped explosive impact landing

Explosive impact landing was cool but inaccessible, and it was weird how you could only use explosive charges from high falls.

I have revamped it, see below video and guide.



Now you can manually trigger an explosive landing from any height. Perform a fun jump-slam combo attack.

You must use your own mines to do this however. You can't perform an explosive impact landing without consuming mines.

When you get into a suit with an explosive vent mod you will receive an AID item, called 'Explosive Vent Controller'.

Activate this item to toggle ON the vents.

Select a Frag, Pulse, or Plasma mine to load it.

Now whenever you land you will trigger an explosion around you depending on the type of mine.

You can cause extra damage and stagger over a wider radius with 2 explosive vents loaded with 2 mines.

For the sake of compatibility, I HAVE NOT TOUCHED THE EXPLOSIVE VENT MOD FORM ITSELF, so THESE INSTRUCTIONS WILL NOT BE IN THE WORKBENCH MOD DESCRIPTION. You need to remember it.

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The main file download contains:

- An ESP flagged as an ESL. Named ActualizedPALite

- A Scripts folder with 2 pex and 2 user psc files

- A meshes folder - contains a folder path but it is almost empty except for new hkx files only in the 1st person 'overdrive0' folder.

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If using on an existing save you must switch weapon and re-enter power armor again for the effects to start.

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Do not combine this with ACTUALIZED as the scripts will overwrite and the ESPs will conflict - pick only one to use.

Extract to your data folder, you will need to enable loose files.

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I am aware power armor is already ludicrously overpowered and barely anybody uses it partly because of that.

This was originally part of a bigger overhaul of power armor to address the bigger issues too.

IF YOU WANT TO FIX PRETTY MUCH EVERYTHING ELSE WRONG WITH POWER ARMOR CLICK THIS LINK TO GET ACTUALIZED.



This sub-mod is now final, please go to the ACTUALIZED mod page to suggest other things to add.
I won't add anything else to this sub-mod. This mod is a reduced, highly-compatible, and inoffensive version.
ACTUALIZED does everything this mod does, and much more, to much more important aspects of power armor.