Most sources of fire damage also do energy damage, so for example, you can still take damage from a flamer, but less than without this mod.
I never found a way to totally disable cryo/fire damage using conditions, neither at the magic effect or perk. i managed to disable the burning effect or freeze effect (not covered by this mod) but the damage was still dealt to PC. i think damage from flamer/cryolator is hardcoded somehow to energy or else damage. can you confirm this?
second point, you added the condition flags to the water radiation effect, why didnt you add the condition flags, e.g. radiation immunity condition to the radiation magic effect directly in this case?
nobody's commented in years but I was playing survival mode with the extended version on, thought the huge increase in strength was OP, turned it off and got the standard version, my carry weight was still in the 500s even with my PA off, I turned off everything and my carry weight is still super high even though my strength stat is normal. thought my grilled radstag and pocketed armor mightve had something to do with the problem but it still wasn't that.
Probably caused by you being in your power armor when you turned the mod off, so the perks effects have become permanent. This is why removing mods mid-playthrough is bad on Bethesda engines.
Nice mod, it increase the inmersion by adding those fire, poison and rad resistance. Nice work :)
I only have one request tho, maybe a version without the carry weight and the strength buffs? The stability ones are fine, inmerisve too, but i think that the PA already boost the strength and the cw enougth. Would it be posible? and if not, is there a way where i can "disable" those buffs? (console, deleting some files)
Anyway, thanks for the mod, ill keep track on it. Keep up the good work :)
Well, it is possible but I wanted to keep it simple with the latest version, because there's always someone who's gonna request this, and someone who's gonna request that... and it's just getting confusing eventually. So just 2 versions and keeping it simple.
Keep in mind though, that unlike vanilla, the added strength only works if there's a fusion core in the frame, and the added carry weight from vanilla only comes from the small strength bonus. Which means the carry weight is now gigantic in comparison, sure, but that's just one more reason to use a power armor
And the reason I gave a big bonus to the strength is because I thought it's ridiculous how little difference there is between someone without power armor punching you and someone in power armor punching you. I mean when you see that big armor coming at you, you kind of expect to get your ass kicked, but no, nothing extraordinary happens. This helps fix it a little, the damage still feels underwhelming to me but there are other mods that focus on that (Nexus mods, but also in-game power armor mods, though NPC never have those by default...)
the new version only works with NMM in the Standard version, the extended will not import or download in NMM (always giving a "Incomplete" message). Repacking the RAR file into a zip or 7z works fine with NMM (the problem seems to be the RAR version used, seen that with a few mods lately, all problematic files used the RAR format)
I've been moving around a bit without power armor lately, it seems the immunity to fire and poison persists even without power armor. Might want to look into it.
In my case the 3 perks stayed in the "perks" category even without PA.
I unchecked the esp : still immune to poison and rads and I have now 2 "blank" lines at the beginning of the list in the "perks" menu of the pipboy. Saved the game.
Checked the esp, loaded the "clean" save I just made now I still have immune to poison and immune to radiation perks in the list. Tried to remove the 2 perks with the console (I got perks ID with FO4Edit)
Loaded another character, the 3 perks are not in the list, even when I'm wearing PA, but the immunity works as intended (immune with PA, not immune without it) and the effects didn't stay applied without PA.
The bug is related to my main char, who is almost all the time wearing his PA. I supposed the bug appeared during a specific event, maybe a PA part breaking, or entering and exiting PA multiple times in a row.
Could this conflict be the problem ? https://i.gyazo.com/ebc3f68d3f9fff2ffede794958c66b96.png
Ooooh, that could be. I'm guessing, if you installed that second mod while your main character was in his PA in your last save, he could've kept the immunity bonuses, but because of the other mod, it never removes these immunity when you exit the PA.
Would also explains why I never saw it. I guess a compatibility patch is unavoidable then thanks for the info
The IDs of the perks are: 000A2775 - Radiation 000A2776 - Poison XX000800 OR XX000802 - Fire (Depends on which version you are using) XX stands for load order, you can see it in NMM.
In game, you have to use the console command "player.removeperk YY" where "YY" is the ID of the perk you want to remove.
I haven't updated the mod in a while, but I need to make an improved version of it when I find the time.
looks like this and the molrat mod wont work if wearing more than 6 pieces of power armor.
the perks is gone as soon as wearing more than 6 pieces.
wearable pouch and backpack mod has a backpack piece to wear for power armor to increase weight while in power armor. as soon as it is equipped, the perks are removed from perk menu.
There is a condition tied to the perk, qhich says something like equal to 6 pieces equipped then apply perk. Use FO4Edit to find this condition and change "equal" to "Greater than or Equal to".
Voila. Perk is applied when 6 PA pieces are equipped or any number above 6. You are welcome.
61 comments
I never found a way to totally disable cryo/fire damage using conditions, neither at the magic effect or perk. i managed to disable the burning effect or freeze effect (not covered by this mod) but the damage was still dealt to PC. i think damage from flamer/cryolator is hardcoded somehow to energy or else damage. can you confirm this?
second point, you added the condition flags to the water radiation effect, why didnt you add the condition flags, e.g. radiation immunity condition to the radiation magic effect directly in this case?
anyway, thanks for all your research! cheers
I only have one request tho, maybe a version without the carry weight and the strength buffs? The stability ones are fine, inmerisve too, but i think that the PA already boost the strength and the cw enougth. Would it be posible? and if not, is there a way where i can "disable" those buffs? (console, deleting some files)
Anyway, thanks for the mod, ill keep track on it. Keep up the good work :)
Well, it is possible but I wanted to keep it simple with the latest version, because there's always someone who's gonna request this, and someone who's gonna request that... and it's just getting confusing eventually. So just 2 versions and keeping it simple.
Keep in mind though, that unlike vanilla, the added strength only works if there's a fusion core in the frame, and the added carry weight from vanilla only comes from the small strength bonus. Which means the carry weight is now gigantic in comparison, sure, but that's just one more reason to use a power armor
And the reason I gave a big bonus to the strength is because I thought it's ridiculous how little difference there is between someone without power armor punching you and someone in power armor punching you. I mean when you see that big armor coming at you, you kind of expect to get your ass kicked, but no, nothing extraordinary happens. This helps fix it a little, the damage still feels underwhelming to me but there are other mods that focus on that (Nexus mods, but also in-game power armor mods, though NPC never have those by default...)
Repacking the RAR file into a zip or 7z works fine with NMM (the problem seems to be the RAR version used, seen that with a few mods lately, all problematic files used the RAR format)
will re-upload shortly.
I think you may be a little tired.
Besides, that's what the "aqua(boy/girl)" perk is for already. Even if not just in PA.
I unchecked the esp : still immune to poison and rads and I have now 2 "blank" lines at the beginning of the list in the "perks" menu of the pipboy. Saved the game.
Checked the esp, loaded the "clean" save I just made now I still have immune to poison and immune to radiation perks in the list.
Tried to remove the 2 perks with the console (I got perks ID with FO4Edit)
Loaded another character, the 3 perks are not in the list, even when I'm wearing PA, but the immunity works as intended (immune with PA, not immune without it) and the effects didn't stay applied without PA.
The bug is related to my main char, who is almost all the time wearing his PA. I supposed the bug appeared during a specific event, maybe a PA part breaking, or entering and exiting PA multiple times in a row.
Could this conflict be the problem ?
https://i.gyazo.com/ebc3f68d3f9fff2ffede794958c66b96.png
I'm guessing, if you installed that second mod while your main character was in his PA in your last save, he could've kept the immunity bonuses, but because of the other mod, it never removes these immunity when you exit the PA.
Would also explains why I never saw it. I guess a compatibility patch is unavoidable then
thanks for the info
000A2775 - Radiation
000A2776 - Poison
XX000800 OR XX000802 - Fire (Depends on which version you are using)
XX stands for load order, you can see it in NMM.
In game, you have to use the console command "player.removeperk YY" where "YY" is the ID of the perk you want to remove.
I haven't updated the mod in a while, but I need to make an improved version of it when I find the time.
the perks is gone as soon as wearing more than 6 pieces.
wearable pouch and backpack mod has a backpack piece to wear for power armor to increase weight while in power armor. as soon as it is equipped, the perks are removed from perk menu.
looks like unsolvable without scripting.
Voila. Perk is applied when 6 PA pieces are equipped or any number above 6. You are welcome.