If you have any issues with something not working properly (or at all) please make a post or send me a PM so I can see if it's something I can fix before posting a bug report. Thanks!
AP regeneration effects are one of the things still in testing, if you feel like you're getting too much to the point where it's silly and making things too easy drop a comment! I'm hoping for feedback to balance regenerative values, the static buffs I think are fine where they are. I currently have enough to keep AP drain a non-issue while out of combat (in some instances it will completely null out sprint drain out of combat). The point being not to cheese sprint but to allow for faster regeneration between bursts of VAFS/VATS, which tends to drain AP extremely quickly until higher levels. With a system like Gunfighter Framework in place this all works perfectly together. If you're avoiding damage current values should sustain you between bursts, only requiring 2-3 seconds to pop out of stealth or pause under cover before moving to the next group. If you're taking hits and need to stop for first aid, by the time you're ready to move you'll be full. I still use food and drink items to mitigate drain in addition to the Exo. Chain aggro encounters should still be pressing your limits, Invoker's MRE mod and Commonwealth Cuisine have some great stuff in addition to the vanilla items like Nukas, making AP regeneration much more manageable. Hopefully you're all enjoying the release as much as I have, make sure to leave some feedback and an endorsement if so. It really is appreciated!
Apologies I realised I didn't illustrate the core mod features fully, description has been updated.
I should also note that, should you really not want the extra files and only want the Exo, you can ignore my patch and replacement plugin and just download the original file alone. You'll lose added functionality but the Exo is visually unchanged.
Thank you for the exo because i have been trying to aquire it, be it from the outlaws pack on the GUNetwork or other places to no luck and i already downloaded the file. I would like to hope one day mods like the exo that you show in the screenshots can be a mod that everyone can download and enjoy oneday, even armors that have yet to be added as standalone mods for fallout 4. Also is it craftable at the chembench when installed manually or do i have to console command add it to my inventory? i downloaded the exoframe itself but i dont know where to put it in the game files
The mod looks great. Can you tell me what items you used on the first and second picture? I know you have the mods listed in the sticky, but i have a hard time recreating it even with all the listed mods installed.
It looks and sounds great. I've downloaded the components (very familiar with the old Sirius stuff). Going to give it a try. I'm glad you have the non-AWKCR/AE version. I've just finally quit using those mods after all these years. Will report back.
Thanks for the interest! I've been playing with this in my load order for multiple playthroughs through hundreds of hours and it's never disappointed me yet lol. Ardent did an amazing job with the base mod and I've had an absolute blast expanding on it as a learning experience. It's easily one of my top 10 core mods ever.
Well, I wasn't skilled enough to make the components in game so I used console commands. I love it. I'd like to be able to try the AWKCR/AE version but I'd have to set up a new profile for that. I'm definitely keeping it in my order. I'm not a power armor user either. I always saved it for trips into the Glowing Sea. Now I don't even do that. I usually keep the set from Concord and leave it to rot. So, this is great. Thanks for sharing it! Endorsed.
I'll be incorporating the extra AWKCR mods for carry weight etc into the vanilla version of the mod for the next update when I restructure the files so no biggie if you want to wait for the update to avoid AWKCR. I just needed more time to separate everything, the majority of the new functions were dissected from PA buffs so it's a bit tedious stripping it down and copying everything to a non-PA armor piece like this. Personally I still love the extras I get from AWKCR with the new -R edits. The only thing I changed about it was re-adding all the workbenches back into game (the -R edits remove all the benches as one of its fixes).
I'm really hoping to have some time learning the CK soon, once I do that I can add some in-game placements for it. I'm planning to have the Exo stashed at the National Guard Armory or Ft Strong, with perk mags and construction items added to various military locations. This way you'll be able to immersively bypass perk requirements similar to what Micalov did with Institute Technology Overhaul. I really love scavenger hunts that require knowing the in-game map and lore to figure it out, can't stand follow-the-marker stuff.
I love scavenger hunts too. Gives me a reason to explore and something to look forward to as I level up and am able to get into those areas. I'm pumped!
It's optional, that's why there are two versions. Grab the 1st and 3rd selections from the files page and follow the load order guide, plus the original file and Sirius armor mods in the requirements tab.
17 comments
AP regeneration effects are one of the things still in testing, if you feel like you're getting too much to the point where it's silly and making things too easy drop a comment! I'm hoping for feedback to balance regenerative values, the static buffs I think are fine where they are. I currently have enough to keep AP drain a non-issue while out of combat (in some instances it will completely null out sprint drain out of combat). The point being not to cheese sprint but to allow for faster regeneration between bursts of VAFS/VATS, which tends to drain AP extremely quickly until higher levels. With a system like Gunfighter Framework in place this all works perfectly together. If you're avoiding damage current values should sustain you between bursts, only requiring 2-3 seconds to pop out of stealth or pause under cover before moving to the next group. If you're taking hits and need to stop for first aid, by the time you're ready to move you'll be full. I still use food and drink items to mitigate drain in addition to the Exo. Chain aggro encounters should still be pressing your limits, Invoker's MRE mod and Commonwealth Cuisine have some great stuff in addition to the vanilla items like Nukas, making AP regeneration much more manageable.
Hopefully you're all enjoying the release as much as I have, make sure to leave some feedback and an endorsement if so. It really is appreciated!
I should also note that, should you really not want the extra files and only want the Exo, you can ignore my patch and replacement plugin and just download the original file alone. You'll lose added functionality but the Exo is visually unchanged.
2-03-25 - Added some new screenshots to better show the Exo in its entirety, displayed on my character wearing Banshee Recon Armor, Cyber Arms, Zachtan's Pro-Tec helmet from the Tactical Accessory Compendium, the bulletproof vest from the Discord release for Scarlet Veil (Stiletto), as well as the left knee-pad from the Rebel Apocalypse set. Other equipment from my followers include items from BZW Mara, Ghost Jawbone, The Merc Pack, BOCW Outfit Pack, RDA Mask, Toounx's Riot Shield back accessory, and the Holo-Shoulders on Heather are from Outlawer's Metro Conflict pack found on GUNetwork.org. Graphics settings from ENB .496 with Reactor.
2-06-25 - Update v1.2 coming soon! All I have left to do is add the impact landing and shield functionality, then finish testing everything.
i downloaded the exoframe itself but i dont know where to put it in the game files
Thank you !
Personally I still love the extras I get from AWKCR with the new -R edits. The only thing I changed about it was re-adding all the workbenches back into game (the -R edits remove all the benches as one of its fixes).
I'm really hoping to have some time learning the CK soon, once I do that I can add some in-game placements for it. I'm planning to have the Exo stashed at the National Guard Armory or Ft Strong, with perk mags and construction items added to various military locations. This way you'll be able to immersively bypass perk requirements similar to what Micalov did with Institute Technology Overhaul. I really love scavenger hunts that require knowing the in-game map and lore to figure it out, can't stand follow-the-marker stuff.