KNOWN ISSUES: Unfortunately, the power armour health bug persists. When hit by an attack that is reduced to <0 damage, your power armour will be healed by the negative damage amount. This is not currently fixable.
I been using your mod for a couple thousdand hours of playthrough. Always thoroughly enjoyed the immersion boost with it.. Any chance we could get a patch for this popular Armor? :)
My current work around for SE-01 is, I attach the legs from a T60 which (each with a listed in-game DT value of 2 for a total of DT 4) and paint the legs in Nukashine which is near identical to gunmetal gray in SE-01, giving SE-01 a total DT of 4 which is at least something. The DR specs and HP specs, for SE-01 otherwise are approx halfway between T60 and X-01.
EDIT: Also I noticed that while all armor torsos have a DT value assigned, the T60 Torso does not. As a result the T51 and T60 have identical total Damage Threshold values and from the description that is clear this was not the intent. Any Chance for a patch? EDIT 2: Also when I add up the DT values attached to each piece, I get different values in-game, than listed in the description For example in Description it lists a complete set of T51 of having a DT of 20, but adding up all the armor parts actual listed DT values in-game, only gives a value of 10 (Torso 2, each leg 1, each arm 2, helmet 2 DT=10 for all together) Due to missing DT attached to the torso with T60, the total DT value of T60 is also 10 (Torso 0, each leg 2, each arm 2, helmet 2) , but is listed in description as 25.
Would this mod make power armor immune to attacks from feral ghouls and molerats? I find it truly asinine that anything less a high-powered firearm or energy weapon could damage a mech suit.
I know this is a late reply. But it makes any PA from T45 on up immune to molerat attacks. Actually they will try to flee. Higher armor immune from wild Dog attacks and make them flee (but alpha wild dogs still attack since they can get thru at least up to T51 it seems)
Sadly ghouls still do damage at all levels from what I can tell.
Raider Power Armour: 10T45 Power Armour: 15T51 Power Armour: 20T60 Power Armour: 25X-01 Power Armour: 30
because when I add up manually the DT values from all pieces on a T45 (and others) is a significantly lower number (dont remember the exact one right now) An impervious PA patch for X-02 just as an example lists "14" as DT for that one and this is after adding up each part.
PS: The added health bug is squashed , no problem anymore.
Cheers Bro, love your mod have never taken it out of my game since installation even though I am forced to make tough choices which mods to remove when I add new ones as I am always near the plug in limit. This mod will always stay.
The patch for the power armor health bug (where a low damage hit below threshold , "heals" your armor) ,seems to be working well. Just in general kudos to the author this is one of the generally most useful and realism improving mods on the site!
To the author: Any chance of a patch coming out for SE-01 power Armor? Maybe halfway DT from T60 and X-01?
To anyone who knows: It states the DT applies to complete sets. What happens when we mix them? No DT at all, or a DT based on the components from different level armor added up and/or averaged?
For some reason or another, enemies will only partially follow the flight over fight script, and unequip their weapon (only energy weapons, for some reason).
I say partially, because they instead just choose to run at you with their fists. I thought at first that Fusion Cells are Batteries was causing this, but I whittled it down to this mod after hopping out of my PA to see if the issue persisted, and low and behold.
An issue with T-60d DT. T-60d doesn't have a DT value or at least one that I can see when I look at it through the menus. I grabbed Danse's T-60d suit after the quest Blind Betrayal and the suit doesn't have any DT values. I assumed that it could've been just that set that spawned in weird. So I spawned in a torso piece from the console and it had the same issue. Both pieces, Danse's and the Console Armor, have a larger pool of durability, however, the DT stat just isn't there. Does anyone know what could be causing this? Or is this intentional on the part of the mod? Here's my full mod list after the DLCs and base game:
Spoiler:
Show
Unofficial Fallout 4 Patch.esp ArmorKeywords.esm XDI.esm Damage Threshold.esm Skb-MinigunsRebirth.esl CROSS_VertibirdFlightsuit.esl Impervious Power Armour.esp Brotherhood Power Armor Overhaul.esp Consistent Power Armor Overhaul.esp PAMAP.esp Some Assembly Required.esp Some Assembly Required - BPAO.esp CPAO - PAMAP 2.0 Patch.esp BPAO - Impervious Power Armour.esp BPAO - PAMAP 2.0 Patch.esp Armorsmith Extended.esp OA_LootableMaterialsCrates_vanilla.esp PD_LowerWeapon.esp LootableCars.esp Stm_DiamondCityExpansion.esp America Rising - A Tale of the Enclave.esp M8rDisablePipboyEffects.esp M8r_Item_Tags_Vanilla_EN.esp CombinedArmsNV.esp CROSS_MojaveManhunter.esp WattzLaserGun.esp CAPA.esp CraftableAmmo.esp CraftableAmmo_plus.esp EnclaveUniform.esp CROSS_BreakActionLaser.esp CROSS_CoA.esp CROSS_InstituteExpeditionarySuit.esp DazLandscape.esp DazLandscapePlacedTrees.esp EnclaveX02.esp EnclaveX02 - Impervious Compatibility.esp Scopes.esp FAR.esp g2m_Workshop_Nexus.esp Snappy_HouseK.esp ZebrinasWorkshopDevices.esp AmericaRising-GearOfTheEnclave.esp fog.esp Hellfirenew.esp HellfireX03_PAMAP.esp AWKCR - Mod Power Armor Engine Glitch Fix.esp Hunter of the Commonwealth.esp Hellfirenew - Impervious Compatibility.esp Impervious Power Armour - Automatron.esp Insignificant Object Remover.esp LongerPowerLines3x.esp Lots More Facial Hair.esp Lots More Male Hairstyles.esp More Where That Came From Diamond City.esp PA-Quick Animations.esp 3dscopes.esp SettlementMenuManager.esp WinchesterP94Balanced2.esp woodysWastelandStuff.esp You Talk Too Much.esp Mercenary.esp Scrap Everything - Ultimate Edition.esp StartMeUp.esp DoYourDamnJobCodsworth.esp Pip-Boy Flashlight.esp NAC.esp NAC-FH.esp NAC-NW.esp
Figured it out after the 4th try! Turns out, I had Impervious Armor and its patches for BPAO and other mods loaded in the wrong order. The issue figured itself out once I had put Impervious armor at the end of the mods that fiddle with Power armor and their stats (even slightly) and then applied the patch.
Going to leave this comment for any others who might come across similar issues. The beginning section of my mod list after fixing it (mostly mods that deal with power armor/armor configs):
Spoiler:
Show
Unofficial Fallout 4 Patch.esp ArmorKeywords.esm XDI.esm Damage Threshold.esm Skb-MinigunsRebirth.esl CROSS_VertibirdFlightsuit.esl Brotherhood Power Armor Overhaul.esp Consistent Power Armor Overhaul.esp PAMAP.esp Some Assembly Required.esp Some Assembly Required - BPAO.esp CPAO - PAMAP 2.0 Patch.esp BPAO - PAMAP 2.0 Patch.esp Armorsmith Extended.esp Impervious Power Armour.esp BPAO - Impervious Power Armour.esp
Not initially. In fact, even the Far Harbour and Nuka World power armours would also need patching as they are separate entries. But then, the Overboss power armour needs patching anyway as its stats make no sense - it's listed as T-51 set in the game files, while it's actually a somewhat better Raider T-45... with stats somewhere between T-51 and T-60.
207 comments
Unfortunately, the power armour health bug persists. When hit by an attack that is reduced to <0 damage, your power armour will be healed by the negative damage amount. This is not currently fixable.
Always thoroughly enjoyed the immersion boost with it..
Any chance we could get a patch for this popular Armor? :)
SE-01 Power Armor
My current work around for SE-01 is, I attach the legs from a T60 which (each with a listed in-game DT value of 2 for a total of DT 4) and paint the legs in Nukashine which is near identical to gunmetal gray in SE-01, giving SE-01 a total DT of 4 which is at least something. The DR specs and HP specs, for SE-01 otherwise are approx halfway between T60 and X-01.
EDIT: Also I noticed that while all armor torsos have a DT value assigned, the T60 Torso does not.
As a result the T51 and T60 have identical total Damage Threshold values and from the description that is clear this was not the intent.
Any Chance for a patch?
EDIT 2: Also when I add up the DT values attached to each piece, I get different values in-game, than listed in the description
For example in Description it lists a complete set of T51 of having a DT of 20, but adding up all the armor parts actual listed DT values in-game, only gives a value of 10 (Torso 2, each leg 1, each arm 2, helmet 2 DT=10 for all together)
Due to missing DT attached to the torso with T60, the total DT value of T60 is also 10 (Torso 0, each leg 2, each arm 2, helmet 2) , but is listed in description as 25.
I find it truly asinine that anything less a high-powered firearm or energy weapon could damage a mech suit.
Actually they will try to flee.
Higher armor immune from wild Dog attacks and make them flee (but alpha wild dogs still attack since they can get thru at least up to T51 it seems)
Sadly ghouls still do damage at all levels from what I can tell.
Raider Power Armour: 10T45 Power Armour: 15T51 Power Armour: 20T60 Power Armour: 25X-01 Power Armour: 30
because when I add up manually the DT values from all pieces on a T45 (and others) is a significantly lower number (dont remember the exact one right now)
An impervious PA patch for X-02 just as an example lists "14" as DT for that one and this is after adding up each part.
PS: The added health bug is squashed , no problem anymore.
Cheers Bro, love your mod have never taken it out of my game since installation even though I am forced to make tough choices which mods to remove when I add new ones as I am always near the plug in limit. This mod will always stay.
Just in general kudos to the author this is one of the generally most useful and realism improving mods on the site!
Any chance of a patch coming out for SE-01 power Armor?
Maybe halfway DT from T60 and X-01?
To anyone who knows:
It states the DT applies to complete sets.
What happens when we mix them? No DT at all, or a DT based on the components from different level armor added up and/or averaged?
For some reason or another, enemies will only partially follow the flight over fight script, and unequip their weapon (only energy weapons, for some reason).
I say partially, because they instead just choose to run at you with their fists. I thought at first that Fusion Cells are Batteries was causing this, but I whittled it down to this mod after hopping out of my PA to see if the issue persisted, and low and behold.
T-60d doesn't have a DT value or at least one that I can see when I look at it through the menus.
I grabbed Danse's T-60d suit after the quest Blind Betrayal and the suit doesn't have any DT values. I assumed that it could've been just that set that spawned in weird. So I spawned in a torso piece from the console and it had the same issue. Both pieces, Danse's and the Console Armor, have a larger pool of durability, however, the DT stat just isn't there.
Does anyone know what could be causing this? Or is this intentional on the part of the mod?
Here's my full mod list after the DLCs and base game:
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
XDI.esm
Damage Threshold.esm
Skb-MinigunsRebirth.esl
CROSS_VertibirdFlightsuit.esl
Impervious Power Armour.esp
Brotherhood Power Armor Overhaul.esp
Consistent Power Armor Overhaul.esp
PAMAP.esp
Some Assembly Required.esp
Some Assembly Required - BPAO.esp
CPAO - PAMAP 2.0 Patch.esp
BPAO - Impervious Power Armour.esp
BPAO - PAMAP 2.0 Patch.esp
Armorsmith Extended.esp
OA_LootableMaterialsCrates_vanilla.esp
PD_LowerWeapon.esp
LootableCars.esp
Stm_DiamondCityExpansion.esp
America Rising - A Tale of the Enclave.esp
M8rDisablePipboyEffects.esp
M8r_Item_Tags_Vanilla_EN.esp
CombinedArmsNV.esp
CROSS_MojaveManhunter.esp
WattzLaserGun.esp
CAPA.esp
CraftableAmmo.esp
CraftableAmmo_plus.esp
EnclaveUniform.esp
CROSS_BreakActionLaser.esp
CROSS_CoA.esp
CROSS_InstituteExpeditionarySuit.esp
DazLandscape.esp
DazLandscapePlacedTrees.esp
EnclaveX02.esp
EnclaveX02 - Impervious Compatibility.esp
Scopes.esp
FAR.esp
g2m_Workshop_Nexus.esp
Snappy_HouseK.esp
ZebrinasWorkshopDevices.esp
AmericaRising-GearOfTheEnclave.esp
fog.esp
Hellfirenew.esp
HellfireX03_PAMAP.esp
AWKCR - Mod Power Armor Engine Glitch Fix.esp
Hunter of the Commonwealth.esp
Hellfirenew - Impervious Compatibility.esp
Impervious Power Armour - Automatron.esp
Insignificant Object Remover.esp
LongerPowerLines3x.esp
Lots More Facial Hair.esp
Lots More Male Hairstyles.esp
More Where That Came From Diamond City.esp
PA-Quick Animations.esp
3dscopes.esp
SettlementMenuManager.esp
WinchesterP94Balanced2.esp
woodysWastelandStuff.esp
You Talk Too Much.esp
Mercenary.esp
Scrap Everything - Ultimate Edition.esp
StartMeUp.esp
DoYourDamnJobCodsworth.esp
Pip-Boy Flashlight.esp
NAC.esp
NAC-FH.esp
NAC-NW.esp
Turns out, I had Impervious Armor and its patches for BPAO and other mods loaded in the wrong order.
The issue figured itself out once I had put Impervious armor at the end of the mods that fiddle with Power armor and their stats (even slightly) and then applied the patch.
Going to leave this comment for any others who might come across similar issues.
The beginning section of my mod list after fixing it (mostly mods that deal with power armor/armor configs):
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
XDI.esm
Damage Threshold.esm
Skb-MinigunsRebirth.esl
CROSS_VertibirdFlightsuit.esl
Brotherhood Power Armor Overhaul.esp
Consistent Power Armor Overhaul.esp
PAMAP.esp
Some Assembly Required.esp
Some Assembly Required - BPAO.esp
CPAO - PAMAP 2.0 Patch.esp
BPAO - PAMAP 2.0 Patch.esp
Armorsmith Extended.esp
Impervious Power Armour.esp
BPAO - Impervious Power Armour.esp