Fallout 4
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  1. TheTalkieToaster
    TheTalkieToaster
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    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.
  2. bolseslawo
    bolseslawo
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    I really like the concept of this mod, do you think it would collide with Better Locational Damage?
  3. 363rdChemicalCompany
    363rdChemicalCompany
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    Delete, issue solved. NO fault of this mod.
  4. 363rdChemicalCompany
    363rdChemicalCompany
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    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? :)

    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.
  5. Jambo11
    Jambo11
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    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.
    1. 363rdChemicalCompany
      363rdChemicalCompany
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      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.
    2. Ojref
      Ojref
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      Yeah this mod has gotta go. Peace.
  6. 363rdChemicalCompany
    363rdChemicalCompany
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    Are we sure these numbers for DTs are correct?

    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.
  7. 363rdChemicalCompany
    363rdChemicalCompany
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    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!
  8. 363rdChemicalCompany
    363rdChemicalCompany
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    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?
  9. Toxixs70
    Toxixs70
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    Problem with laser weaponry and this mod - 

    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.
  10. HamsterMagicFool
    HamsterMagicFool
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    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
    1. HamsterMagicFool
      HamsterMagicFool
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      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
  11. nyxnyxnyx9000
    nyxnyxnyx9000
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    Does this mod affect creation club power armors?
    1. nyxnyxnyx9000
      nyxnyxnyx9000
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      Is there any patch for CC power armor???
    2. KunninPlanz
      KunninPlanz
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      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.