IIRC, lore-wise the T-45 is the heavier one, because it was made of simple steel alloys, so that one should reduce agility. Meanwhile, the T-51 models use ceramic compounds and other sorts of alloys, making it the lighter one, making the wearer stronger and more isolated from harm without any penalties.
T45 armors do not exist in the original fallout universe they were created in Fallout 3. The lore of the game is a flow that is ever changing. From the original creation of the armor T51 armor in Fallout 1 in each game it was built upon and changed. In New Vegas the "T-51b power armor, with 2,000 HP, is the most durable armor in the base game." Additionally within the wiki it states that the T51 armors, "were instrumental to the success of Battle of Anchorage, commonly thought to be the series' debut on the battlefield. In particular, their use minimized casualties sustained by the military in the attack. It remains prized after the Great War for its protective qualities." Additionally it has a higher protection rating then the T45.
The wiki does show a lower agility for the T45 in fallout 3 but again this changes by the game since in fallout 4 it has literally no bonus or minus to anything. X01 which is enclave armor had a charisma minus and different stats from fallout 3 to 4 for example nothing is set in stone and this is my take based on the "Tank like build" of the T51 which went toe to toe with Chinese tanks and being the most durable. To differentiate the fact T45 is lower ranked armor instead of nuking its usefulness to orbit (via lowering durability, armor, and maybe just giving a small strength bonus) to balance it - I went a different route to better differentiate it and it makes sense to increase agility since it provides less protection aka less armor less durability so less weight would be what most would assume but in balance with one another. This is my balanced take and given that "Lore" is not necessarily stagnant I feel like I have applied the existing lore to create a new balanced system to differentiate each armor. This is in line with what Bethesda does each game as things change in each game through mechanics and lore. Especially* if you factor in the fact that I love the original DOS fallout series including fallout 2 which used claymation for some of the videos (which was technologically ground breaking for a game) and when looking at how guns, creatures, and items as well as lore differ between games they are linked but they do change there is a high level idea behind each thing but how it is executed is changed by game and I have applied this to my thought process.
It does not. As the description page mentions its just the T45, T51, T60, and X01. I also have mods requiring my mod that include CC content power armor etc available in the requirments tab.
actually yes - its easy to remove - just open the mesh in Nifscope, click the object you want to remove so its selected and then: Right Click > Remove Branch > save (and ensure Auto Sanitize is NOT checked when saving). you can do that for whatever meshes in my mod you want to.
Oh thanks I'll give it a shot later, I want to use it with the SuperAlloys tesla kit but the clipping is just a bit too janky on those neat chest nodes.
Looking at the model in nifSkope I can see that 3 main highlightable components make up the sections, the belts, the buckles + cartridges on the front, and the ammo pouches on the back + one on the front. Deleting the belts and buckles seems to cause the single front ammo pouch to float in front of the power armor at a strange angle in game, I would just delete it too, but I can't because it's tied with the pouches on the back. Any idea why?
you would have to open the mesh in outfit studio and split it up - you can use the outfit studio discord and they hand hold how to edit meshes like that if you want to do that as well. It wouldnt take long to do. maybe 10 min tops
The reason why they are merged is because the mesh is optimized for the game and was combined where and when that was possible.
hey dude can you make this work with the XO-2 And Hellfire power armor included in the new update i just really need more storage with the Hellfire power armor
Piggy backing off of this to bump it up. Would also love it to work optionally with the X-02, maybe it's own optional file so it doesn't break if you lack that pack? Just throwing out thoughts.
Well my mod works with all of those power armors in that my mod will work just fine for the armors I already cover but it just wont provide backpacks and pouches for the X-02 or Hellfire PA's thats all.
To your point it requires hand sculpting the backpacks for the PA so it takes a fair amount of time and work to perform (and as the comment below you points out not everyone will like the "art" that is created lol). Now im not opposed to doing what I would call "fan service" in that you are a fan of the mod and want more work but the mod would need to pick up more in popularity before that kind of extra work would be justified. So I mean if this mod gets more popular sure I can try to tackle it! Otherwise I have open permissions for patch and I provided a very detailed youtube video on how to make power armor backpacks yourself or other modifications so you can leverage that information as well :)
Hi how do I disable the balance changes to the power armor and only use the backpack? Separately, is there any way to override the 'no backpack and jet pack together' code and have them both?
It will clip badly if you have jetpack and packpack and wont look right or make sense. But you can play with it in the .esp to try to enable it. The FOMOD has 2 options to chose from either select the backpack or select backpack and balance changes. Just use a mod manager.
sounds like my meshes are not installed or something - I assume you are able to select the backpack and build it on the power armor just no backpack shows up so yea that would mean my meshes are not there. No idea why but try to redownload the mod - uninstall and re-install - then visually verify that the meshes are in fact installed correctly.
Would it be possible for a new option of just adding the "back" packs and back waist packs without the front additions to the list? Kinda how Automatron has the option for robots to have back or front or both.
select the nodes in a mesh editing tool and split the parts you dont want and then you can just delete that split mesh if you would like that! you can release it as a patch too for my mod.
If you have the time, would you mind adding a compatibility patch for the T-49 - Armor of the Storyteller so it can also be used with it? OR If it's too much trouble, do you mind teaching me how can I do it myself? I'm not that knowledgeable with CK and I have no idea how to edit textures but I can give a shot at it.
My mod is compatible. You just cant make backpacks for that power armor thats all.
If you want to make a custom backpack for that power armor I show you how in the video in the link below. You can make the mesh and then use my mod as a framework base to impliment it and upload it to nexus as a supported patch that requires my mod file and earn 100% of the DP. https://www.youtube.com/watch?v=XoJAfWawIP0&t=837s
I had an idea, but I don't know how to implement it, or even if it can be implemented. It appears that the packs and pouches are sculpted directly onto the torso armor itself - please correct me if I'm wrong.
Now, there are several mods that augment PA by adding items to the armor's inventory. Seperate jetpacks come to mind. Would it be possible to decouple these pouchy models from the armor, and make them inventory items instead? Then they could be used for any PA, not just vanilla. There would be clipping, sure, but having several sizes could mitigate that to some extent. The backpacks and lumbar pouches would have very little clip I would think.
Great question! So my meshes are in fact just the backpacks and pouches the armor is NOT included in it and shouldn't be that's a issue with a lot of power armor mods on nexus actually and I detail that in a video I made showing people how to make custom power armor. To your point doing what your describing will look terrible and unprofessional. It will severely clip and look cartoonish. Something I have thought about doing however, is potentially supporting more armors if this mod picks up in popularity, and it wouldn't take me long because I could just do the backpack and side pouches but not the leather armor strap since that takes the most time to hand sculpt. The backpacks and side pouches can just be placed which is significantly less time investment.
But going back to your idea, I am a professional developer and personally am not comfortable delivering half baked cartoon looking assets. All of my work to my standard must look like it came from Bethesda directly. Not only that but I have worked with and had some of my work reviewed by a Bethesda Developer too to ensure its at a professional high quality. It would go against my personal efforts to deliver a project like you described and hurt the reputation I am trying to build for myself. As it stands I deliver backpacks to every single vanilla power armor in the game there are no issues. Newly added power armor just doesn't have my backpacks no biggy.
To be honest, your high standards were not at question here. One cannot but respect the work. Nor was I requesting such a mod. I wanted to know from a professional if such a thing could be done. If there's some engine or display issue that would prevent it.
Oh no I wasnt saying you were. Im just saying yes you could do what you are asking and it would be easy but the end product would look really weird and unprofessional and cartoonish thats all! And to that end that goes against what I try to release on nexus I mean to say so that kind of project wouldnt come from me personally BUT im not opposed to supporting more armors offically and cleanly if this picked up in popularity!
Great mod overall, looks nice. But it would be far better if there was a choice to not include the stretched out bandolier yet keep the side pouches on front and back. Or perhaps remodeling an entire bandolier with it's own new model, textures and whatnot, but im afraid that's asking for too much. Anyway thanks for the mod, great work.
I would check it out in game first... the Bandolier is hand sculpted as a new model by me...i put weeks of work into it and i know im not perfect but I would check it out in game first to give it a fair shake. If you did check it out in game and just dont like it well im sorry it wasnt good enough! lol I did try my best and did hand sculpt it individual for each armor via wrapping it around the armor plates etc and making it look fastened to the armor. I think for most of the frames I thought* i did a good job but I think 1 of them I did the best I could but it was hard to sculpt around it but I did love the end result.
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The wiki does show a lower agility for the T45 in fallout 3 but again this changes by the game since in fallout 4 it has literally no bonus or minus to anything. X01 which is enclave armor had a charisma minus and different stats from fallout 3 to 4 for example nothing is set in stone and this is my take based on the "Tank like build" of the T51 which went toe to toe with Chinese tanks and being the most durable. To differentiate the fact T45 is lower ranked armor instead of nuking its usefulness to orbit (via lowering durability, armor, and maybe just giving a small strength bonus) to balance it - I went a different route to better differentiate it and it makes sense to increase agility since it provides less protection aka less armor less durability so less weight would be what most would assume but in balance with one another. This is my balanced take and given that "Lore" is not necessarily stagnant I feel like I have applied the existing lore to create a new balanced system to differentiate each armor. This is in line with what Bethesda does each game as things change in each game through mechanics and lore. Especially* if you factor in the fact that I love the original DOS fallout series including fallout 2 which used claymation for some of the videos (which was technologically ground breaking for a game) and when looking at how guns, creatures, and items as well as lore differ between games they are linked but they do change there is a high level idea behind each thing but how it is executed is changed by game and I have applied this to my thought process.
The reason why they are merged is because the mesh is optimized for the game and was combined where and when that was possible.
To your point it requires hand sculpting the backpacks for the PA so it takes a fair amount of time and work to perform (and as the comment below you points out not everyone will like the "art" that is created lol). Now im not opposed to doing what I would call "fan service" in that you are a fan of the mod and want more work but the mod would need to pick up more in popularity before that kind of extra work would be justified. So I mean if this mod gets more popular sure I can try to tackle it! Otherwise I have open permissions for patch and I provided a very detailed youtube video on how to make power armor backpacks yourself or other modifications so you can leverage that information as well :)
Thanks!
If you have the time, would you mind adding a compatibility patch for the T-49 - Armor of the Storyteller so it can also be used with it?
OR
If it's too much trouble, do you mind teaching me how can I do it myself? I'm not that knowledgeable with CK and I have no idea how to edit textures but I can give a shot at it.
In any case, thank you for the mod!
If you want to make a custom backpack for that power armor I show you how in the video in the link below. You can make the mesh and then use my mod as a framework base to impliment it and upload it to nexus as a supported patch that requires my mod file and earn 100% of the DP.
https://www.youtube.com/watch?v=XoJAfWawIP0&t=837s
Now, there are several mods that augment PA by adding items to the armor's inventory. Seperate jetpacks come to mind. Would it be possible to decouple these pouchy models from the armor, and make them inventory items instead? Then they could be used for any PA, not just vanilla. There would be clipping, sure, but having several sizes could mitigate that to some extent. The backpacks and lumbar pouches would have very little clip I would think.
Is this even viable?
But going back to your idea, I am a professional developer and personally am not comfortable delivering half baked cartoon looking assets. All of my work to my standard must look like it came from Bethesda directly. Not only that but I have worked with and had some of my work reviewed by a Bethesda Developer too to ensure its at a professional high quality. It would go against my personal efforts to deliver a project like you described and hurt the reputation I am trying to build for myself. As it stands I deliver backpacks to every single vanilla power armor in the game there are no issues. Newly added power armor just doesn't have my backpacks no biggy.
To be honest, your high standards were not at question here. One cannot but respect the work. Nor was I requesting such a mod. I wanted to know from a professional if such a thing could be done. If there's some engine or display issue that would prevent it.
Or perhaps remodeling an entire bandolier with it's own new model, textures and whatnot, but im afraid that's asking for too much.
Anyway thanks for the mod, great work.