i wish a mod that allow the core to be ejected ito the player inventory befor it reach 0 why nobody do that T_T been waiting for it since fo4 release T_T
how about adding one type of undamaged Power armor frames that works without need of fusion cores and option to repair fried (due to EMP) to work longer on single cell.
I know that the overusage of mods can cause problem's, and that it's mostly the user's fault, but since this mods is pretty nice thought will give it a go; I've found an incompatibility with "More Power Armour Mods (More Power Armor Mods) by Talkie Toaster". Asthe name implies, and you probably know, you can install 2 mods on one power armor piece. If i install the jetpack, and the Fusin Recycler on a torso, and start using the Jetpack, it starts to MELT THROUGH the remaining fusion cores; it drains like 3 100% cores at one jet boost.
The issue disappears once i get the Recycler off the torso.
I know it's not a glitch per se, but a compatibility problem. But i guess many of the users would like to use both of the mods, so is there a possibility of a compaibility patch?
v1.1 is out now. Not much new, now you can retrofit a Fusion Recycler on T-45 armor. And now you need to spend a few Fusion Cores to build it. Check it out!
Huh, right now it looks like the mod page for his overhaul got blocked. In any case, this mod doesn't currently change any existing records - only adds new ones. Unless that mod drastically changes *all* of the keywords used to associate mods with power armors, the two mods should work okay. Mileage may vary, though: if you can tell me how my mod is incompatible, I'll look into it. At least I will when the mod isn't under review.
For what it's worth, I've been using invock's "Minutemen Paint for All Power Armors" (and his other mods for the other faction paint jobs), as well as Mcgan's "Power Armor Materials AND Paints" mods, and they're completely compatible with this mod.
Love the idea! Downloading now. Fusion cores always did seem like just a paranoia-inducer rather than something that actually mechanically limits my use of powerarmor, to me personally. Since at any one point in the game I have like 50 of them which functionally might as well be infinite (since I'm always getting new ones much faster than my current supply is used), but, like I said, make me unreasonably paranoid that I'm going to run out and find myself in a jam haha.
I considered Nuclear Physicist. In the end I decided to just stick with 4 in Science! and Armorer, since the Fusion Recycler defeats the main purpose of Nuclear Physicist.
If I did go that route, I'd probably keep the Armorer requirement and swap 4 Science! for 3 Nuclear Physicist. That maaay happen for a future update, but if I do it at all it'll probably be an alternate plugin. Thanks for the feedback, though.
You could say it defeats the purpose of nuclear physicist, or you could say that it fulfills it, since the reason that people put points in the perk is to use power armor longer and this is the logical conclusion of that build choice.
15 comments
I've found an incompatibility with "More Power Armour Mods (More Power Armor Mods) by Talkie Toaster". Asthe name implies, and you probably know, you can install 2 mods on one power armor piece. If i install the jetpack, and the Fusin Recycler on a torso, and start using the Jetpack, it starts to MELT THROUGH the remaining fusion cores; it drains like 3 100% cores at one jet boost.
The issue disappears once i get the Recycler off the torso.
I know it's not a glitch per se, but a compatibility problem. But i guess many of the users would like to use both of the mods, so is there a possibility of a compaibility patch?
For what it's worth, I've been using invock's "Minutemen Paint for All Power Armors" (and his other mods for the other faction paint jobs), as well as Mcgan's "Power Armor Materials AND Paints" mods, and they're completely compatible with this mod.
Anyway, great job. Will endorse
If I did go that route, I'd probably keep the Armorer requirement and swap 4 Science! for 3 Nuclear Physicist. That maaay happen for a future update, but if I do it at all it'll probably be an alternate plugin. Thanks for the feedback, though.