Fallout New Vegas

I'll try to explain how to enable this mod's features for new power (and even non-power) armors coming from third party mods:

For this you can use the GECK or xEdit, the latter will be faster if you're used to it since you'll only need some low level edits. You can see this process in action in the optional file for the T-60 armor, which aside from defining the armor and helmet with its visuals, etc. Also adds them to the form lists for game mechanics, and to the leveled list for Knight Torres' inventory.

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Uhhh... so yeah, the idea is to use FO4PowerArmor.esp as a master for your file, which I admit is non-intuitive since normally .esm files are used as masters. xEdit has no trouble with that, but if using the GECK, be sure to also have the GECK Extender


For the mods' features, some can work with either power and non-power armors. The former also require the player to have the Power Armor Training perk to kick into effect, or to have that restriction disabled. The latter are exempt. The form lists used for features are:

  • migPAWasteRecycleLIST (has changed in version 1.2!!!): armors in this list will lower the rate of dehydration when equipped. By default this includes the T-51b and higher tech power armor models, which the lore stated had this capability, plus a few non-power armors. You may add here armor pieces which are supposed to be able to recycle human waste for consumption, are air-conditioned, etc.
  • migPATeslaCoilsLISTArmormigPATeslaCoilsLISTHelm (has changed in version 1.3!!!): these two define Tesla armors and helmets respectively, of which the player has to wear one of each to be considered clad in Tesla armor, to apply electrocution damage to nearby enemies. Aside, it also requires that the armor and helmet are matching models (more on that later). Gannon Family's Tesla Armor is in these.
  • migPATeslaCoilsLISTNoHem: defines Tesla armors that do NOT enforce the matching helmet requirement for the electrocution feature. Intended perhaps for non-power armors like this.
  • migPADOVisors (the other two are no longer in 1.3!!!): intended for when using the Advanced Recon mod, to add helmets found in it to its features, in particular for night-and-thermal-vision capable stuff (like power helmets). Mostly to ease patching other mods, instead of having to alter the relevant form lists as well.
  • migPAStandSleepLIST: armors in this list allow you to sleep instead of waiting when you tap the rest control, lowering your sleep deprivation stat with a % effectiveness, if the option is enabled. This list includes the Enclave power armor models, which according to lore are capable of locking the legs in place and remain upright in the event of operator unconsciousness. A little gimmick, if you will.
  • migPAcapableCompLIST: this list is for companions who can wear power armor regardless of the restriction for it being enabled. Like Arcade, Veronica, etc. Add your new companions you want to wear PA unabated to this list, or don't give them PA, or just leave that feature off, it's mostly to ease roleplaying.

And most important: migPAHelmMatchLists, the meat of the issue. This controls how the mod recognizes you're wearing a matching helmet and suit, so that some features don't work if e.g. you wear a T-45 helmet with a T-51 armor. This list accepts either form lists, or single items:
- If a single item (namely the full-body science suits included in it), the player is considered to be wearing a matching helmet if he has the item equipped.
- If a form list, then the player is considered to be wearing a matching helmet if he has ALL the items in that form list equipped. Which can be further formlists, but then he only needs one item from each of those formlists equipped to return true.

Confusing, I know. Take migPAHelmMatchListT45 for example. It includes two sub-formlists: migPAHelmMatchListT45Helm, which includes the standard T-45 and Scorched Sierra power helmets; and migPAHelmMatchListT45Armor, which includes the T-45 standard, BoS and Scorched Sierra power armors.
If the player wears any helmet in migPAHelmMatchListT45Helm, AND any armor in migPAHelmMatchListT45Armor, then the mod considers he's wearing a full matched suit as defined by the migPAHelmMatchListT45 list, and the relevant features kick in. Namely, the rebreather feature. Perhaps this' be much ado about nothin'...

It does however set a public aux-var on the actor, *_PAMatchingHelm. You can use it for some other features if you can think of them.

So to add your new power armor to this system: Create a new form list, add your helmets and armors you want to match to it, either single or grouped in further sub-formlists, and finally add the list to migPAHelmMatchLists.


The second part is about Torres' loot, a surprisingly complex thing to alter by other mods. The included HVTorresPAExtra leveled item list will be made available to him when completing either the "Eyesight to the Blind" or "Tend to your Business" quests. You can add new items you want then to be made available to this list, and use a utility like Wrye to merge them with other files doing the same.


Outside editors, you can also customize the sounds that may be played when landing from a long fall or super jump while wearing power armor. The mod defines a sound to be played with files from 'Data\sound\fx\palanding\' folder, which by default is empty so no sound plays, other than the regular game's landing one for all actors. You can add your custom sound files here to be played, like those from this mod.


Also, a reiteration of the warning in the description:
The fall damage prevention feature works by resetting the actor's fall timer, so other mods' scripts that check for the time falling with the 'GetFallTimeElapsed' command will fail to work if the actor/player has power armor equipped and can benefit from this feature. However, before resetting it the timer's value is added every frame to an auxiliary variable on the actor. You can check for his fall time in scripts with (actorRef.AuxVarGetFlt "*_PAFallTime"). It's a public variable, so no mod dependency with this mod is needed.


Finally, this mod acknowledges another public aux-var on the actor, *_PAoutOfPower. If its value isn't 0, almost all the features that power armor can grant the actor will stop working. As its name suggests, its intended for a mod making power armor rely on some kind of power sources.


And that's more or less it! If you've understood anything at all, congratulations, and feel free to ask.

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miguick

1 comment

  1. shubaev
    shubaev
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    Hello.
    I want to add features from your mod to the new armor.
    But your guidance is not clear, I'm sorry.
    Need to be appointed FO4PowerArmors.esp master?
    But how then to edit his FormID Lists?
    My knowledge of English is not enough, maybe I do not understand what exactly is written in the manual. Explain please.

    UPD.
    I figured out how to add my armor. But not all features work.If the armor does not have the "Power Armor" tag, it will not jump high and protect against falls. I want to do this, can you help, please?