Fallout New Vegas

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Coillscath

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Coillscath

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About this mod

Makes multiple modifications to vanilla power armour to make the game play more like Fallout 1 and 2. In short, you can\'t loot a fully working suit from corpses anymore. Also makes it more powerful, along the lines of original power armour.

Permissions and credits
(This mod is mostly finished, in terms of what I originally planned, but now that my university holiday has ended, I will not have time to work on expanding it until much later.)

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Modified Power Armour
By Coillscath
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This mod includes a number of what I felt were necessary fixes to make the late game play more like Fallout 1 and 2. Obsidian did a great job making it feel like authentic Fallout but one thing that bothered me even in Fallout 3 was being able to loot a perfectly working suit of power armour from a Brotherhood or Enclave corpse. This wasn't possible in Fallout 1 or 2, and one possible reason is that if a suit (Designed to soak up machinegun fire and a limited amount of explosive projectiles) has failed so badly that the wearer has been corpse-ified, then the suit's probably pretty busted up and in need of substantial repair.

I've also made substantial rebalancing changes to the DT and bonuses that power armour give. The player can now equip power armour from the start, but receiving Power Armour Training gives added bonuses to power armour as a result of learning how to properly use it.

Additionally, there is are now (completely optional) crafting recipes for power armour, along with a related perk. Junkyard Genius, taken at level 12 or higher, gives the player the ability to craft parts of power armour from scratch, along with making more advanced suits, depending on who you've become affiliated with.

Salvaged power armour (Non disguise version) and T-45d are available at 45 repair and 60 repair, respectively, without the perk. If you buy the perk, you will find more recipes to make the various parts for power armour out of bits of scrap. I tried to make these recipes make at least some kind of scientific sense, but I got stuck on one or two of them, and had to improvise. Also, once you receive training from the Brotherhood or Remnant, crafting of T-51b, Advanced Power/Tesla Armour MkI will unlock. I wanted to have one perk for each faction, but scripting issues are making that hard at the moment.

If you have any suggestions on how to make the mod better, I'd love to hear them. I won't be straying from my plan set out below (Under "Future Plans") but if a good idea fits into that, I'll try to include it. Balancing suggestions are welcome to an extent but really only if you find something in the mod which genuinely breaks the game and makes it too hard/easy.


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Installation
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Simply put the mod into the "fallout new vegas\Data" directory, tick it in the launcher and go.

This shouldn't interfere with existing savegames. They may not update brotherhood paladins you've already encountered, resulting in lootable armour. This is a bug and I'm trying to figure out how to fix it. Any ideas would be welcome, I'm still new to modding.

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Bugs
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1) Existing savegames may have Paladins still dropping suits of Brotherhood T-51d armour. This is completely unavoidable. They will still drop the new loot, but any armour they've spawned with will stay with them for the rest of the game.

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Version History
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v1.1
20/11/10
Changes:

* Fixed the bug where Brotherhood Scribes and Knights would drop power armour parts. This does not change knight or scribes, it only adds a new category of death items for Paladins, making this completely compatible with mods which change the armour that Knights wear.
* Changed Brotherhood drops slightly. Now there is a very small chance that a fully working (But 0% condition) set of power armour will drop. This is unrelated to which body part the killing shot struck, for now.
* Changed robot death items to reflect any compatible parts which can be used for the repair and construction of power armour. Most robots drop parts necessary for the T-45d and T-51b armour types. The more advanced Sentry Bots and Mister Gutsy bots drop scrap titanium and alloy armour plating which is used in the construction of Advanced power armour.
* Crafting is now implemented. See the attached images for specific details for the recipe needed.
* Perk added: Junkyard Genius. Take at level 12 with a minimum of 50 repair and you will be able to build power armour from scratch, literally out of junk. Without the perk it is possible to craft Salvaged Power Armour (Not NCR disguise) and T-45d Power Armour.
* Receiving power armour training in addition to taking the perk Junkyard Genius unlocks the more advanced power armour types for crafting, such as T-51b and Advanced Mark I
* Further modified the enchantments for T-51b and Advanced Mk I Power Armours to reflect their Fallout 1/2 strength bonuses.


v1.0b
30/10/10
Changes:

* Ran my mod through FNVEdit to clean up some scripts that had been buggering up some people's mods. Sorry about that!
Thanks to voodooattack for pointing this out and pointing me in the right direction of how to fix it!

v1.0
30/10/10
Changes:

* Made some balancing changes to the spawn condition of brotherhood armour. I underestimated how much I'd need to boost it to make it more resilient. Killing a brotherhood paladin with the starting shotgun before he can get a shot off because he spawned with 15% condition power armour is just bonkers...
* Added in various power armour parts which drop on death and can be used to repair power armour. In future releases these parts will be used to craft a working set in combination with a broken suit item.
* Durability has been reduced again as I planned it to be with the introduction of parts, above. It's still a bit tougher than vanilla, though.


v0.9
29/10/10
Changes:

* Switched my original arrangement of the items which was screwing with existing save files and preventing people from dropping power armour they already had, since it was marked as unplayable, and therefore invisible. Everything should be fine again, and the mod is compatible with existing savegames again.

v0.8- First Build
28/10/10
Changes:

* Boosted all Damage Thresholds for power armour. NCR Salvaged Power Armour is unchanged. From worst to best: NCR Salvaged, T-45d, T-51b, Tesla, Advanced MkI.
* Changes the "enchantment" properties of power armour to better reflect the big step up in toughness from regular armour. Boosts rad resistance in particular.
* Bonus to rad resistance if you're wearing a matching suit and helmet.
* Bonus to carry weight if you have Power Armour Training. If modern military grade power suits can let the user carry 200+ pounds without even feeling it, surely these suits would be about the same.
* Power Armour no longer needs training to use, but training allows you to better unlock their potential, removing the agility penalty for wearing it, and boosting the strength bonus. I feel this is a good balance for letting you use it before getting training.
* More advanced power armour such as T-51b and Advanced Power Armour MkI helmets give an action point bonus with the appropriate training, signifying advanced targetting systems. Tesla helmet instead gives a bonus to Energy Weapons.
* Tesla armour is now immune to the disabling effect of EMP, but not the extra damage.
* Power armour no longer lootable from any corpses, save one Paladin in REPCONN HQ, since it seems he died from being trapped under the rubble, rather than being shot to death. (And the secret Remnant armour in that hidden location to the east of the colorado, for the sake of fairness to those who have already found it. I'l fix it later).
* Durability has been increased substantially to remove the need to repair your armour too often. This still may need to be balanced, but until I implement a proper way to repair the power armour suits, this is a stop-gap to prevent them becoming broken.
* Even so, I've set all power armour to be able to repaired with any other kind of power armour, in addition to scrap metal and scrap electronics, for the moment.
* Changed the Brotherhood of Steel Quartermaster's stock so she now sells 4 sets of T-45d and 2 sets of T-51b after completing their quest line. This may not update correctly with existing savegames that have already finished this quest.
* Quest rewards have been fixed, you will get the correct suits rather than the ones marked as "unplayable" as quest rewards now.

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Future plans
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* Being able to find various parts such as armour plating, servo motors, and hydraulics which can be used to repair all kinds of power armour. (FINISHED)
* New entity of broken power suit will be lootable from corpses, and in addition to parts listed above, can be used to craft a fully working suit of power armour at a crafting bench with high enough repair skill. (FINISHED)
* Ability to repair broken power armour with a lower repair skill into crude but effective working suits with crafting bench, such as a non faction disguise suit resembling the NCR Salvaged Power Armour, and the Tribal Power Armour from The Pitt. Will need to figure out how to make the mod dependant on the user having the .bsa file themselves without breaking the game... (PARTIALLY FINISHED)
* Adding the ability to "mod" power armour at a crafting bench. (PARTIALLY FINISHED)
* Adding East Coast Enclave power armour into the game, as the files are all still there in New Vegas. Hellfire armour a possibility if I can make it dependent on the Broken Steel .bsa without breaking the game.