Another person that makes the APA MKII worst than the MKI.
Fallout 2 made APA MKII better in every way than MKI. Fallout 3´s mystake was to make T-51 better than all the other armors, but it never says that MKII was worst than MKI. Fallout: New Vegas was supposed to fix this issue and that´s why the statistics of the MKII are better than MKI.
What happen if a player already loot the T-51b power armor?
Will it behave like the Alien Blaster and YCS/186 where if you've already loot one the other won't spawn even if you add/remove the Wild Wasteland trait?
Crazy, I was just thinking of doing this the other day. Thanks. >JSawyer in mind Even better. This is pretty much how I would have rebalanced it too, nice. EDIT: You have a typo for the DT. You put 62 instead of 26 as mentioned in the desciption.
Another thing you could add is the Animations Sound Template for Power Armor. I added it myself so mods like Power Armor Sound Fix will work. Just change: ArmorHeavyAudioTemplate "ArmorHeavyAudioTemplate" [ARMO:0013D3B6] to ArmorPowerAudioTemplate "ArmorPowerAudioTemplate" [ARMO:0013F297] Other JSawyer Power Armors use this as well.
I made another change actually. I renamed the armor from Enclave Power Armor to Advanced Power Armor, Mark 2. This just makes it consistent with the other Enclave armors not having Enclave in the name. It reads similarly to Combat Armor Reinforced, Mark 2.
I had considered a name change, but was not sure what to go with. I was leaning toward Remnant Armor, Mk II, but then it wouldn't make sense that it is weaker than the original remnant armor.
@KrazzyKlown *ahem* Actually the mentioned in the Changelog fixes are still not implemented in the currently available latest version of the mod (1.0.2). I've verified it in xEdit, then implemented them myself. Did you misplace the file somehow, perhaps?
14 comments
Fallout 2 made APA MKII better in every way than MKI.
Fallout 3´s mystake was to make T-51 better than all the other armors, but it never says that MKII was worst than MKI.
Fallout: New Vegas was supposed to fix this issue and that´s why the statistics of the MKII are better than MKI.
You should have left it like it was in game.
Will it behave like the Alien Blaster and YCS/186 where if you've already loot one the other won't spawn even if you add/remove the Wild Wasteland trait?
>JSawyer in mind
Even better. This is pretty much how I would have rebalanced it too, nice.
EDIT: You have a typo for the DT. You put 62 instead of 26 as mentioned in the desciption.
Just change:
ArmorHeavyAudioTemplate "ArmorHeavyAudioTemplate" [ARMO:0013D3B6]
to
ArmorPowerAudioTemplate "ArmorPowerAudioTemplate" [ARMO:0013F297]
Other JSawyer Power Armors use this as well.
If you have any other suggestions, let me know.
*ahem* Actually the mentioned in the Changelog fixes are still not implemented in the currently available latest version of the mod (1.0.2). I've verified it in xEdit, then implemented them myself. Did you misplace the file somehow, perhaps?
ttw compatible?