25.08.2019»»воскресенье

New Vegas Fallout 4 Power Armor

25.08.2019
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  1. Fallout New Vegas Fallout 4 Power Armor Hud
  2. Fallout Nv Power Armor
  3. Fallout New Vegas Fallout 4 Power Armor Mod
Requirements

Off-site requirements

Mod nameNotes
NVSE

Fallout 4; Companions and power armor new frame) My follower's armor gets damaged 5 times faster than mine BECAUSE THEY'RE BUMRUSHING IDIOTS; Who was the genius at Beth who decided that not only should there be no contextual way to get someone out of power armor, but. So I've spent a good deal of time playing fallout 4, and its a good enough game. I find myself however wanting to move back to Fallout New Vegas with the Tale of Two Wastelands mod. Pioneer sb3 traktor mapping software. I was wondering if anyone knew of a mod that is either out or in development for New Vegas that will somewhat reproduce the feel of Power Armor from 4. Also I descided what mod I am wating for in Fallout 4.

Permissions and credits
New vegas fallout 4 power armor

Author's instructions

Fallout nv power armor modNew Vegas Fallout 4 Power Armor

Fallout New Vegas Fallout 4 Power Armor Hud

Feel free to use however you like. Be mindful of the modders whose work was included.

File credits

darthbdaman for his work on the Power Armor Distribution Overhaul mod, and as the coauthor of this mod.
Roy Batty for the Swimming and Rebreather Restoration mod.
Unoctium et al for the T-60 Power Armour mod, integrated through an optional patch.
Gloops for the Chinese Stealth Armour Helmet Detached, integrated through an optional patch.

Donation Points system

Fallout Nv Power Armor

This mod is not opted-in to receive Donation Points

Changelogs

Fallout New Vegas Fallout 4 Power Armor Mod

  • Version 1.6.1

    • Fixed Unarmed weapons getting unequipped even when not wearing power armor
    • Fixed Christine not being in the PA-capable companions list
    • Other minor fixes
  • Version 1.6

    • Added controller support, no idea if it works because $#@!
    • Did away with public aux vars everywhere, since only one is interesting to other mods anyways
    • Rewrote scripts to not check aux vars with string vars every time, can be practical but eats performance
    • Moved more player-exclusive stuff from the effect script to the callback, could be messy
    • Reworked companion perk effects into a separate entity
  • Version 1.5

    • Unarmed weapon restriction no longer works on NPCs, since they keep trying to reequip them (e.g. Veronica)
    • Companions reopen their inventory after dropping PA if the restriction is on, to correctly reequip their gear
    • Companions can now self-carry their PA as well. Make sure you use the latest JIP LN
    • PA self-carry compatibility with Recon Under Armor improved. Recon Helmets' weight carried by equipped T-45
    • PA self-carry the helmet weight only if wearing matching suit
  • Version 1.4

    • Project Nevada integrated in initialization, patch obsolete
    • Recon Under Armor supported, undersuits' weight is carried by T-45 armor if having PA training
    • Added playable Power Armor Training perk
    • Pain Train now requires Power Armor Training as well
    • Super jump and pain train parts of the script are not computed for NPCs, since they can't use them so it just wastes performance
    • Auxiliary variables cleared and reinitialized on each game load
    • Pain Train can damage and cripple enemy limbs, and even dismember them on death
    • Tesla electrocution field can now affect enemies up to 6 feet in front of you, instead of requiring physical contact
  • Version 1.3

    • Reworked initialization, now supports DLC and TTW without directly requiring them
    • Separated restored Scorched Sierra Helmet into an optional file
    • Added optional file for detached Chinese suit helmet mod
    • Changed how Tesla electrocution works. Tesla PA helmets can match with regular Enclave PA, but electrocution only works if wearing both Tesla PA helmet and armor
    • Salvaged NCR power armor does not provide waste recycling, but does work as rebreather
    • Various additions and changes to default lists, initialization now places all loaded PA helmets and armors in the relevant vanilla lists automatically
    • Landing thump sound is only triggered if the fall is potentially damaging, or after a super jump
    • PA knockdowns can optionally require the Pain Train perk, with a custom STR requirement
    • Options to restrict companions from wearing PA, unless defined as being trained in it
  • Version 1.2

    • Removed landing sounds by default
    • Now uses a new folder where custom landing sounds can be dropped: DataSoundfxpalanding
    • Changed how armors with waste recycling are determined, to use the list as inclusions instead of exclusions. A few non-PA also provide this bonus
    • New feature allowing to sleep instead of waiting while standing in certain power armors
  • Version 1.1

    • No more Pain Train notifications if the feature's been disabled
    • Option to turn off landing thump sound when in power armor