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Lore immersive Power Armor Overhaul mod
About This Mod
I really like the armor mechanics that Bethesda introduced in Fallout 4, and it really gives the impression that these are really tanks for one person on the battlefield. However, due to scaling levels and balancing, they are not quite as gameplay-friendly as the story and F01/2 portray them. Bethesda also decided to add these four models to the lists of dynamic levels and made some questionable decisions that changed the legend. (I'm looking at you, T-60 and X-01) They've also chosen some questionable upgrade paths in power armor modding, which I believe this mod is intended to fix.
Since I only play Survival, I created this mod for this mode in relation to damage resistance, and even then, given how this is calculated in this game, it may not be enough,
This mod is aimed at:
- Fix PA Level Lists
- Provide power armor upgrades based on knowledge
- Balance resistance of a series of heavy armor
- Significantly increase resistance to damage from physical and energy attacks
Now there is a much longer gap between the spawns of the Power Armor series, and I have redesigned it to fit the canons of the past games.
T-60 This armor has now been replaced by the T-51 Power Armor series in terms of protection. The official artbook of Beth states that it was originally a reimagining of the T-45, but that it differed from it so much that it was separated into a separate series. I like this power armor, but its design is clearly the next step forward compared to the T-45 and T-51.
The T-51 is visually and historically the pinnacle of the pre-war power armor. Its design uses more modern materials, and it is also visually visible. I compare T-51 to F-22A Raptor and T-60 to F-35 Lightning II. Both the F-22 and the T-51 use the best of the best but are expensive, while the F-35 and T-60 use the knowledge from these developments, but are produced from cheaper materials, meaning they are less expensive and easier to maintain and produce.
T-45 now appears between levels 1-30.
T-60 30-50
T-51 50-70
X-01 70+
They have been scattered across the level as you raise the level quite quickly and you don't have much time to hunt for Power Armor or play with the current set before the next best one appears, so this article is meant to change that.
I redesigned the Power Armor upgrades so that they now follow the previous story more strictly, there is no more Power Armor going from A to F, with better models better than the worst of the next Power Armor set.
The T-45 will be updated to include faster discharge thermonuclear cores to match the FO3 story in which the armor used low-energy cells until the power supply was replaced by thermonuclear cores in the T-45D variant. It can now only be upgraded from T-45 to T-45D, as this was the last version used by the US military and even the BOS 200 years later.
The T-60 appears in only two variants, the T-60 Rusted and the T-60, since it was the new front-end PA, there were no upgrades, only the BOS advanced this power armor further with their own upgrades.
T-51 appears as T-51 Rusted, T-51b, and T-51b Hardened. The armor is upgraded as it undergoes a special chemical hardening that increases resistance to physical and energy attacks.
X-01 Appears as X-01 Mk.I Rusted, X-01 Mk.I), and X-01 Mk.II. The first post-war power armor designed and manufactured by the infamous Enclave. Unofficially designated Advanced Power Armor, it entered the Enclave's service by 2220, and its presence in the Commonwealth remains a mystery. An improved version created in 2270, informally known as Advanced Power Armor Mk.II, became the standard power armor for Enclave.
NEW - I changed the number of perks needed to create each upgrade of the power armor, similar to the Some Assembly Required repair, but I thought it was a little overkill and I went a different way.
This has to be balanced enough as the level lists have been changed so much that by the time you find the right power armor in nature, you will likely have those perks or access to them.
T-60 - Weapon maker, 2nd rank science, nuclear physicist 2nd rank
T-51b - Gun, scientific rank 3
T-51b Hardened - Weapon, Science Grade 3, Nuclear Physics Grade 2
X-01 Mk.I - Gun, scientific rank 3
X-01 Mk.II - Weapon Fighter, Science Grade 4, Nuclear Physics Grade 3
While there are mods that offer full PA protection before a piece is torn off, or add a damage threshold, it seemed to me that this makes you too invulnerable, especially as the health regeneration bug is still common, and in 80% of fights you are lucky if even a piece of PA is torn off, let alone killed, unless it is a pinpoint mini-nuclear attack. Also, enemies will run away if your DT is high enough, which I don't like.
I haven't touched the health of power armor, but since it's an alpha version, and it, and the damage resistance can be changed, since I must have enough time to test all the PAs, and I only play Survival.
None of the available T-45 upgrades should come close to the protection that even a rusty T-60 provides, and so on, from T-60 to T-51, rusty, etc. I left the base upgrade resistance modifiers the same, as these will be incremental upgrades of the model compared to the large difference (+100 resistance from the best T-45 to the worst T-60) that the next Power Armor series will bring.
Damage protection began with x3 from Vanilla's settings, starting with Raider Power Armor. The numbers for subsequent models of armor increase as I try to balance the highest upgrade with the worst of the following armor. At the moment, it is all WIP.
Vanilla sets:
Raider = 500 DR, 250 ER
T-45 = 500 DR, 310 ER
T-51 = 740 DR, 490 ER
T-60 = 980 DR, 645 ER
X-01 = 1220 DR, 790 ER
New numbers for complete kits:
Raider = 1,400 DR, 750 ER
T-45 = 2000 DR, 930 ER
T-60 = 2900 DR, 1470 ER
T-51 = 3,640 DR, 1,730 ER
X-01 = 4,500 DR, 2,230 ER
Each upgrade gives +20 to the resistance, as in Vanilla. These values look massive, but considering how DR. is calculated in FO4, everything should be fine, but since it's an alpha version based on feedback and playtest, I can adjust the numbers.
The basic mod only affects vanilla power armor, and there's an optional version of All DLC to keep everything in one .esp. I'll update the mod with Nuka World as soon as it's officially released.
The X-01 at Fort Hagan, which will sleep fully on the lv28, will now depend on my list of levels, so it won't sleep at least until the Lv70. Maybe in the future I will completely remove the possibility of spawning X-01 so that it can only appear before T-51b.
I will not create compatibility for custom armor not related to Lore. I will ask Unoctium/Dogtoothcg if I can patch the compatibility for their Enclave X-02 and their unreleased X-03 Hellfire Power Armor in the near future. My main goal at the moment is to make sure that this basic mod works well, but it should be easy to fit these two armor into the current damage resistance/enhancement scheme, X-02 will be T-51b, and Hellfire I will follow the original mod if they still plan to make it superior to X-01.
Otherwise you are all alpha testers, so let me know how it all goes and I will try to fix all the problems that arise.
NEW - I created a compatibility patch with BPAO - Brotherhood Power Armor Overhaul to include and solve the problems that this fashion had with mine. I also made some changes to the level lists in this fashion and vanilla FO4 to change the rank/armor of BOS to correlate with my fashion. It is now a WIP. Note that the Dance paladin currently uses T-60. Also, if you have reached the BOS, it will not be valid, supposedly waiting about 10 days will generate them in the correct armor, but passing through each npc on the console with recycleactor will provide the troops with the correct equipment.
Knight T-45
Knight Sergeant: T-45
Knight Captain: T-60
Knight Commander: T-60
Paladin: T-51
Guardian: T-51
Elder T-51
If you are using this, make sure that the boot order is as follows:
Overhaul of Consistanta's power armor
Overhaul of Brotherhood's power armor
PowerArmorOverhaul - ALL DLC
PowerArmorOverhaul - BPAO
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