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Assembly required (power armor repair)

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Mod version:1.4
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

Please download the ATOMICTEM's MERGED LEGENDARY patch to use it with official DLC + AWKCR + CREATION CLUB + ETC! ALSO, IF YOU FIND A POWER ARMOR WHERE IT SHOULDN'T BE, IT'S PROBABLY BECAUSE YOU INSTALLED THIS PATCH AFTER STARTING A NEW GAME. ALSO: SCROLL DOWN TO SEE WHY YOU "CAN'T" REPAIR PA! I DON'T KNOW WHY THIS HAPPENS, AND I NEVER GOT IT. I ALSO FORGOT HOW I DID IT, BUT I'M GLAD TO SEE THAT PEOPLE STILL LIKE IT! -8/10/2020




UPDATE 6/9/17: Life happened and I forgot about the existence of this game. So it's on my conscience, and I apologize. Thanks to everyone who helped with bugs, and especially Gota115, who mostly supported this mod until I did anything related to it. Sorry. To be honest, I was going to do a clean installation of Fallout 4 and see what mods are there now, but obviously you have to figure it out first. Provided I can remember how to use GECK, that is...


UPDATE 8/10/2020: I couldn't remember how to use GECK unless it was hilariously obvious. Thanks to everyone who supported this strange thing in tandem with other modes. I literally have no idea how they were able to do that.


Power armor must feel like S.P.E.C.I.A.L. It must be the zenith of all your hard work and deadly outbursts. Endgame armor that will make you literally a walking tank. It has to be powerful. And all of this is pretty hard to implement when you stumble over the complete X-01 kits that just stand there. In the open. It's like someone parked it and forgot to come back. After all, no one will notice one of the most advanced techniques ever created at the bottom of a shallow pond, right?


Yes, no.


Some Assembly Required is a mod dedicated to a single goal: to recreate and maintain that sense of wonder, strength and achievement while using and opening Power Armor. How, you ask? Well, it wasn't as difficult as you might have thought. Okay, maybe so. Perhaps.


What makes this mod:


Manually disables almost all Power Armor spawn spots from the base game and replaces them with boss chests, chemicals, weapons, ammunition, and explosives. In general, where it was possible to find a set of power armor, now there will be a stash of supplies.


The main quest "Out of Time" is slightly altered, so that the Power Armor on top of the museum is only a part of the torso that has 10% health.


Disperse parts of the Raiders, T-45s and T-51s throughout the Commonwealth. Interiors, exteriors, underwater, anything! Encourages better looting and observation! In many places where the full frame will sleep, now there is one or two parts of the power armor. Military bases, bunkers, and sites relatively untouched since the Great War are good sites to begin the search, as well as sites of great importance to the faction/high population.


Manually place exactly one (1) set of X-01 parts throughout the Commonwealth in very strange places! For example, the torso is in the Witchcraft Museum, and the helmet is on the Pridven behind the armory! The full list can be found here if you want to "spoil" the pleasure!


Determines that the remaining few armor spawns on the raider or T-45 (depending on the enemies that use it), and ensures that it will not respawn when the cell is reset. So you'll still have boss enemies in power armor. Enemies bosses that appear in the power armor, rather than entering it when the battle begins, remain unchanged and resave when the cell is rebooted!


The only way to get a T-60 is to join the Brotherhood of Steel.


Modifies vendor lists so that X-01/T-60 items will not appear unless required (BOS T-60).


Changes the reward for quest at Cambridge Polymer Laboratories to get the T-45/T-51 variant (depending on the player's level; trying to make him be a T-51)


Replaces Dance's power armor from a blind betrayal with a non-BOS T-60.


Replaces all Atom Cats T-60 instances with T-45, which can now use this ink. [Requires Consistent Power Armor Overhaul and optional patch; thanks Bordraw!]


Redistributes materials for repair of power armor depending on the set and available history related to the construction, to more complete and complex. Example: The helmet and torso are much more difficult to repair than the limbs because of the complexity of their design and the resources required.


Increases the durability of power armor (except raider) by 100-200% (or even more!), depending on the kit and part, to bring it into line with new repair requirements.


Adds strict limitations on the repair of power armor depending on the model. I hope you put your money into Nuclear Physics!

IF YOU DO NOT HAVE ALL THE NECESSARY PERKS, THE GAME WILL INFORM YOU THAT YOU DO NOT HAVE THE MATERIALS TO REPAIR YOUR ARMOR, EVEN IF YOU HAVE ONE. THIS IS NOT A MISTAKE.

...but it's annoying that the game doesn't have a visual representation of the perch requirements like everything else.

Raider: Armory 1

T-45: Weapon 2, Science! 1

T-51: Weapon 3, science! 2, Nuclear Physicist 1

T-60: Weapon 4, Science! 3, Nuclear Physicist 2

X-01: Weapon 4, Science! 4, Nuclear Physicist 3


Adds an in-game holocassette with fashion documentation. Currently only available through console commands until I figure out how to add it to inventory automatically. You can find it by typing "Some Assembly Required" 4 in the help console.



What it will give :

Make the X-01 search quest really interesting and fascinating.


Even more stringent restrictions on perches concerning modifications of power armor


Unique power armor details scattered throughout the commonwealth



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Game Version *

all (Some Assembly Required-12050-1-4.7z)