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Simple Power Armor Water Breathing
About This Mod
Simple effect of underwater breathing when wearing power armor: power armor on the body and helmet. In this case you will be able to breathe underwater.DISCLAIMER: Titans of the New West 2.1.20 adds underwater walking and underwater breathing. If you use Titans of the New West 2, this mod is not needed. If you don't use TotNW, this mod is for you: [NE] Well, that's pretty obvious. Wearing a complete set of body armor (both the torso and helmet, in any combination) gives the effect of water breathing. Why, because you can do it in Fallout 4. Yes, I understand that there are drawbacks to wearing power armor in this game, such as the need for fusion cores. However, the section [RECOMMENDED] below presents two other mods that give a completely new understanding of power armor in New Vegas. - Why should you use this mod instead of water breathing for power armor? This mod works with FormID's own list, which includes all of the helmets of power armor in the game (as I can exclude modified power armor like TTW's). Maud checks if your current armor and helmet are marked as a power armor (any power armor, whether modified or vanilla, must be marked as such). In short, my fashion affects the whole force armor. Seriously. For more information, see [HOW] and [COMPETENCE] below. [This mod is designed to be used with other power armor mods: Simple Power Armour Walk Underwater. There's no point in going underwater in force armor and drowning in a few seconds. If you need other power armor features, Fallout 4 Power Armour Features provides some of them and others and is very well tuned in MCM.PSA: Why do you need to install this mod? FNVEdit, because I need to manually add the Power Armor mod set to the list using FNVEdit. On the other hand, my mod works with any modified power armor and doesn't care what combination of armor and helmet you have. Please check the [COMPATIBILITY] section below. [HOW] This mod is just a fake invisible quest that activates a script that checks every X seconds to see if you are wearing a torso and a power armor helmet. If so, it has an effect. If not, there will be no effect. It's very simple. In addition, this effect is different from that of Rebreather. This means that no matter what you do, whether you're wearing a power armor or not, you won't be able to undo the Rebreather effect. The check is done by using the GetEquippedItemRef function for slots 0 and 1 player (helmet and upper body) and applying the IsPowerArmor function to them. COMPATIBILITY] As mentioned in [HOWTO], it's a matter of compatibility: this mod is compatible with any. Yes, even with Tale of Two Wastelands. *Note: If a power armor mod adds power armor, both armor and helmet must be marked as power armor. This is due to the fact that any power armor mod must mark the power armor on the heck. If this does not happen, then the mod is wrong and unworthy of attention. ATTENTION: As for the aforementioned feature of Fallout 4 Power Armor, AFAIK, the Fashion Water Breathing script cannot be disabled in MCM, so if you wear the same Fashion Power Armor kit with both installed modes, the Power Armor will be exposed to both the Fashion Water Breathing effect and the Fashion Water Breathing effect. As with the vanilla breath effect, it shouldn't be a problem, but I'm not sure. In other words, the power armor features of Fallout 4 are not compatible with this mod, unless you turn off the water breathing effect of this mod and make the effect of this mod dominant. Perhaps. [FILES] There are three files: five seconds, three seconds and one second. X sec is the rate at which the script will check to see if the power armor is equipped. The default value is 5 seconds because the effect can be added five seconds after the power armor is equipped (you can wait only two seconds for the effect to be added because the armor can be equipped during the delay). The additional versions 3 s and 1 s have heavier scripts than version 5 s. Therefore, the version for 5 seconds is the main file, and the versions for 3 and 1 second are additional. [However, we are considering a different approach in the future. Initially, we consider the possibility of controlling the exact same effect on the player (so that he is equipped with a power armor and a power helmet), and then launch water breathing. This can be done by using conditions instead of scripting, which may or may not be better than a puppet mission approach. Another option I'm considering is to disable the fashion effects and make the script use the reborn effects instead. Thus, the mod can be converted to ESPLESS. If that happens, it will be released as a separate mod, either by me or by someone else.
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