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Realistic power armor.
About This Mod
The purpose of this fashion is to make the power armor more "Powered Up" and less "Full Plate Mail". The status has been adjusted with the addition of a switchable night vision function, making it weightless when worn, and some other things. The changes are based on realism and Fallout 1 and 2.
It seemed to us that the force armor should feel like a force armor, and not like a complete plate. Therefore, we have made some changes to it:
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Properties.
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-Adjusted bonuses (radiation resistance and STR).
-Removed penalty for agility. Dexterity is no longer reduced unless the reinforced armor is poorly designed (T45b and NCR Recovery).
-Removed radiation resistance restriction.
-Breathing in the water is possible when wearing full power armor (compatible with body and helmet).
-All power armor helmets can change the night vision function (using tabs).
-Available gravity.
-Removed the speed penalty for armor.
-**Optional** lower damage limit removed (armor can now prevent 90/100% damage instead of 80%).
See the version history below for more information.
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Version History
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1.11
Minimum damage was changed from 0% to 20%. If your DT armor is higher than your damage dealt, you can optionally lock by 90% or 100%. To do this, download an additional file and install it after Realistic Power Armour. Note that this will change all armor, including enemies such as Rad Scorpion.
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1.10
Removed DT Buff (10) for Power Armour, added in the previous version. After the hard test, I noticed that God's mode was practically on. I want a strong power armor, as in the previous Fallout (1 and 2), but I felt that this was an excess. Note that armor prevents 100% damage.
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1.9
NCR's salvaged power armor now has the same DT (10) buff as the other power armor. Note that the saved power armor is still the weakest power armor.
It was also decided to add a penalty to the T45b's maneuverability: 'The T-45d does not have the mobility of later power armor such as the T-51b, due to the less advanced servo design.'
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1.8
Even though I argued otherwise, I actually decided to add a small buff of DT (10) to the power armor. The main purpose of this fashion was not to replace DT because it was incompatible with the mods affecting DT. The problem was that it was already incompatible, and that was due to my coding.
However, I was concerned about the very small difference between the mk 2's battle armor and the t45d's force armor: The force armor of the Fallout 2 (t51b) was twice as strong as the mk 2's battle armor.
Not twice, but definitely stronger. Don't worry, Death Claws will take you anyway.
Another change was to remove minimal damage from an attack regardless of armor. You should not be able to inflict damage on an opponent in armor with your fists; with the addition of DT, you can now laugh at enemies using small caliber weapons.
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1.7b.
The status of the Tesla armor (including Gannon) seemed unchanged. But that has now been rectified.
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1.7
Fixed Tesla's armor for the Gannon family. Night vision and underwater breathing are now working.
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1.6
Removed the speed penalty from the armor. Instead of creating a complex script that simply removes the speed penalty from the power armor, we removed it completely. Why? Because it takes a lot of time to apply it only to power armor. Also, it makes no sense that backpack armor does not reduce speed, but only when it is equipped. The penalty was previously 7.5% for medium armor and 15% for heavy armor. Other heavy armor, such as metal armor, do not have a speed penalty, but have a dexterity penalty. If you want to remove the speed penalty for two-handed weapons, such as rifles, we recommend downloading Drawn Weapons Speed Penalty Removal.
If a power armor is worn after the helmet, it also reduces the weight of the helmet. In addition, the helmet and the power armor must match.
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1.5
Night vision is back on. Any known errors associated with night vision should be corrected. Lighting effects have also been stabilized, so it should work well with mods that obscure the night, such as Fellout (I say "dark", not "gloomy", since the vanilla night is not dark at all).
To use Night Vision, you need to wear a Power Armour helmet and click on the tab. If you want to use the Pip-Boy Light light instead, remove the helmet and continue clicking the tab.
Finally, the name of the helmet of the improved power armor was corrected. It will now be called "Advanced Power Helmet" rather than "Advanced Power Armor Helmet" like any other Power Armor.
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1.4
We're planning to add a night vision version soon, but we've removed the night vision on numerous requests.
Fixed water breathing in Advanced Power Armour.
Remnant Armour was renamed Advanced Power Armour.
Radiation resistance is slightly reduced to approximate Fallout 2 values.
Increased value + Strength of all armor to Fallout2 values (Advanced Power Armour: 4, T51b: 3, T45d: 2).
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1.3
Added night vision feature to all Power Armour helmets (but not all NCR junk). Just hold the tab as if you were using a Pip-Boy light. Click the tab again to disable this feature.
Do not remove the helmet while the Pip-Boy Light/Night Vision feature is enabled.
Otherwise, you cannot disable the Pip-Boy Light.
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1.2
Add water respiration while wearing full power armor (helmet and torso). The torso and helmet must always be the same (T51b helmet + T51b torso).
The correct combination is as follows.
Power Helmet T-51b + Power Armor T-51b OR Power Armor T-51b Brotherhood
Power Helmet T-45d + Power Armor T-45d OR Power Armor Brotherhood T-45d
Power Helmet Enclave + Power Armor Enclave
Tesla helmet + Tesla armor
Enclave Shocktrooper Helmet + Enclave Shocktrooper Armour
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1.1
Removed 85% limit on radiation resistance. Thank you to clanfear for your help.
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1.0
T-45d armor.
Radiation resistance 10 -> 25
Dexterity reduced by 2 Removed
Power increase 2 -> 1
Transport weight increased by 45
T-45d Power Helmet
Radiation resistance increased by 3 -> 5
Prototype of medical force armor
Dexterity reduced by 1
Transport weight increased by 45
Power Armor Enclave
Radiation resistance 15 -> 75
Power increase 1 -> 3
Weight of load carried increased by 45
Enclave Power Armor Helmet
Charisma 1 Reduced Removed
Radiation resistance increased by 5 -> 25
Power armor T-51b
Power increased by 1 -> 2
Radiation resistance increased by 25% -> 50%
Carrier weight increased by 40
T-51b Power Helmet
Charisma 1 Removed Increased
Radiation increase 8 -> 15
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Compatibility
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Fashions that change body armor cause problems:
-Power armor (eg status, title)
-Effects of heavy armor objects (+strength, +radiation resistance, etc.)
-Pip-Boy Light
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