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PPA Fo3/NW merge

General mod discussion and requests.
Cataca
Posts: 41
Joined: Tue Jan 22, 2013 2:47 am

PPA Fo3/NW merge

Post by Cataca » Tue Jan 22, 2013 4:26 am

Hello there, this will be my first post here, pretty much. I figured i would post a new thread, instead of hijacking others.


First of all, i'm simply amazed with how well this mod came together and how stable it is for me, despite heaving a brickton of mods running along with it. All my favorite mods run with it quite nicely and i haven't noticed any issues as of yet.


One of my all time favorites is powered power armor. The mod simply adds amazing modularity to an armor, that should be first and foremost a high-tech exoskeleton instead of a slightly more durable combat armor. The new vegas version of this mod got developed in favour of the fallout 3 one, pretty much leaving the old one in the dust (and riddled with bugs) so i guess this might be the ideal time to ask if anyone had interest in a merge of the two. The mod works awesome as-is, but most modules and loot-tables added to the fallout 3 version, are obviously absent from the new vegas one.


In adition, while this mod is really nice, there are some minor balance issues, there is some wild speed stacking going on that needs to be toned down. The stealth function of the onyx armor is wildly overpowered and underarmor as a whole adds a bit too much. While i was pretty successful in disabling the stealth system for onyx while keeping its dual servos active i couldnt for the life of me figure out what caused the speed stacking. The underarmors are a pretty easy fix but that pretty much all i was able to do before i hit a brick wall.


I have no idea how to merge the mod, nor do i know where i'd find the speed modifiers (editing them in the object effects did nothing). I'd also like to change that you can fit lower precision upgrades on stealthy armors, or ideally how the bonus applies. Normally you get a sneaking malus of -100  while wearing power armor, lower precision adds +50 to that number, so no matter if you had 100 or 25 sneak, you'd be left with 50. Worse yet if you wear sneaky power armor (-15) you'd need only 65 sneak to hit the 100 cap. Im not entirely sure how the geck limitations on the scripts are, or what to change exactly, but ideally it would be awesome to change the penalties from 100 to 50 and 15 to 0 while that upgrade is there.


I also think some speed changes for most of the base armors would be in order to account for the thermal override/llq upgrades, so that those upgrades are more of a way to make up for the slower speed of them, instead of giving them an outright speed bonus over everything else.


Im pretty happy with the mod as-is with limiting myself to some upgrades while wearing certain armor, but if someone would be willing and able (as im apparently not) to tackle those issues, i'd be eternally grateful.


links to the mods: http://fallout3.nexusmods.com/mods/13361 and http://newvegas.nexusmods.com/mods/37983


 



Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

Both mods are heavy on

Post by Darkersun » Wed Jan 23, 2013 9:21 am

Both mods are heavy on  scripts, if I'm not wrong.


I'm afraid it could only be done with a lot amount of work.  I think it would be better to take the FNV version of the mod and add the items and function to missing FO3 stuff.


I encountered the speedbug long ago to. It is the same in normal FNV.


I would love to have a fixed and fully compatible PPA for TTW, but my knowledge is to limited to do this.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

Cataca
Posts: 41
Joined: Tue Jan 22, 2013 2:47 am

Yes, both mods are extremely

Post by Cataca » Wed Jan 23, 2013 5:19 pm

Yes, both mods are extremely heavy on the scripts. But the good news here is that this is its actual virtue, because none of the basic armors were directly touched. So scripts detect if you wield power armor, instead of the power armor beeing specifically scripted. Im going to try and see how far i can get on my own, but no promises.



Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

That would be awesome!

Post by Darkersun » Sat Jan 26, 2013 5:13 pm

That would be awesome!


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

Cataca
Posts: 41
Joined: Tue Jan 22, 2013 2:47 am

Well, i tried. I just

Post by Cataca » Tue Jan 29, 2013 10:59 am

Well, i tried. I just understand enough that i'd do more harm than good changing anything meaningful (that is, fixing the speed modifiers/assign correct servos and power armor scripts to dc PA), geck also seems to totally block itself from macking a ttw mod, so i cant even do the gruntwork and place modules in vendor lists/locations in DC. 


Its a bit frustrating, but if this is ever going to come, its probably not by my hand. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

The GECK loads TTW just fine,

Post by JaxFirehart » Tue Jan 29, 2013 4:45 pm

The GECK loads TTW just fine, you just have to make SURE that your load order is EXACTLY what is found on the alpha page.



Jeffman12
Posts: 12
Joined: Sun Feb 16, 2014 9:42 pm

I want this so bad, but not

Post by Jeffman12 » Tue Feb 18, 2014 2:52 am

I want this so bad, but not quite bad enough to risk breaking my own game yet.



Greslin
Posts: 72
Joined: Thu Jan 02, 2014 3:13 am

I'm currently playing TTW

Post by Greslin » Wed Feb 19, 2014 10:38 pm

I'm currently playing TTW with the FNV version of PPA, mainly with an eye towards doing some sort of comprehensive TTW power armor realism patch for my own play.  I'll be happy to upload it here as I get closer to a releaseable version, if there's any interest.


 


"Is there panic when it starts turning dark

And when evening shadows creep, do I lose any sleep over you?"

- Ink Spots, "Do I Worry"



User avatar
Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

tbh, i think i'd end up being

Post by Puppettron » Thu Feb 20, 2014 9:39 am

tbh, i think i'd end up being happier with what someone else did than with what imp did in that mod, cause if you look through it, you can sort of see that it starts out making power armor useful and badass and then just jumps the tracks into "and now we'll make it run 21 mph"


so i'd be more interested in greslin's mod than a combined ppa mod.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

User avatar
KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

@Pippettron - I am not sure

Post by KeltecRFB » Sun Mar 02, 2014 1:51 am

@Pippettron - I am not sure IMP will, many of us have emailed him trying to make PPA a modder's resource or can we use it in another mod.  Unfortunately, he has not answered any of us.  In addition, he stated somewhere on the Forums, he will not mod for Fallout until Fallout4.


"Si vis pacem, para bellum!"

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