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TTW Power Armor, how it should be ?

General mod discussion and requests.
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Darkersun
Posts: 189
Joined: Mon Sep 17, 2012 7:29 am

TTW Power Armor, how it should be ?

Post by Darkersun » Tue Jan 08, 2013 9:03 am

Hi Guys,


 


I did a small Power Armor mod. It is about a month old and it didn't get a lot of attention.


My question is:


- What would you like into a Power Armor Mod ?


- does a Power Armor mod interest you ?


- do you already use a Power Armor mod for TTW ? Which are good and compatible ?


Powered Power Armor ? http://newvegas.nexusmods.com/mods/37983


Can Opener ? http://fallout3.nexusmods.com/mods/11137


I really like the idea that only a few suites can be taken and the rest only is for parts to repair. This would make PA more unique and special. But it is out of my skills (if somebody would like to help me with scripts it would be very nice).


- Is my old mod good or bad, what should I change (Power Armor Perk + Overhaul Mod 0.2)


I would like to have suggestions on how a more or less lore friendly Power Armor mod should be ?


(my modding skills are limited but I can make it PN compatible for Nightvision etc.)


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

Severite
Posts: 3
Joined: Mon Dec 31, 2012 12:10 am

My taste in mods tends toward

Post by Severite » Sun Jan 20, 2013 10:22 pm

My taste in mods tends toward fallout 1&2 stats, and how things work. For instance, I have my game modded to both use DT & DR, with zero bleed through. I personally would like stats that perfectly mirrored those, but, really, I already have my own mods that do this. If you had a compilation of model and texture changes along this line, that would be super awesome =P.  Glancing over it, for my interests your numbers seem fine.



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

I would like to make most of

Post by Darkersun » Mon Jan 21, 2013 5:16 pm

I would like to make most of the Armors unlootable, but I'm not sure how to do it.


I can set them to unplayable but that would disable the hole Armor from the game.


My knowlage about scripting is about zero, and this is the problem.


Looting PA parts for repair would be nice. Maybe I can do something without scripts. I will try.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I'm doing a Power Armor rebal

Post by TJ » Mon Feb 04, 2013 11:21 am

I'm doing a Power Armor rebal and mod type setup for my game and have based it off of can opener. The way the guy has it set up works perfectly without a script. You should look into it for your mod Darkersun.


My project Dash is on Kickstarter!



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

Thanks, I will do it.

Post by Darkersun » Thu Feb 07, 2013 9:55 am

Thanks, I will do it.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

wardoggwyllgi
Posts: 49
Joined: Mon Feb 18, 2013 2:57 am

so i i wanted to used both

Post by wardoggwyllgi » Mon Feb 18, 2013 3:07 am

so i i wanted to used both powered power armor and TTW would it all work together or not? if not is there a easy fix?


Am i the only one that that thought bane was Dr.Evil's son?

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

It should work together, but

Post by Darkersun » Mon Feb 18, 2013 1:10 pm

It should work together, but you can only buy and find PA equipment in New Vegas part.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

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