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[URPA] Unlooted and Rebalanced Power Armor - Idea and development collection thread

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

[URPA] Unlooted and Rebalanced Power Armor - Idea and development collection thread

Post by Darkersun » Wed Jul 08, 2015 1:33 pm

This is my draft and idea collection thread, feel free to comment and post ideas, changes and recommendation ;)


EDIT: here is my development spreadsheet:


https://docs.google.com/spreadsheets/d/16nKUquBnBV2OchQYnmaZd-qw_GIA_Ax5aPAQuLpKxH4/pubhtml


 




I want to do a Mod that prevents the easy looting of Power Armor and also make you the walking tank that PA should make you.

It should make it more rare and should add to the immersion.



So I know there are some mods that already do that, but I want to do it differently:



1) All original Power Armors stay usable (better mod compatibility this way and no problem with quest rewards)

2) Replace NPC Power Armors (and leveled lists) with non-playable variants

3) Distribute PA

3) Add Power Armor parts to Power Armored NPCs loot lists - helps you to repair PA

4) Make Power Armor good  (for example, you would take Lindens PA instead of the Perk, if you want to use PA)

5) Make recipes to upgrade PA or remove faction symbols

(only upgrades values, I cannot make new models, maybe I can use some free modder resources)

6) Add Perks that help you use Power Armor better:

- Servo Training -> Increase PA strength bonus, reduce or remove Agility penalty

- Targeting System Training -> Add Perception and Crit to PA Helmets

- Maybe special training per chassis like, T-45/T-51/APA combat Training

(so you can stay in the armor you like the most, even if you find better ones)

- Maybe more, let me think or make suggestions ;)

7) Make Power Armor heavy (it just looks more than 45 pounds) and carry itself when worn. Its powered after all.

8) Change PA values and names :

(just a draft and only main PA categories for now, more details later)



T-45b Power Armor -> DT:30 DR:25

T-51b Power Armor -> DT:34 DR:30



Enclave Power Armor (East Coast) -> DT:30 DR:30

Enclave Tesla Armor (East Coast) -> DT:28 DR:30 +Energy Resistance

(lore suggest that east coast PA is less powerful than T-51b, because they needed to reverse engineer it, but some enclave troopers will get some old APA MK I witch is better than T-51b)



Advanced Power Armor MK I (TTW) -> DT:38 DR:35

Remnants Power Armor -> DT:36 DR:35

Remnants Tesla Armor -> DT:36 DR:35 +Energy Resistance

Hellfire Power Armor -> DT:38 DR:40 + Fire Resistance



(I will also rework Strength bonus, Agility Peneltys etc., will be added soon )

(these are the armor values helmets will be added later)

(Uniques will be added later)



Thinks I would love to have, but I cannot do at the moment (due lack of skill/experience in modding):

1) NPCs Power Armor explode if taking enough damage

2) NPCs hunt you with EMP/ Anti Armor weapons if you acquired power armor (in FNV high level Legion or NCR, FO3 has Enclave that should work already)

3) T-45d Power Armor should use power cells to run

4) Mobile PA mount that can be placed wherever wanted. It should be required to modify PA and repair.


If somebody wants to help with that, please let me know, this don't has to be a solo project :)


 




I have no scripting experience, that sadly prevents me from Power Armor using energies etc., but maybe I can do a patch so it will work with PPA.

I really like PPA, but it also adds new armor I personal don't like and its not always easy to make it compatible with other mods.



I have not started modding jet. I know how to change Armors for single NPCs and modify values, but I probably need some self training on Leveled lists and how to find all the NPCs that use power armor in the g.e.c.k



If you like my approach or have some other ideas how to make PA good without breaking the game balance, please let me know.



No ETA, no promise that I will finish it, but I want this for my self as much as I want to share it, so there should be something hopefully usable soon ;)


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

TsurudaHimeko
Posts: 176
Joined: Wed Dec 17, 2014 11:17 am

As for 4), T45D variants

Post by TsurudaHimeko » Fri Jul 10, 2015 5:22 am

As for 4), T45D variants should have at least 2000HP. T51B and Enclave PA should have (more than) 3000HP IMO. I think it does not mess up balances

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /



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

Yes, my idea is to check all

Post by Darkersun » Fri Jul 10, 2015 9:42 am

Yes, my idea is to check all values, when I finished my planing phase I will post it here.


I will overhaul all Power Armor stats:



DT, DR, 


Energy Resistance (Tesla Armors, maybe others? T-51 has silver ablative coating)


Fire Resistance (should it stay Hellfire only, its hard to set a PA on fire I think?)


Radiation Resistance, Poison Resistance


Weight, Carry Weight Bonus


HP, Value


Melee Damage + Unarmed Damage Bonus


Bonus and Penalties (Strength, Agility, Perception...) 


Is it possible to make Tesla Armor EMP resistant (I need to check this)?


 


It would be awesome if it was possible to have different values against energy and physical damage (like Fallout 1+2 and 4), but as far as I know DT and DR will always protect against all damage.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

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

the emp effects check to see

Post by Puppettron » Sat Jul 11, 2015 7:42 pm

the emp effects check to see if you're a robot (not in nvdlco3robotfaction) or have equipped allpowerarmor.  so you could actually make it emp resistant by either changing the emp effects or removing it from the allpowerarmor flist -- which might have unintended side effects.  you'd have to do a bunch of snooping around to find out where everything goes and how.


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.

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

Thanks for the information, I

Post by Darkersun » Mon Jul 13, 2015 8:31 am

Thanks for the information, I will take a look.


 


Edit: This is going more slowly than I though, the main reason is that RL wants me to be part of it :/ 


But I'm still on it.


 


New PA Name changes. This is what I came up with and is not to far away from the lore I think. Here are some examples:


 


T-45d Power Armor, T-45d Power Armor (Tribal), T-45d Power Armor (Outcasts) etc.


T-51b Power Armor , T-51b Power Armor (BoS), T-51b Power Armor (Winterized) etc.


Adv. Black Devil Power Armor MK II (Enclave)


X-01 Power Armor MK I (Enclave)


 


I made Enclave Power Armor (APA MK II) -> Black Devil Power Armor less advanced than than Remnants / Enclave APA MK I -> X-01 Power Armor.


Because I think it fits Fo3 play style and armor availability better and I use the unofficial lore  that East Coast Enclave needed to redevelop PA (also it helps sorting).


Let me know what you think.


Regards,

Darkersun


- semi FNV Modder
- Wasteland lover

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

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