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What mods can improve PA?

General mod discussion and requests.
H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Sent you a PM, dunno if you

Post by H1ms3lf » Fri May 12, 2017 8:40 pm

Sent you a PM, dunno if you saw/read before posting, but the PM system kinda destroyed the spacing and doesn't alow editing, so I may post here if you had like, or on the mod ideas/requests.



DR/DT doesn't affect fire or electrical damage? (Re-thinking now, it would be strange to have both it and Fire resist to 95). I'm still a bit lost at the stuff that claims to resist Energy Weapons, unless EW do extra damage in the form of fire and electricity as you hinted, that would make it harder to resist than normal weapons/explosives.


EDIT - Yet another question, does the 95 DT/DR means 95%, or just a flat 95? Its just that some things in the game claim a % (such as toughness perk), but I often get the feeling the game uses a flat 95 instead of making player receive only 5% damage...




PPA mod could use better documentation/explanations/orientation in-game, most stuff are just strange icons with a high price that makes the player go WTF! (Spoiler ahead) Every time I get the PA manual in Fort Constantine I always expect it to have some lore, with PPA I highly expected it to tell how to use the new/extravagant items.


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

I need to cut-n-paste that

Post by jlf65 » Sat May 13, 2017 4:18 am

I need to cut-n-paste that message into a text editor and do some formatting to really read it. frown


I'm not 100% on this, but I think "energy" resist is the same as magic resist, or was that radiation... Remember, the engine was originally for the Elder Scrolls, and has been repurposed in a number of ways... magic, potions, etc. Anywho, it's not the same as fire or damage or poison, etc. All those resists are in the fields for the armor/clothing. You can edit them with xEdit pretty easy, or with a script if you need then to change depending on something else.


I do believe the resist values are a percent, but remember that most are capped in the game to something like 83%. There are mods that use scripts to change the game vars that control the max resists - you can't just set them once and forget about it - they're reset every time you restart a game, IIRC. I'd recommend getting a few of those mods that raise the rad resist to 100% and look at them in xEdit to see how they do that. There's a lot to learn from various mods out.


And yes, PPA could use a little more info for the user. I rarely remember what all those icons are for when the PA is equipped, but it's pretty cool how they show them when they're activated. cool



genius384
Posts: 6
Joined: Sat Oct 12, 2013 7:05 pm

I would love to see a Power

Post by genius384 » Mon May 29, 2017 4:57 pm

I would love to see a Power Armor overhaul for new Vegas that brings PA in line with how it is in FO4. Stomping around in 4 is just so much fun.

CVB_Taihou
Posts: 67
Joined: Tue Jun 21, 2016 7:27 pm

genius384 wrote:

Post by CVB_Taihou » Mon May 29, 2017 7:25 pm

[quote=genius384]


I would love to see a Power Armor overhaul for new Vegas that brings PA in line with how it is in FO4. Stomping around in 4 is just so much fun.


[/quote]


 


Agreed. PPA and Immersive PA are good. But we need something better.



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