At the moment I've refrained from doing much with power armor other than balancing it a little to be in line with the general armor rebalanced. The reason for this is that there dozens of different power armor overhaul mods, and certainly as many different preferences for how it should function. At the moment, I'm temped to tell people to find and use a power armor overhaul mod they prefer. However, if there is a set of power armor changes that are more elaborate that are desired but doesn't exist yet, I'd be willing to look into working that into a future release (likely as an optional module again).
I may be wrong, but TUPAM is leader of all PA here, but even this mod have many issues in balance. It is not only almost cheat in wearing armor, but have problems with defense too.
I think:
- PA must give almost absolute protection against all common weaponry- it created to such protection. From all common weaponry only heavy weaponry must have ability to easy penetrate this armor.
-From another side PA need to be more vulnerable against advanced types of weaponry, such as energy, fire, laser and such.
If this two goals will be accomplished, then PA will be what it must be. Wearer of PA will not fear to meet raiders or other enemies with common weaponry, only serious enemies will be worth to be feared. In this case we will have the game as it was from the first fallouts. If you have power armor- you God, until you meet another guy in the power armor
But there is one problem.
Energy weapon use energy resist type and can be resisted by the armor with energy resistance. The same with flamers, which use fire effect and protection. In this case armor's protection effect can be combined from the object effect (environmental resistance against specific attack) and armor resistance- against all weaponry. If this thing will be well balanced, then we will be able to have ABSOLUTE invulnerability (if it is needed) against specific attack, but.... until our armor in the good condition. If our armor will be in bad condition (including from intensive enemies fire in the combat), then we begin to lose our health, because armor resistance dependent from armor condition
But common weaponry don't use any specific resist types, so can be handled only by armor resistance and this broke all picture.
So- why to not create new base effect and to not connect it to all melee and bullet weaponry?
Also, has anyone experimented with any of the mods that make more use out of damage types for both weapons and armor (i.e. energy damage + energy resist)? Might be worth considering how that factors in as well.
I have one- russian FreeSergey FS_F3 mod, which some time ago was created with XFO in mind.
Until now I think- it is the best from all weapon/armor modifications (in power armor part at least)
Suddenly- it is long time abandoned. If you agreed- I will send it to you
I don't think it would be terribly complicated to implement something like this. My worry mainly has to do with how many advantages you get from using power armor at the higher ranks. I wouldn't want it to be much stronger with both perk ranks than it is now. So for examples:
No Perk: The armor only account for 50% of it's weight (so it weights basically 50 lbs), you get a -3 to agility, no str bonuses.
Basic Power Armor Training: Armor accounts for its weight, -1 to agility, +1 strength, +1 PER
Adv. Training: Armor accounts for its weight, no agility penalty, +2 strength, +2 PER
I make my own modification to the TUPAM mod with the same ideas in mind.
Again- I can send it to you.
What if power armor could be looted normally, but couldn't initially be worn. I.E., the normal PA variants would get the non-playable flag. This would reflect their damaged condition, and/or the "custom fit" each suit was intended to have. In order to actually wear power armor you'd have to drag the suit back to a workbench and CRAFT the suit into a player wear-able version, reflecting the required custom fitting that would need to be done.
I like this idea