[RELz] Impervious Power Armour

Post » Sat Feb 19, 2011 9:36 am

It does indeed, but I feel it needs a bit of a tweak to account for FWE's higher damage.
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saharen beauty
 
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Post » Sat Feb 19, 2011 7:05 am

It does indeed, but I feel it needs a bit of a tweak to account for FWE's higher damage.
I am seriously beginning to question why I even bother writing things, because it's apparent nobody ever actually reads them.
Please read the OP, or the mod description, or the mod's readme- basically anything I have written about it.
E: Since I'm going for the self-quote record I may as well go the whole way.
The amount of DR granted can be altered in-game, if you're using mods that increase weapon damage.
----
It's set up to be configurable based on what mod you use, to take into account the different weapon balances in different mods. However, I've only really played much in FOOK and Vanilla, so I'd like to get some feedback on what sort of settings are required with other mods to render you immune to small arms, so I can put suggested values in the readme. Please, help out if you can.

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KiiSsez jdgaf Benzler
 
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Post » Sat Feb 19, 2011 6:38 am

I was getting to that! As well as the higher damage stats on all weapons in FWE, the global damage multiplier is configurable up to 4x I think. I set the global damage multi to 1.5x and the imperviousmulti to 2.25x. That seems to keep out most small arms fire.
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Isaiah Burdeau
 
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Post » Fri Feb 18, 2011 11:22 pm

Ta. I'll make a note of that.
I think I've reworked limb damage to be a tad more balanced, and added Condition mode where DR is affected by condition, and restructured the scripts to try and minimise overheal. However, I've also switched the NPC system so I want to make sure it all works right before I put the update up.
Anyone fancy giving it a quick one-over? http://rapidshare.com/files/404715272/Impervious_Power_Armour.zip
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Star Dunkels Macmillan
 
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Post » Sat Feb 19, 2011 1:27 am

This is amazing...makes the game so much better. :obliviongate:

However....I guess I will have to step in it and ask a stupid question...
I know that you wrote that it works with ANY armor, but you also wrote whilst wearing power armor, so the any armor could refer to any power armor in any mod....
so here is my stupid question:
Does it work on armor other than power armor?
*gets ready to duck and cover*

regards
Davoren
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Darren
 
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Post » Sat Feb 19, 2011 4:01 am

Whilst wearing power armour

In addition, Metal Armour also grants the same bonuses- in order to make it a viable alternative to Combat Armour.

Lower case = general, upper case = specific. You can add extras easily in the GECK by dropping them into a list or adding an enchant to them.
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SEXY QUEEN
 
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Post » Sat Feb 19, 2011 6:34 am

:bowdown:
Thank you.

Eh....I'm an idiot.
I only skipped over that readme because I was assuming it to be identical to the opening post (which, to my limited credit I did read carefully in its entirety).
On then to adding all of fook2s armor to that list :celebration:

regards
Davoren
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Alessandra Botham
 
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Post » Sat Feb 19, 2011 12:13 am

How's the latest version looking, Talkie?

(Just getting everything lined up for my next play through, and wanted to see if I should just use the current version you have up, or if the new update with the changes you mentioned last week is "close"...)
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Reanan-Marie Olsen
 
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Post » Sat Feb 19, 2011 1:07 am

Well, I've been playing with it to test. I can't get the item version working reliably so I had to revert, but other than that it's doing fine and I should probably relz. It just took me this long to get a character through the MQ to when the Enclave spawn so I could give it a serious test. I'll up it tomorrow.
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james tait
 
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Post » Sat Feb 19, 2011 12:26 am

Sounds good.

I won't have much time for actual gameplay till next week or so, but I'll be sure to keep an eye out for anything helpful I can report once I do.

(If I'm going to whine about new versions of something, the least I can do is be a responsible user with bug reports!)
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Tha King o Geekz
 
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Post » Fri Feb 18, 2011 9:38 pm

What this needs is a way to play a "Hahahahahaha!" wav file when some poor sap pulls a .38 and empties it at you. :hehe:
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 12:32 am

hey T3, i also have the issue where im actually getting healed instead of damaged. i've tried default and threshold. mult from 1 to 1.5 and i'm getting healed about 1hp per shot taken.

btw, using threshold, does it mean that when the damage exceeds the threshold, it gets treated as though unaffected by the mod? using vanilla FO3 DR system?
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NAkeshIa BENNETT
 
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Post » Sat Feb 19, 2011 8:36 am

Hey talkie, I've noticed that my Enclave are a bit too buttery. Specifically, I can easily murder them with my 10mm pistol. ON the outcasts or the brotherhood, it takes vats to real put the hurt on them with my 10mm, and even then, because of your mod, that's very little damage, with damage caused by the 10mm outside of vats being non-existent. The Enclave on the other hand, no matter what their wearing, normal enclave, tesla, etc. are still that same old buttery vanilla. Do you have a freezer I can throw my Enclave into? (note, also running Poweredpower armor)
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k a t e
 
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Post » Fri Feb 18, 2011 8:19 pm

this works with FWE right? Does the script affect the new armor
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Princess Johnson
 
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Post » Fri Feb 18, 2011 8:31 pm

this works with FWE right? Does the script affect the new armor


*hides in case of imminent rampage*
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Shannon Marie Jones
 
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Post » Sat Feb 19, 2011 12:19 am

hey T3, i also have the issue where im actually getting healed instead of damaged. i've tried default and threshold. mult from 1 to 1.5 and i'm getting healed about 1hp per shot taken.

btw, using threshold, does it mean that when the damage exceeds the threshold, it gets treated as though unaffected by the mod? using vanilla FO3 DR system?
I think to a degree that's down to rounding errors, the new version tries to remove them by rearranging the calculations. If they still pop up I'm just going to have to flat reduce healing by 1. But yeah, other than Resistance being applied before Reduction, that's how it works. Damage gets resisted by X% then if the remaining damage is still over the threshold it gets through unmodified, else it's negated.

Hey talkie, I've noticed that my Enclave are a bit too buttery. Specifically, I can easily murder them with my 10mm pistol. ON the outcasts or the brotherhood, it takes vats to real put the hurt on them with my 10mm, and even then, because of your mod, that's very little damage, with damage caused by the 10mm outside of vats being non-existent. The Enclave on the other hand, no matter what their wearing, normal enclave, tesla, etc. are still that same old buttery vanilla. Do you have a freezer I can throw my Enclave into? (note, also running Poweredpower armor)
There was a quirk in the previous version where when you opened inventory/a container/a teammate the Resist was removed from nearby NPCs and it took up to a second to reassess which could possibly be causing it. It's been altered now so there's no removal, it just reassesses within a second. TBH I could probably remove the forced reassessment given it automatically does it every minute, I just want to prevent people handing a companion a suit of power armour and watching them get shredded by a minigun before IPA kicks in.
Alternatively, are you using any mods that might change/replace the Enclave's armour, for example by replacing it with unplayable, unlootable versions? (I know PPA doesn't) They might not be flagged as PA.

On my FOOK2 setup the Enclave are definitely still nails. I just spent five minutes taking down half a dozen of them, lost my entire party and almost all my ammo and repair supplies. Although the last minute was me and the one survivor stood 2m apart trading headshots hoping for crits...
I think I'm changing my suggestion of using ImperviousMult 1.25 for FOOK to 1, now I've discovered quite how high an AR you can get in Enclave.

this works with FWE right? Does the script affect the new armor
You have my most sincere condolences for whatever the hell is wrong with you.

Anyway! 1.2 is up!
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des lynam
 
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Post » Sat Feb 19, 2011 7:13 am

Hey Talkie... I apologize profusely if this is another 'already been answered' bits, but I don't recall seeing it -- and rereading the OP, I'm pretty sure I know the answer but just wanted to be positive.

This amount of damage ignored is only based off of the PA (and helmet, and/or metal armor) itself correct?

(As opposed to based off of the total damage resistance of the character when wearing PA -- so if I put on PA, my toughness perk doesn't suddenly impact the amount of damage resisted outright, does it?)
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joseluis perez
 
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Post » Sat Feb 19, 2011 8:22 am

There was a quirk in the previous version where when you opened inventory/a container/a teammate the Resist was removed from nearby NPCs and it took up to a second to reassess which could possibly be causing it. It's been altered now so there's no removal, it just reassesses within a second. TBH I could probably remove the forced reassessment given it automatically does it every minute, I just want to prevent people handing a companion a suit of power armour and watching them get shredded by a minigun before IPA kicks in.

That's an interesting something, but that makes it sound like I wouldn't be seeing the enclave weakness in such uniform fashion.

Alternatively, are you using any mods that might change/replace the Enclave's armour, for example by replacing it with unplayable, unlootable versions? (I know PPA doesn't) They might not be flagged as PA.

As far as I know, none of my mods switch out enclave armor or even touch it, really. Enclave armor is plenty lootable and all that.

edit: well, I just downloaded V. 1.2. I'll post again when I've found some canned cannibal snacks to test it on.
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Elena Alina
 
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Post » Sat Feb 19, 2011 3:13 am

Thanks, Talkie. This is just what I was looking for for my current FWE playthrough. I switched from Chinese Stealth Armour because I became fed up of getting perforated within seconds of being spotted, exchanging it for some fitted Outcast armour (which seems to have made the Outcasts permanently hostile). I was still becoming SwissCheese McLimb'N'HeadDamage before I could get even turn to start moving towards nearby cover in most firefights.

Just need to look into toughening up the Robco Robots for FWE so they don't become an interesting tableaux of junk after two seconds of sustained small arms fire now.
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oliver klosoff
 
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Post » Fri Feb 18, 2011 11:36 pm

This amount of damage ignored is only based off of the PA (and helmet, and/or metal armor) itself correct?
Yep, it's only based on Armour Rating.
Although strangely, your total Reduction governs how much of the damage your armour condition takes, so when you've got Toughness or are dosed up with Med-X your armour will take more condition damage.

That's an interesting something, but that makes it sound like I wouldn't be seeing the enclave weakness in such uniform fashion.
As far as I know, none of my mods switch out enclave armor or even touch it, really. Enclave armor is plenty lootable and all that.
Yeah, I just noticed it a few times during testing because I keep opening the inventory to heal/change grenade etc. I hope the new version fixes it, because otherwise it's pretty odd.

Just need to look into toughening up the Robco Robots for FWE so they don't become an interesting tableaux of junk after two seconds of sustained small arms fire now.
Aaand thankyou for reminding me why I made it usable by other mods. I really need to take the FWE compatibility patch and use it to make a RobCo FWE & IPA one. The downside is going through the faff of switching from FOOK to FWE to test and balance.
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Rex Help
 
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Post » Fri Feb 18, 2011 9:00 pm

TRIP REPORT:

Springvale elementary, full suit (armour & helmet) of fitted power armour from FWE at 90%+ condition. Using Impervious Power Armour version 1.3, with ImperviousMult global variable set to 2.25 as the Readme.txt suggests for an FWE installation, and ImperviousCondition set to 1. Solo trip, with robots left outside. Was a bit worried as I was using Outcast DX for nifty glowing armour appearance, using the Outcast DX - FWE patch.esp for FWE compatibility lower in the load order than Impervious Power Armour.esm (which is up amongst the other master files)

All the Raiders were using small arms and melee weaponry, with the heaviest gun I noticed being the M3something Grease Gun. For a giggle, I used nothing but a Power Fist and CAWS, as Melee, Unarmed and Small Guns are my character's weakest weapon skills.

As expected, they struggled to cause any hitpoint damage but managed to abrade the armour's condition somewhat. Plenty of distracting blood effects indicating hits, though. Took some crippled arms initially, but this was due to not noticing that left and right arms were very low on hitpoints before the battle commenced. Reloading and triaging them beforehand sorted that problem out.

Note to self: think this one's a keeper.
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Chris Johnston
 
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Post » Sat Feb 19, 2011 3:13 am

Hey TTT, I'm using this mod and all of your companion core mods. You Sir, are a good modder.
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FABIAN RUIZ
 
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Post » Sat Feb 19, 2011 1:03 am

Awesome. Plain awesome.
It's great to see the Power Armor actually has the word "Power" in it now!

I must admit, I was getting irritated everytime Outcast patrols were decimated by a group of random critters or raiders.

Thank you very much for taking the time to make this Talkie! :goodjob:
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Oyuki Manson Lavey
 
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Post » Fri Feb 18, 2011 10:21 pm


Yeah, I just noticed it a few times during testing because I keep opening the inventory to heal/change grenade etc. I hope the new version fixes it, because otherwise it's pretty odd.


Well for me, v. 1.2 seems to resolve the issue. Opened inventory right next to some enclave to switch to the 10mm, and they were nearly immune to it. (vats can still punch through everyone, though not by much with the devils in power armor)
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u gone see
 
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Post » Fri Feb 18, 2011 6:35 pm

There is nothing wrong with me but I use this mod with PPA and I am unstoppable
Well this makes power armor useful for once. Best power armor mod including PPA
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Haley Cooper
 
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