[RELz] Impervious Power Armour

Post » Sat Feb 19, 2011 1:51 am

http://www.fallout3nexus.com/downloads/file.php?id=13325
http://fose.silverlock.org

http://www.fallout3nexus.com/downloads/images/13325-1-1277754580.png makes power armour turn you into a walking tank, rather than a tinfoil soldier. When geared up in it, you shrug off small arms entirely.

Whilst wearing power armour you gain Damage Reduction equal to 25% of the armour's full Armour Rating. For example, a suit of Brotherhood Power Armour with AR 40 grants 10 DR. Helmets give reduction equal to their full AR, so a Brotherhood Power Helmet grants 10 DR. In addition, Metal Armour also grants the same bonuses- in order to make it a viable alternative to Combat Armour.

The amount of DR granted can be altered in-game, if you're using mods that increase weapon damage. The DR is then applied in one of two ways, which you can switch between in-game:

  • Default Mode
    The DR is subtracted from any weapon hits you take- so a bullet that hits you for 10 or less damage when you've got 10DR will do no damage. Hits greater than the DR are reduced as well, so a 20 damage bullet will only deal 10. In Default Mode, a power armoured character will take little damage from anything weaker than a grenade.

  • Threshold Mode
    Any hits dealing less damage than the DR are ignored; any hits dealing more damage than the DR go through unaffected. You'll still shrug off 10 damage pistol shots, but 20 damage Laser Rifles get through unaffected. This mode makes power armoured characters and NPCs significantly more vulnerable to small arms with high damage and low rate of fire, like Sniper Rifles and most Energy Weapons.


These bonuses affect NPCs too, so Brotherhood of Steel Patrols will shrug off Raiders with 9mm pistols or molerat nibbles, and you'll need to bring some hefty canopeners to take down the Enclave.

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Idea 'borrowed' from Harmy.
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IPA is basically designed around compatibility and flexibility; it'll work for all NPCs, in any armour, any place, any time- whatever mod they're from. 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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Changelog:
6/8/10- Alterations to work with creatures, take global damage mult into account.
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Karine laverre
 
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Post » Sat Feb 19, 2011 7:45 am

Danke. I always wondered why 10mm pistol shells could pierce my +10 Bulwark PA of Unyielding Defense...

Tell me, would this work with say, the 'Original FO2' Enclave Power Armor? Or does it only work for the vanilla armors?
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Amber Hubbard
 
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Post » Sat Feb 19, 2011 12:04 am

I like the sound of this. I'm very tempted to actually start using Power Armor. Would this be able to differentiate the type of damage done? (ie. fire vs bullet ve laser vs explosion)
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Ben sutton
 
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Post » Sat Feb 19, 2011 3:17 am

Danke. I always wondered why 10mm pistol shells could pierce my +10 Bulwark PA of Unyielding Defense...

Tell me, would this work with say, the 'Original FO2' Enclave Power Armor? Or does it only work for the vanilla armors?
Tell you? Why, I already have...
IPA is basically designed around compatibility and flexibility; it'll work for all NPCs, in any armour, any place, any time- whatever mod they're from.


I like the sound of this. I'm very tempted to actually start using Power Armor. Would this be able to differentiate the type of damage done? (ie. fire vs bullet ve laser vs explosion)
It differentiates between damage that degrades armour (i.e. gunfire/explosions/flamer direct damage) and damage that doesn't (flamer burn damage/poison) and doesn't reduce the latter. I've got code for differentiating by damage type, but it requires a specific 'tag' enchantment on every weapon in the game (e.g. tag: Laser, tag: Slashing), as there's no way of directly getting what resist value the attack was targeting, let alone differentiate between two targeting the same resist (bullet + explosion). I doubt we're ever going to see the FOSE functions it'd need to be done on the fly, and the only alternative would be to integrate it into an overhaul and would still be incompatible with any mods not using the tag system.

Actually I've just realised you could differentiate by checking the impact effects, but we don't have the functions for that either.
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Tai Scott
 
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Post » Sat Feb 19, 2011 12:13 am

Heh, I thought you'd meant that it'd work for vanilla/retextured Power Armor from mods. Thank you, very much.
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Dylan Markese
 
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Post » Fri Feb 18, 2011 10:41 pm

Thanks a lot for this. I'll get testing it tomorrow. I bet the FWE boys will want to integrate this one. (Threshold mode only, hint hint)
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Luis Longoria
 
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Post » Fri Feb 18, 2011 10:10 pm

Reminds me a bit of rifts and MDC armor. I like it
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Lilit Ager
 
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Post » Sat Feb 19, 2011 6:28 am

Sounds good, thanks for sharing. Would it be possible to have the DR percentage configurable? Oooh look it's in the read me.

Very nice.


Thank you.
:)
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Rhiannon Jones
 
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Post » Sat Feb 19, 2011 6:24 am

I have been using http://www.fallout3nexus.com/downloads/file.php?id=8934 for quite some time now. I am wondering, how does your mod differ from what has been done with that one. I may be persuaded to change to your mod, it does sound interesting but would like to know more.
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Antonio Gigliotta
 
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Post » Sat Feb 19, 2011 5:46 am

Does this work FWE?
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Prue
 
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Post » Sat Feb 19, 2011 4:05 am

Does this work FWE?

I believe the last paragraph of the first port would answer yes. but that's just me. :)
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[Bounty][Ben]
 
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Post » Sat Feb 19, 2011 9:07 am

Does this tend to make the game too easy once you get power armor? I can image it now that all the super mutants with hunting rifles/assult rifles are now useless against the brotherhood...same with most raiders...and the same would apply to you once you get power armor.

Considering how easy it is to get power armor in the game.....I could see a diffeculty problem.
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Danger Mouse
 
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Post » Sat Feb 19, 2011 3:43 am

I took it down for the interim as it turns out there were two entertaining bugs! One caused NPCs to not draw on the player thanks to the way limb damage was reduced. The other one seems to be NPCs drop out of combat if you add items to their inventory during combat, so I've migrated to using actor effects instead. I had a testing save where the items were added to their inventories before combat, I'd started combat, then I'd added in the limb damage effects after they'd already drawn, so it escaped my notice.
I'm also going to check out an alternate, slightly faster way of healing damage (for reasoning, see below). It'll be back up before the day is out.
Thanks a lot for this. I'll get testing it tomorrow. I bet the FWE boys will want to integrate this one. (Threshold mode only, hint hint)
I was going to say that I'd have scripted it differently by putting an OnHit block on the player if it was integrated into an overhaul, but it turns out I assumed most overhaul mods would have made changes to the player form. Since neither FWE or FOOK do, I'm going to give it a try.

Reminds me a bit of rifts and MDC armor. I like it
Aha, it should remind you of Fallout 1 & 2 :P.

I have been using http://www.fallout3nexus.com/downloads/file.php?id=8934 for quite some time now. I am wondering, how does your mod differ from what has been done with that one. I may be persuaded to change to your mod, it does sound interesting but would like to know more.
Uh, did you read the description? Of either?

I believe the last paragraph of the first port would answer yes. but that's just me. :)
Yep.

Does this tend to make the game too easy once you get power armor? I can image it now that all the super mutants with hunting rifles/assult rifles are now useless against the brotherhood...same with most raiders...and the same would apply to you once you get power armor.Considering how easy it is to get power armor in the game.....I could see a diffeculty problem.
The hunting rifle muties aren't *that* useless, particularly with Threshold mode on. Plus weight of fire will also degrade your armour rapidly enough that even weaker weapons start getting through.
But in general, yeah, it works out like in Fallout 1 & 2- when you get Power Armour, you leave most chump raiders in the dust, it's Enclave with energy weapons that are the threat. You do have to wait until about 2/3 of the way through the game to get PA, and after that your main enemies are Enclave, so it's not /cripplingly/ unbalanced.
Bear in mind this works both ways, too. At low level, if you run into enemies in Power Armour you can't really deal with them without setting mines, getting sneak attack criticals, dosing up on Psycho etc. It also makes small guns less of a god skill, as most small guns have low damage/high ROF and as such svck vs Power Armour.
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Jade Payton
 
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Post » Fri Feb 18, 2011 7:40 pm

Threshold mode sounds good then, Ill give it a go :)

also, Im normally able to get PA (along with the training) about 4 hours in (level 7ish), thanks to the MQ being forced on you as a RP'er. I suppose most dont rush through it like that. :P


Really great mod....makes Power Armor make sense.
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xx_Jess_xx
 
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Post » Sat Feb 19, 2011 1:08 am

Sounds pretty cool Talkie! I'll have to give this a try out as well.
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Poetic Vice
 
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Post » Fri Feb 18, 2011 6:36 pm

Fixed version uploaded. Turns out using OnHit blocks was actually *less* effective, so I could've just not bothered and saved a few hours.
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Crystal Birch
 
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Post » Sat Feb 19, 2011 8:51 am

Just wondering, is it possible to script that power armored units take damage only from critical hits? It kind of works like that in Fallout 2 (I'm using Restoration Project though, which may have something to do with it).
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Liv Brown
 
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Post » Sat Feb 19, 2011 1:43 am

Uh, did you read the description? Of either?
Ummm, Yes I have. I do know how to read. I was hoping to glean a little more info on this particular mod, but since you do not seem willing to go into any more depth, I am thinking i will stick with what has served me well for so long. good day.
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Bryanna Vacchiano
 
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Post » Sat Feb 19, 2011 6:01 am

Finalllly! Talkie you're mods are always the best, and somehow manage to accomplish where mine fail lol. Many thanks! :)
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Rob
 
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Post » Fri Feb 18, 2011 8:13 pm

Ummm, Yes I have. I do know how to read. I was hoping to glean a little more info on this particular mod, but since you do not seem willing to go into any more depth, I am thinking i will stick with what has served me well for so long. good day.


He's pointing out that he doesn't need to go any more indepth; the differences are PERFECTLY clear from reading about the two files; Talkie described everything the mod did in the first page. Its called compare and contrast, most people with common sense can do it.
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Janette Segura
 
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Post » Sat Feb 19, 2011 5:08 am

Ummm, Yes I have. I do know how to read. I was hoping to glean a little more info on this particular mod, but since you do not seem willing to go into any more depth, I am thinking i will stick with what has served me well for so long. good day.
It's really rather disappointing you think I care. Modding is not a popularity contest, and requesting modders persuade you to use their mod like we're used car salesmen or something is pretty arrogant.

Just wondering, is it possible to script that power armored units take damage only from critical hits? It kind of works like that in Fallout 2 (I'm using Restoration Project though, which may have something to do with it).
I had it in the OnHit version of the scripts, but when they proved unreliable I never bothered copying it across (as it'd require a script on the player to check, even if the rest of the work was carried out elsewhere). It wouldn't take long to add.
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Alina loves Alexandra
 
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Post » Sat Feb 19, 2011 7:15 am

Would it be possible without more than 5 minutes work to make it filter by ammo type (as an option) rather than dammage vs armor rating? If you don't feel like it I'll add it in myself once I'm back home as long as the mod's inner workings are relatively straight forward. Keep up the great work, always been a fan of both your Oblivion and your Fallout mods!
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Andres Lechuga
 
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Post » Sat Feb 19, 2011 2:02 am

PhiniusMaster: Already mentioned.
I've got code for differentiating by damage type, but it requires a specific 'tag' enchantment on every weapon in the game (e.g. tag: Laser, tag: Slashing), as there's no way of directly getting what resist value the attack was targeting, let alone differentiate between two targeting the same resist (bullet + explosion). I doubt we're ever going to see the FOSE functions it'd need to be done on the fly, and the only alternative would be to integrate it into an overhaul and would still be incompatible with any mods not using the tag system.
Actually I've just realised you could differentiate by checking the impact effects, but we don't have the functions for that either.

This mod works by tracking damage to your armour (and to a lesser extent, limbs). That's really /all/ it does, it doesn't have any way of finding out what just hit you beyond how much it hit for.
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Causon-Chambers
 
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Post » Fri Feb 18, 2011 9:19 pm

The other one seems to be NPCs drop out of combat if you add items to their inventory during combat, so I've migrated to using actor effects instead.

I know that you've already found a way around this bug, but I thought I should mention that this sounds very similar to the bug found by Reneer when he was working on his http://www.fallout3nexus.com/downloads/file.php?id=3628 mod, in which using http://geck.gamesas.com/index.php/AddItem sometimes caused actor's weapons to become invisible and unusable, even though they still apparently had them equipped. This could be fixed by calling http://geck.gamesas.com/index.php/AddItem a second time, so I tend to just add then instantly remove a dummy item like a pencil in order to fix this.

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Patrick Gordon
 
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Post » Sat Feb 19, 2011 9:14 am

This could be fixed by calling http://geck.gamesas.com/index.php/AddItem a second time, so I tend to just add then instantly remove a dummy item like a pencil in order to fix this.

List of things I tried:
  • Adding the token to an out-of-cell container, removeallitems-ing it to the actor
  • Placing the token in front of the actor, using Activate to make them pick it up
  • Placing a container with the token in front of the actor, calling removeallitems next frame
  • ResetAI, EVP, Stopcombat/startcombat spread over several frames
  • Eventually rewriting it as an effect
...and I didn't think to just call 'Additem' again. Ta :).
Now as well as fixing and re-adding the item, I have to re-add the OnHit block to use GetLastHitCritical. This is one heck of a yo-yoing mod.
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roxxii lenaghan
 
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