Power Armor Requirement

Post » Tue Dec 14, 2010 1:34 pm

Hey all, I've been searching for a Mod that changes power armor attainment. I've downloaded a'lot of Mods already, and some mods does make power armor better than the vanilla ones regarding stats/attribute etc. But acquiring them at very low level just because you encountered outcast battling super mutants, and being able to give it to a follower without power armor training or being fitted properly(FWE) doesn't make sense. Because of this it feels like you don't have to work hard to attain the most powerful armor in the game. And lets you skip on a'lot of armors. For me it breaks immersion. Is there a way to script the power armor to check the players repair/science or power armor training perk to determine if you can successfully get the power armor or not. *oopps checks forum if there is already a topic about this* Like a 70 repair skill + 50 Science skill + power armor training = to lootable 70% power armor? and if you have FWE you still have to have it fitted. Can a good scripter help me out? I'll only need the script so I can put it on the object effect of the armor. It's a power armor for crying out loud. how can someone with low level/skill and no training loot a person wearing one?
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Multi Multi
 
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Post » Tue Dec 14, 2010 12:47 am

I came across a post a while back on the New Vegas general discussion about making power armor harder to attain. Someone (Calgone I think) wanted the power armor to break down into damaged and undamaged components when its wearer died. I'm planning to incorporate that into my http://www.fallout3nexus.com/downloads/file.php?id=13361 mod. The way I was thinking it would work, there would be a Power Armor Mechanic perk with at least two levels. Level one would let you recognize and loot the components, to sell or stockpile. Level two would let you reassemble them into working sets of power armor at work benches.

I haven't written the code yet that determines which components remain undamaged when a power armor wearing NPC is killed, but it will be dependent upon limb condition, and I'll try to set it up so that the only way to salvage intact power armor would be to kill its wearer almost exclusively through head shots. I've also got something in place already that detonates the nuclear microfusion pack if a PA wearer is killed with a torso shot, and that will probably render the armor almost completely destroyed. It might be two or three weeks before I have all of this done, but I think it will accomplish more or less what you're asking.
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Phillip Hamilton
 
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Post » Tue Dec 14, 2010 7:47 am

Wow that would be a nice addition to your already awesome mod! Heres hoping the mod won't have any performance hit, cause it sounds really complicated. good luck sir Imp! ill eagerly await for the release!
ohhh and is it possible to have a script that would give a fixed height to whoever is using a power armor? I saw a midget once using power armor when I have MMM size scaling on and i think it was silly. and shouldn't power armored npcs be taller by 1-2" than the ones not wearing them?
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Chris Johnston
 
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Post » Tue Dec 14, 2010 9:00 am

Wow that would be a nice addition to your already awesome mod! Heres hoping the mod won't have any performance hit, cause it sounds really complicated. good luck sir Imp! ill eagerly await for the release!
ohhh and is it possible to have a script that would give a fixed height to whoever is using a power armor? I saw a midget once using power armor when I have MMM size scaling on and i think it was silly. and shouldn't power armored npcs be taller by 1-2" than the ones not wearing them?


Shameless self plug but you might check out my "Power Armor Rarity Overhaul", sounds pretty close to what you want.
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Michael Korkia
 
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Post » Tue Dec 14, 2010 3:57 am

Shameless self plug but you might check out my "Power Armor Rarity Overhaul", sounds pretty close to what you want.


Thank you very much for posting this! now I can start with my new game! :foodndrink:
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lucy chadwick
 
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