[WIPz] Power Armor Redone

Post » Fri Oct 09, 2009 5:25 pm

This is my first real mod for Fallout 3, it is an attempt at making the time spent worthwhile and challenging to obtain the so-called "best" armor in the game. It adds a quest to obtain the MKII armor, which can later be upgraded via another quest into Tesla armor.

This mod makes T-51 slightly less potent but far more common, and also brings back the "Hardened" power armor(named the T-51H for short), it introduces a few variants of the T-51 power armor and redoes the stats of all power armor to be more inline with their previous incarnations without ruining the baseline that normal power armor institutes. There are some non-PA armor that are fairly unbalanced, but as this mod focuses primarily on power armor I have left normal armor unchanged.

I have completed(mostly, but there is a chance I missed a few things) the first NPC and that makes MKII armor officially obtainable in my mod. There are a series of holotapes you must find and listen to in order to get a clue, once you follow these clues to the location of the NPC you can attempt to help him in multiple ways or you can just use force to get what you want, any way you go I would recommend being ready for a tough fight. Once you have the key to the Raven Rock armory you can gain access and obtain the armor. Remember, MKII is now unique and only obtainable through the MQ(may consider making an alternative version to make it obtainable in a second location if some plans go through).

I am in the process of creating and adding the second NPC whom will upgrade the MKII into Tesla power armor. The the quest is mostly done, I just need to go through the steps of testing thoroughly. The player is introduced to this second character by a short range distress call, I have the distress call and the spoken dialog completed(but I may revise and edit it before the final version). I hope I have everything fixed up properly in the NPC's cell and I am currently testing and finalizing the quest and its progression(slightly difficult task for me at the moment, but hopefully I will be able to work my way through and get the testing stage done).

Also, there are a few nasty traps in some of the cells for the first quest and a few of them are unaffected by the perk "Light Step" so caution in the cells is recommended.


Done

-Renamed Enclave power armor to "Advanced Power Armor MKII"
-Removed the chance for the MKII/Tesla armors to drop due to a failsafe installed by the Enclave(both MKII and Tesla)
-Made T-51b power armor less powerful but more common, Talon Company is now much stronger than it was before
-Tesla armor now renamed MKII Tesla as it is just a variant and not an entirely new suit of armor
-changed the names of all power armors to what they should be(IMO anyway, the normal power armor is listed as T-4x)
-edited the MP-47/a Prototype Medic Power Armor to reflect changes to other armors
-turrets no longer kill the guards
-Enclave troops are no longer invulnerable to everything but the fatman and flamer
-dead soldier now spawns dead instead of alive and angry with no weapons
-Received and applied new T-51 texture(thank you DomionOvrU) for Talon Co.
-Made and applied a new texture for the "Hardened" T-51
-CTD from Linden's and MP-47 has been worked around
-Highest level Talon mercs now have a chance to get normal talon combat armor or the T-51 instead of just T-51
-power armor and helmets are more durable now
-rebalanced value based on rarity and quality
-Tested all armors except for the MKII models, they are pretty balanced(T-51H has more AP now)
-The armory has been placed inside of Raven Rock
-wandering merchants not wandering has nothing to do with my mod(and just use the console and disable/enable to fix)
-Talon T-51b is now slightly weaker than normal T-51 due to it being in regular use and being not maintained as well
-changed the repair lists so all armor can be repaired by its lessers only
-unique power armor can no longer be used to repair other armors
-put the BoS T-51 on the BoS paladins(Cross, Bael, Kodiak, Glade, Gunny)
-Tested MKII, it is balanced for what it takes to get it
-Vendor issue is completely fixed, it had to do with me trying to use a list instead of raw items
-T51 can now be obtained from Moira or Chief Gustavo, with a third suit(new texture) on Flak/Shrapnel
-new item(Enclave Armor Components) can now be looted from dead enclave
-Enclave Armor Components can now be used to repair MKII and Tesla Armor
-placed the NPC, his name is Dominick Umbrell
-Effect names are now abbreviated to allow 8 effects(safely tested) w/10 potential effects(untested)
-Enclave armor now goes boom after a two second delay
-The Enclave are now equal opportunity oppressors
-Added poison resist and -lockpicking to the power armor
-Finished the first quest, but there still may be bugs because there is a lot there

To do list
-finish the new cells
    fine tune navmeshes(comes last)
    figure out how to make traps ignore the "light step" perk
    place NPCs/Creatures inside these cells
    make the keys to unlock some doors

-Create everything for the quest to get Tesla armor
    Need to create the NPC that will give the quest
    Decide if NPC will be male or female
    Create NPC dialogue(main parts done, just secondary stuff left)

    Find a voice actor for the NPC
    Receive the voice files and make .ogg and .lip files
    fix up the cell for the NPC that upgrades the MKII
    Create any/all unique items the NPC may have/use
    Determine the items the NPC needs to upgrade MKII into Tesla
    Test the quest to ensure it removes old MKII and supplies the Tesla

-make an .esp for the DLC, and two for RR(one is for the DLC, other for just my mod w/Vanilla)
    This comes last as I don't know how streamlined merging mods is at the moment
    Change repair lists to be somewhat unique for the armor in the DLC and Vanilla(mostly adding scrap metal and other "junk" to the lists)
    Make the winterized T-51 be equal to normal T-51 and have the reward be the wasteland version instead of the sim version

New armor stats
The stats and effects of these items are still being edited.

T-45d
weight:40
DR:40
durability:1500
+25 carry weight, +10 rad/energy resist, -50 to sneak, +15 fire/poison resist, -35 lockpick

T-45d helmet
Weight:5
DR:8
Durability:200
+5 rad resist

MP-47A Prototype Medic Power Armor
weight:45(to simulate the carry weight of the helmet as well)
DR:40
durability:1500
+25 carry weight, 10 rad/energy/fire/poison resist, same special ability as before, -50 to sneak, -35 lockpick

MP-47A Helmet(helmet is integrated, how else would you hear that voice? through your chest?)
weight:0
DR:8
durability:200
+5 fire/energy/rad/poison resist

Linden's T-45d Outcast Power Armor
weight:40
DR:40
durability:1500
+35 carry weight, +15 poison/fire, 10rad/energy resist, +5 big guns, -40 sneak, -30 lockpick

Linden's T-45d Outcast Helmet (removed since I don't need the workaround any longer)

Talon T-51b http://i636.photobucket.com/albums/uu84/Unospazmatic/Talon01.jpg http://i636.photobucket.com/albums/uu84/Unospazmatic/Talon02.jpg http://i636.photobucket.com/albums/uu84/Unospazmatic/Talon03.jpg http://i636.photobucket.com/albums/uu84/Unospazmatic/Talon04.jpg http://i636.photobucket.com/albums/uu84/Unospazmatic/Talon05.jpg
Weight: 40
DR: 40
Durability:1750
+30 carry weight, +20 Rad/Fire resist, -50 sneak, +15 energy/poison resist, -35 lockpick

Talon T-51b Helmet
Weight:5
DR:9
Durability:175
10 rad resist

T-51b
Weight: 40
DR: 45
Durability:2100
+1 str, +30 carry weight, +25 rad/fire resist, -50 sneak, +20 energy/poison resist, -30 lockpick

T-51b Helmet
Weight:5
DR:10
Durability:225
+1 PE, 10 rad resist

T-51b Naval(This suit is just a retex now, I found out water breathing doesn't work)
Weight: 40
DR: 45
Durability:2100
+1 str, +30 carry weight, +25 rad/fire resist, -50 sneak, +20 energy/poison resist, -30 lockpick

T-51b Naval Helmet
Weight:5
DR:10
Durability:225
+1 PE, 10 rad resist

T-51 Hardened Power armor(this is the replacer for the one suit you normally find of T-51, also will be T-51H for short)
Weight: 40
DR: 50
Durability: 2400
+1 str, +35 carry weight, +30 rad/fire resist, -50 sneak, +25 energy/poison resist, -30 lockpick

T-51H Helmet
Weight:5
DR: 12
Durability:250
+1 PE, 10 rad resist, +7 AP

MKII
Weight:30
DR:55
Durability: 2700
+2 str, +35 carry weight, +35 rad/energy/fire/poison resist, -35 sneak, -25 lockpick

MKII Helmet
Weight: 5
DR: 15
Durability: 300
+2 PE, 7 rad/fire/poison/energy resist, +10 ap

Tesla is being reworked as it will no longer be a sidegrade but an upgrade to the MKII. These stats are close to the final version

MKII Tesla Power Armor
Weight:30
DR:65
Durability: 3000
+2 str, +35 carry weight, +55 rad/energy/fire/poison resist, -30 sneak, -20 lockpick, +10 energy weapons

MKII Tesla Helmet
Weight:5
DR:15
Durability:300
+2 PE, +10 rad/fire/energy/poison resist, +14 ap


The voice actor for the first NPC has been selected. I am sorry La'valle and Y3XXA, Tyana Rie ended up having the best voice. I may later on need you guys for some more NPC's if/when I plan on expanding this mod(seems a little daunting atm, but who knows, I may have another idea that fits with it).

Keep watching this OP for updates.


Credits


TheDamned
[/quote] - all lines of dialog for Dominick Umbrell(including holotapes) as well as contributing on stats for armor and general concepts
Tyana Rie - the voice of Dominick Umbrell. Also, Tyana has helped me on more than one occasion to get going in the right direction
DominionOvrU - the texture for the Talon T-51
greenwarden - the voice of the second NPC


Gratitude and brown-nosing

First I would like to thank Bethesda for making Fallout 3
I would like to thank Miaximus for his holotape guide
I would like to thank Kikaimegami, Cipscis and lugaru for their scripting help(and teaching me I still have much to learn)
I would like to thank MeltedSteel for the knowledge and ability to abbreviate effects
I would like to thank Tarrant for helping me get the radio to behave

I hope I have everyone included, if I forgot you just burn me in effigy then send me a PM and I will fix it :dance:
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rheanna bruining
 
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Post » Sat Oct 10, 2009 1:49 am

Saved for later as what was once here now has flown out the window.
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Lou
 
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Post » Sat Oct 10, 2009 12:56 am

i think its a pretty cool idea (im doing my own power armor fixes in my overhaul mod, for similar reasons) though i may make one suggestion.

Instead of adding +str add +carry weight.
why you might ask? melee'ers will probably max strength early in the game and when they get this armor the +strength will do nothing for them (the armor wont negate its own weight as intended)

id also say do the -stealth instead of -agility. seems to make more sense for you to lose stealthy-ness than to lose the ability to target people in VATS

just my 2 caps (for now, brain juices need a refill :P)
TheDamned
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Natasha Callaghan
 
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Post » Sat Oct 10, 2009 12:40 am

Ah, very very good idea, was toying with doing that but thought str would do the same, forgot to take the melee'ers into account. Good call.



Also, would hitting the "playable" tab and unchecking it mean the player couldn't use the item, or couldn't loot the item at all?
^Nevermind, answered my own question by testing it.

Edit: There isn't an effect to lower the sneak skill, so I had to make one. I don't know if this will have any strange consequences or not.


Alright, going ahead from this point out with my idea. One concern I have is that this MIGHT have some problems with the Enclave Commander Mod by changing the armor. Not entirely sure what this mod will do to that mod but oh well, I will have to check that once I am done.
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Stay-C
 
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Post » Sat Oct 10, 2009 2:35 am

Unchecking "playable" would cause the item to become invisible, so it would prevent the player from taking the item or even seeing it at all in containers.

Cipscis
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Kieren Thomson
 
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Post » Fri Oct 09, 2009 11:54 pm

Yeah, I know. I probably should make my edits a little more clear.


Anyone have a talon version of T-51? I checked the nexus but I couldn't find anything.
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no_excuse
 
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Post » Fri Oct 09, 2009 6:12 pm

if i had any knowledge of texture editing i would jump on it right away...but alas, i do not. i am limited to scripting (still getting used to all the GECK functions, variables,ect) audio editing and a few other GECK goodies. :( if you need help with any of that stuff though id love to help if i can.
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Trevi
 
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Post » Fri Oct 09, 2009 7:22 pm

Pretty sure I will need help with some of that stuff, right now I am trying to add my new t-51 armor to enemy armor tables(namely Talon Company). Tried adding it directly, now I have edited it into their leveled loot list, will see where that gets me.




Edit: http://i636.photobucket.com/albums/uu84/Unospazmatic/Success.jpg


Talon Company mercs at the highest levels no longer use their armor, instead they wear my T-51b armor.



Edit #2: thought i would just update this post instead of making a new post. The new armor stats are

T-45
Same weight, durability, DR and value
Now gives +20 to carry weight, 10 rad resist(think it is the same as before) and -50 sneak

Helmet is unchanged

T-51
Weight: 40
DR: 45
Durability:1750
Value: 750
+30 carry weight, +25 rad resist, -50 sneak

Helmet
Weight:5
DR:10
Durability:125
+1 PE, 10 rad resist

Again, just to restate things, this armor now comes from higher level Talon Company Mercs, making them much tougher than before.

MKII
Weight:35
DR:55
Durability: 2200
+20 carry weight(might increase to 30 to make suit even better), 30 rad resist, -50 sneak

MKII helm
Weight: 5
DR: 15
Durability: 200
+2 PE, 15 rad resist

MKII helm and armor are now not dropped by enclave troops, I still have to figure out where the H-E-you-know-where Tesla armor is supposed to fit into all of this.
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Shelby Huffman
 
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Post » Sat Oct 10, 2009 4:58 am

Pretty sure I will need help with some of that stuff, right now I am trying to add my new t-51 armor to enemy armor tables(namely Talon Company). Tried adding it directly, now I have edited it into their leveled loot list, will see where that gets me.




Edit: http://i636.photobucket.com/albums/uu84/Unospazmatic/Success.jpg


Talon Company mercs at the highest levels no longer use their armor, instead they wear my T-51b armor.



Edit #2: thought i would just update this post instead of making a new post. The new armor stats are

T-45
Same weight, durability, DR and value
Now gives +20 to carry weight, 10 rad resist(think it is the same as before) and -50 sneak

Helmet is unchanged

T-51
Weight: 40
DR: 45
Durability:1750
Value: 750
+30 carry weight, +25 rad resist, -50 sneak

Helmet
Weight:5
DR:10
Durability:125
+1 PE, 10 rad resist

Again, just to restate things, this armor now comes from higher level Talon Company Mercs, making them much tougher than before.

MKII
Weight:35
DR:55
Durability: 2200
+20 carry weight(might increase to 30 to make suit even better), 30 rad resist, -50 sneak

MKII helm
Weight: 5
DR: 15
Durability: 200
+2 PE, 15 rad resist

MKII helm and armor are now not dropped by enclave troops, I still have to figure out where the H-E-you-know-where Tesla armor is supposed to fit into all of this.



Very nice, keep on plugging along... :tops: Looking foward to checking out this tweak!
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Daniel Brown
 
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Post » Fri Oct 09, 2009 11:22 pm

Okay, quick update. I was looking at the tesla armor and it seemed to me that it was more for damage dealing than for damage taking, so I am making the suit increase your crit chance. I tried to do this only with energy weapons, but can't seem to find a field for that, so I will attempt to make an effect.


Edit: there isn't just an "Energy Damage" item to increase and I don't have the know how to make that(if that is even possible). Idk if the crit chance would be better or to give the suit ap or just what. Really hard making the suit Balance out to everything else.


Edit #2: Tesla armor now weighs 40(versus the old 45), the helm gives 1 PE(instead of -1 CHA) and now increases crit chance and lowers sneak. Everything else is unchanged ATM.


Also, Tesla armor now cannot be looted either.
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Alisia Lisha
 
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Post » Fri Oct 09, 2009 9:22 pm

Tesla Armor was designed to be more resistant to energy fire...though after looking at it in the GECK i failed to find anything that pointed to such. If you could do that it would be great (imo) As for crit chance for Energy weapons you "should" be able to do that with a script but unless i looked at (not at my game comp right now :() im not really sure how you would accomplish this.

cheers,
TheDamned
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Nathan Hunter
 
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Post » Fri Oct 09, 2009 3:38 pm

Well, I can make it energy resistant, you think that would be better than + to crit or + to ap?
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Amelia Pritchard
 
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Post » Sat Oct 10, 2009 12:35 am

Personally it doesnt bother me much (i prefer using the outcast armor, too bad its red and not blue :() but to go along with lore/cannon (since that seems to be why youre making this mod) Tesla Armor was designed to be resistant to energy fire...
http://fallout.wikia.com/wiki/Tesla_Armor

thats what i would do personally...just my 2 caps,
TheDamned
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stevie critchley
 
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Post » Sat Oct 10, 2009 12:47 am

I can't believe I missed that page, I am browsing that sight right now trying to find what you just pointed me to. Alrighty then, energy resistance it is.


Edit: Well that was easy, Tesla armor now gives 25 to energy resist. I will have to play with the values once I see its effect in game, but this at least provides a baseline.
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Lizbeth Ruiz
 
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Post » Fri Oct 09, 2009 5:46 pm

Just a thought but wouldnt the armour being replaced in constintine be out of place? how about using the 51 thats not completly finished and some type of scematic to make it on par with the mk 2. Sorry about the spelling i'm in a rush liverpool are playing lol!
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Angela Woods
 
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Post » Fri Oct 09, 2009 1:28 pm

The main reason behind that idea(to put it in the military base) was to put an actual instance of the armor in the game, one you could get anyway. I recently thought about this and the idea came to mind, "How if that is a prewar base, did the MKII get put in there?". My only answer is it couldn't have been. So instead I will probably be putting the Medic power armor with the T-51 script there, just so I don't break the outcome of "You gotta shoot em in the head". Or making a different suit of armor there(lol, bring back the "Hardened" power armor).

The problem with making a partial suit of T-51b and then having it come up to par with the APA MKII is that the MKII suit of armor was built by the enclave using different technologies(Ceramics vs. Metal is the easiest to convey). I am actually thinking now of putting the MKII in a computer protected storeroom inside of Raven Rock. It would make sense that they keep unused suits of armor under lock and key. Maybe put in a little item or something that stops the failsafe, but that can be part of a quest later, or I can explain it away somehow.
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m Gardner
 
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Post » Fri Oct 09, 2009 1:25 pm

Working on finding a good spot within Raven Rock to set up an armory while I wait for the Talon style T-51b(Thank you DominionOvrU).



So what does everyone think, a lock/terminal to open the door or a keycard on someone inside of Raven Rock? Or all three?
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T. tacks Rims
 
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Post » Sat Oct 10, 2009 3:33 am

Working on finding a good spot within Raven Rock to set up an armory while I wait for the Talon style T-51b(Thank you DominionOvrU).



So what does everyone think, a lock/terminal to open the door or a keycard on someone inside of Raven Rock? Or all three?

try to be creative...the typical lock/terminal is so over used. the 4 keys for the t-51b was interesting (though im sure you could go further than that) Im not saying you have to make it complicated but interesting would be nice...maybe something along these lines (obviously you can make this as simple or complicated as youd like.)

youre tasked to find(by who? idk :P) some crazy ex-spec ops soldier who stole the "security reader" (that opens the door to the armor) and get it back. Maybe a bad ending would be you kill the soldier and loot his body for the "reader". Good ending might be that you convince him to give up "reader" in return for spreading the news of his "unfortunate demise".

Just a rough idea...you can use or not, or whatever. If you think it sounds good id love to develop it more (just make sure you give me some parameters on how complicated/in-depth you want it to be.) I love writing back-stories and the like.

Hope that helps,
TheDamned
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Skivs
 
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Post » Sat Oct 10, 2009 12:04 am

That does definitely sound like a good idea. I would like to keep the "quest" as off the logged quests, much akin to finding the kesler(sp?) tapes to get into that bunker.


I still want to make an armory inside of Raven Rock. Maybe I will make the armory require a lockpick/hack to enter, have some goodies lying around, but have their be some lockers that are locked and the security reader is used to open them.


Go ahead with the idea, I am down for all the help I can get in this.


Edit:
Or make it a logged quest sortof like "You gotta shoot em in the head" like you suggested. I am working on the armory atm(lol, XYZ is confusing me) but if you want to brainstorm on some stuff I am down.
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Kari Depp
 
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Post » Fri Oct 09, 2009 12:51 pm

ill whip up a little story and hit you up with the basics. I like the "unofficial" quest idea (similar to the one in the museum of history terminals) Ill just start with the basic back story layout and go from there...I like the armory idea too, go for it

the security reader will be for you, similar to what the VR sim is to the OA bunker. Only youre giving people a teaser.
"Hey look at all this stuff you just got access too, hey whats this...UH OH, you cant get to it...neener, neener, neener!"

Ive got about 30 mins till i commute back to my house (hour drive ftw yeah) so i think i could get you a simple back story (i guess what you can use for the mod description, more of an overview of the quest i guess) by then. Once i get home ill start writing some holo-tapes (the stuff that you would actually find in the game)

Phew that was long...keep me posted!
TheDamned

PS: report you topic thread to a moderator and get this changed to a [WIPz] thread. No use starting a new one if you ask me.
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Leonie Connor
 
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Post » Sat Oct 10, 2009 4:50 am

Edit: http://i636.photobucket.com/albums/uu84/Unospazmatic/Success.jpg


Sorry but i haven't read throught whole thread since the brinstorm youre having actualy doesn't interest me very much since i am not a great fan of balancing mods.

But even tho your explanation on how would talons get their hands on T-51b, i can make a counter argument how would they lost it:

When BoS apeared in the area, they would nottice that someone had access to very advanced warfare and would defenitely take it for them selfs. And since they are far more advanced, they would do it with ease.

Why? Bacause it would be bit odd to fight mercenaries wearing armor BoS is supposed to have monopol on.
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BlackaneseB
 
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Post » Fri Oct 09, 2009 3:14 pm

...Why? Bacause it would be bit odd to fight mercenaries wearing armor BoS is supposed to have monopol on.

though (god help me im arguing) the BoS doesnt have a monopoly on Power Armor. The Enclave uses it too (actually an more advanced version of the BoS power armor) and you can actually buy power armor from venders (Its called "Power Armor" and "Power Armor Helmet") so, yes, while the BoS probably would have taken a lot of tech scattered through the wastes they cant pick up everything. I think they are too preoccupied with helping the "savages and tribals" to continue their search for tech (they dont seem to be too worried about it to me at least)


TheDamned
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Chloe Botham
 
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Post » Fri Oct 09, 2009 11:22 pm

Not to mention that the outcasts would be the ones fighting Talon for it, not so much the DC area BoS because(according to various in game sources) the BoS is moving on more of a mercy mission now than in retaking the old tech(I will try to find the lines from the DLC that support this).


Also, if you're a bunch of psychopaths with superior tech to the BoS, who do you think would win? Plus the BoS also have the enclave AND the super mutants to deal with, so their plate is a little full at the moment.



Edit: Also, T-51b armor is more advanced than the T-45 series that the BoS(and outcasts) use.
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Phillip Brunyee
 
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Post » Fri Oct 09, 2009 1:48 pm

I have almost finished making the armory itself, now I just need to populate it with items and "clutter" and static and all that jazz, then find an area inside of Raven Rock that is suitable for my needs then replace a cell with a door and go from there.


Man, i missed mucking about in this stuff, really takes me back to morrowind


/reminisce





time for some caffeine
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dean Cutler
 
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Post » Fri Oct 09, 2009 8:48 pm

some of the other power armor mods add energy and fire resistance as well.
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patricia kris
 
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