[RELz] Powered Power Armor

Post » Sat Feb 19, 2011 7:08 am

Well, did you move at a respectable spell after you charged the suit? Other then that, and the thing saying you have a charge in your suit, nothing really happens. You can move at a speed greater then .1 MPH when you have charged the suit. Other then that, no bells and whistles.
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Alyesha Neufeld
 
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Post » Sat Feb 19, 2011 7:05 am

isnt there some HUD item that supposed to show up?
Also, id have to check again, but i swear theres no movement speed change before and after i charge the suit :\
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Amber Hubbard
 
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Post » Sat Feb 19, 2011 2:34 am

Unless you have liquid cooling or a Thermal Regulation Override, your movement speed will be roughly the same before and after putting on charged power armor - slightly slower with the power armor because of the armor weight speed reduction. You should move very slowly though in uncharged power armor. With liquid cooling you get a 40% speed boost, and an additional 60% when TRO is engaged.

As for the HUD, double check that the line you added to hud_main_menu.xml is typed correctly. There's no debugger for xml text files, so there's nothing to catch typos. Also verify that the PPA folder and the .xml file contained within made it into Data\Menus\Prefabs. Other than that I can't think of anything.
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Kit Marsden
 
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Post » Fri Feb 18, 2011 9:15 pm

ah ok, that would explain the lack of change..
however i cant figure anything wrong with my xml files :x i copy pasted the line from the readme into the menu file.. lets see if i can run some tests later to pin down the problem..

unless.. does fo3edit, when it makes a merge patch, do anything with the menus? seems a far chance, but might i need to make another merge patch after changing the file? will do that anyway just in the random event.
edit:
Odd. Well, it seems that when i disable the fitting requirement in FWE then the readout works properly (after i pick up a un-fit powerarmor)
Well, thats acceptable loss for me - the fitting requirement wasnt particularly hurtful >.>
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Chrissie Pillinger
 
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Post » Sat Feb 19, 2011 3:05 am

The HUD stuff from PPA probably wouldn't make it into your merged patch. It's pretty much all new stuff and scripts, so there's nothing to conflict with. The hud seems to be working for people though. What version of PPA are you using, and do you have DarN's UI installed?

*Edit - The fitting requirement? I'll look into that, I may need to update my FWE compatibility patch. Can't think of why they'd conflict though, unless fitted power armor isn't flagged as power armor.
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GLOW...
 
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Post » Sat Feb 19, 2011 7:04 am

Oh, ok, not sure how fo3 modding system works entirely..
the 1.4 beta, no darn UI..
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Dorian Cozens
 
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Post » Sat Feb 19, 2011 4:31 am

I checked out FWE, and I didn't have the power armor fitting requirement turned on. When I turned it on though, still no problems with the HUD. I see there's a new release of FWE out though as of August 2nd. Are you using that one?

*Edit - Woops, looks like I'm still running 5.03. 5.04's been out for a while now...
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Rebecca Dosch
 
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Post » Fri Feb 18, 2011 11:04 pm

im running 5.01 >.>

Didnt even think to check that, duh.

(had fo3 installed for a while on my pc, got bored and went to find some new mods)
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Kanaoka
 
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Post » Sat Feb 19, 2011 2:41 am

That's sort of a relief. I just looked at the changelog for 5.04, and very little has changed from 5.03, so I probably won't need to do anything to the compatibility file. There were a ton of changes for 5.02 and 5.03 though. Looks like release 5.02 changed the way power armor fitting was implemented, so I'm guessing that in 5.01 fitted power armor didn't have the Power Armor flag checked.
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Lynne Hinton
 
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Post » Sat Feb 19, 2011 2:23 am

Yep, works fine once I update fwe. Chalk this up to another guy not keeping his stuff up to date :blush2:
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Hairul Hafis
 
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Post » Sat Feb 19, 2011 10:06 am

I had crash on level up that went away when i disabled PPA. I am using 1.4beta. The strange thing is i started a new game and was able to level up until level 6. At level 6 it crashed. But i was able had level up from level 6 - 7 fine. I have only had it crash when i went from level 5 -6.
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Philip Rua
 
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Post » Fri Feb 18, 2011 8:11 pm

The level up crash seems very inconsistant, though once it happens it will continue to happen at that level until you remove the mod. Can you upload a save from right before you crash, and PM me the link and your load order? That's the only way for me to identify what is causing the crash.
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Jhenna lee Lizama
 
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Post » Sat Feb 19, 2011 5:56 am

The level up crash seems very inconsistant, though once it happens it will continue to happen at that level until you remove the mod. Can you upload a save from right before you crash, and PM me the link and your load order? That's the only way for me to identify what is causing the crash.


Sorry don't have one BUT if it happens again I will make sure to save it and send it to you.
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Emma-Jane Merrin
 
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Post » Sat Feb 19, 2011 9:40 am

Just an update on what I've been working on most recently -

There will be three semi-unique armors added to the game:

http://www.fallout3nexus.com/downloads/images/13361-1-1283413251.jpg

This armor sports quiet joints, low noise, high precision servos, and an integrated stealth field. Engaging the stealth field triggers "quiet mode" where the armor is run at a reduced power output, reducing noise but also reducing speed. The stealth field consumes power at a moderate rate, though without conversion kits this armor is powered by a nearly inexhaustible MicroFusion Pack, so that won't be much of an issue. It will only be available as equipment randomly in the use of Enclave troops (who will of course be stealthed).

http://www.fallout3nexus.com/downloads/images/13361-1-1283326505.jpg

Composite T-45d is for people who can't make up their mind on the whole power armor or combat armor issue. At roughly the same weight as combat armor, it can be run with a reduced power output to significantly reduce operating noise, while still providing a slight boost to speed and carryweight. The lightweight material has a lower DR and must be repaired with Composite Repair Kits, but unlike combat armor you'll have access to most power armor upgrades (including Aramid UnderArmor and the new StimJack health regeneration system).

http://www.fallout3nexus.com/downloads/images/13361-1-1283410691.jpg

This is the walking tank. Higher DR, higher armor health, and greatly increased weight, this armor also sports burn marks from repeated laser strikes.


I'm also planning some edits to the way stealth boys work. The sneak bonus they provide to users wearing normal power armor will be almost negligible when moving. Composite T-45d will be the only armor quiet enough to remain unheard as well as unseen, so it gets the full benefit of stealth boys along with all non-power armors. Technically Enclave Onyx armor would also be quiet enough when operated in stealth mode, but its integrated stealth field generator makes stealth boys unnecessary.
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 2:41 am

If anyone's interested in helping me beta test the next release of PPA, I've got a pre-release version put together. There are no compatibility patches for it yet, but it won't introduce anything game-breaking. PM me and I'll send you a link.
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Multi Multi
 
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Post » Sat Feb 19, 2011 5:18 am

Okay, there's a new release out, time to resurrect the thread.

Powered Power Armor 1.4 gold features:

  • Power armor scaling
  • 3 Custom skinned armors
    ......Hardened T-51b - high DR and durability
    ......Composite T-45d - improved stealth and mobility
    ......Enclave Onyx Power Armor - integrated stealth field generator
  • 2 custom skinned, power armor powered unique energy weapons
    ......P.I.L.L.A.R. - ridiculously configurable energy assault rifle
    ......Torrent - Vengeance with an extension cord
  • StimJak health regeneration upgrade
  • Catalytic Rebreather breathing apparatus
  • Reworked power armor explosions
  • Power Armor Deconstruction
  • TRO overhaul
  • Assorted bugfixes (or bugfix)


P.I.L.L.A.R. was especially fun to work on. It uses your suit's charge for ammo, and has three firing modes: semi auto, full auto, and overcharge (huge blue blasts of energy with a low rate of fire). The damage and rate of fire for each mode can be adjusted, but setting them too high will cause the weapon to overheat, greatly reducing its accuracy and potentially damaging both the weapon and the player. I'm planning two more, an energy pistol that firers in 1, 3, or 5 round bursts, and an energy sniper rifle that charges up while you hold down the trigger, then releases a more powerful blast depending upon how long it was charged. I've got proof of concepts working for both, and they're pretty fun to use.

Both P.I.L.L.A.R. and Torrent, the gatling laser, have custom skins, as do the three new power armors. There's finally an integrated stealth field generator, it's built into the Enclave Onyx armor. The Catalytic Rebreather was reskinned as well.

As for the TRO overhaul, the carry weight boost has been increased to 1000, so you'll be limited more by heat buildup than anything else. The speed boost has also been made adjustable.
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Phillip Hamilton
 
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Post » Fri Feb 18, 2011 8:10 pm

Can anyone tell me what mod provides the "Inventory Access.esm" that is listed as a master for this mod?
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Lynette Wilson
 
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Post » Fri Feb 18, 2011 7:35 pm

Can anyone tell me what mod provides the "Inventory Access.esm" that is listed as a master for this mod?


yeah i got that problem too
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Becky Palmer
 
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Post » Fri Feb 18, 2011 10:54 pm

The link for the http://www.fallout3nexus.com/downloads/file.php?id=14342 was posted at the nexus forums.
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Jade Muggeridge
 
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Post » Sat Feb 19, 2011 9:43 am

I am reasonably certain that I am not a child. So why does it say, when I use the new RobCo Breeder reactors after they've been installed, that "Children cannot use that'?

Edit: Says the same for RobCo Rapid Recharge stations when I try to use them.
Edit2: Turned off scaling. Can use the rechargers now, both of them. So it seems there's a bit of a problem there. Load order posted, just in case a conflict somewhere might be causing problems. And like andtheherois, I got the Hardened, Torrent, and Pillar when I updated, but I figure it's because I already gained the Outcast's trust.


Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
IMCN.esm
Impervious Power Armour.esm
CRAFT.esm
CALIBR.esm
xCALIBR.esm
xCALIBRuniverse.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Companion Core.esm
RobCo Certified v2.esm
tubrrCompound.esm
Tau Ammo.esm
Mothership Crew.esm
Inventory Access.esm
BetterGamePerformance.esp
DarNifiedUIF3.esp
no blur on hit.esp
CASM.esp
TinCanCRAFTing.esp
CALIBRxMerchant.esp
tubRRCompound.esp
BlackWolf Backpack.esp
MoreMapMarkers.esp
UndergroundHideout.esp
LevelersChamber.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
Tailor Maid Black Retex.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Powered Power Armor.esp
PPA - FWE.esp
PPA - Broken Steel.esp
PPA - Operation Anchorage.esp
PPA - IMCN.esp
PPA - Mothership Zeta.esp
PPA - The Pitt.esp
Companion Core DLC Addon.esp
Mr Smith's Scrapyard.esp
Carpet Miner-Frag V1.esp
Tau Armor and Weapons And Vendor.esp
Tau Armor and Weapons And Vendor - Zeta Addon.esp
fgScrapMetalCrafting.esp
VaultTechLocators.esp
Placeable Equipment.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release.esp
BriannaCompanion.esp
LucyWestCompanion.esp
Imp's More Complex Needs.esp
IMCN - 5 DLC Merged.esp
IMCN - FWE Compatibility and Ingestibles.esp
IMCN - MMM Meats, Bloods, and Eyeballs.esp
Owned!.esp
RobCo Certified v2 Impervious FWE.esp
RobCo Certified v2 Omnipatch.esp
xCALIBRuniverse.esp
Bashed Patch, 0.esp

Total active plugins: 93
Total plugins: 97

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Matt Fletcher
 
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Post » Sat Feb 19, 2011 6:42 am

I am reasonably certain that I am not a child. So why does it say, when I use the new RobCo Breeder reactors after they've been installed, that "Children cannot use that'?

Edit: Says the same for RobCo Rapid Recharge stations when I try to use them.


idk if it's because of the update, however i restarted with a save game right before the vault exit, and it wont let me use the vault door since it thinks im a child. also i was immediately given the hardened power armor and components
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phillip crookes
 
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Post » Sat Feb 19, 2011 10:10 am

The no activate bug was related to power armor scaling. Two pretty major bugs cropped up when I added that feature - the player started getting those "child cannot use" messages when activating some objects, and NPCs became untargettable and unkillable. Gotta love the Gamebryo engine's little quirks. The first problem seemed to be solved by setting the player's scale again every time they pressed the activate key. Having too large of a scale brings up the bug, but setting the scale again during the same frame seems to fix it. The fix was 100% reliable during testing, so I'm not sure why you would be having problems. What keys/buttons do you have "activate" assigned to? The other problem required me to disable and then reenable each NPC after I increased their scale. Apparently this is causing some problems with companion mods, something I didn't test for. If anyone knows another way around this that would be great, since the NPC vanishes momentarily for the frames that they're disabled. Otherwise just disable the feature if you're having problems - I've more or less run out of tricks.

Regarding getting the weapons right of the bat, that's some debug code I forgot to remove. I also meant to include Inventory Access with the download (I don't know why it won't show up in a Nexus search), so I think I'll fix that and then re-upload. I might wait a day or two though to see if any more bugs crop up (and having everybody get those two weapons right off the bat should speed that up). I did a ton of debugging with Joe Shrapnel over the past few weeks, so I'm pretty confident there are no game breaking bugs, but this is a pretty substantial update so there is a lot that could go wrong.
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Misty lt
 
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Post » Fri Feb 18, 2011 10:45 pm

I'm using the default activate key. also even with the weapons in the inventory i could still not use them. It also seemed that iw as able to equip the power armor without training while using FWE and the patch. The DR on the hardened PA also seemed very high, though i dont know if that was intentional.
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Nick Swan
 
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Post » Sat Feb 19, 2011 9:27 am

I'm pretty sure you're able to equip power armor without training in FWE, you just get some additional stat bonuses when you do have it. The Hardened T-51b DR is higher than other FWE armors, which is intentional, but it reduces your speed by 10% or 15%. Fallout also caps your DR (FWE raises the cap) so it probably isn't going to make a huge difference. It's also relatively difficult to acquire - those items shouldn't be added to your inventory automatically, that was some debug code I accidentally left in. I've uploaded a hotfix that removes that code, and includes Inventory Access.esm.
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Dan Endacott
 
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Post » Sat Feb 19, 2011 4:13 am

While the scaling while using powerarmor can be nice, I would like to set it to a bit smaller percentage. Is there a console command for now?
Plus, as I think each and every player will have his/her own opinion about it... can you make it configurable (the % of scaling) in the PPA menu in the next update?

Edit: weijiesen have made some very nice meshes and textures for PPA (DX series). Does it have any incompatiblility (asking because of the meshes...)
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Mr. Ray
 
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