[BETA] Powered Power Armor

Post » Mon Aug 30, 2010 4:12 am

When do you think there will be a patch for TUPAM? I can't wait to check this out.
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quinnnn
 
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Post » Mon Aug 30, 2010 12:42 pm

You should be able to use them together without a patch pretty well. The stats for non-brotherhood T-51b will be overwritten, as well as those of a few helmets, but other than that they should be fine together. I'll look into making a patch though, it should be pretty easy. I also usually need to nerf my un-upgraded carryweight boost, since it's something already included in most power armor overhauls.
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Fluffer
 
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Post » Mon Aug 30, 2010 9:58 am

I just uploaded Hotfix D. Here's the hotfix changelog so far:

PPA Beta1 Hotfix D

Changes StimJak script to take medicine skill into account when determining amount healed


PPA Beta1 Hotfix C

Fixed Enclave Onyx Power Armor and helmet name
Fixed Enclave Onyx power armor stealth field and power assist when worn by companions
Added activate/deactivate sounds to Onyx stealth field
Increased health of the one instance of Hardened T-51b to prevent it from deconstructing before the player can pick it up
Fixed Composite T-45d script, was causing +40% speed boost to be appied immediately upon picking it up
Fixed Catalytic Rebreather's water breathing effect


PPA Beta1 Hotfix B

Added price and weight to Catalytic Rebreather
Flagged some vendors so that upgrades would show up for purchase


PPA Beta1 Hotfix A

Fixed armor crafting CTDs
Fixed microfusion pack and comp. T45d schmatic pipboy icons


I'm also working on some night vision modes and a general vision overhaul. It'll include more convenient (and necessary) use of binoculars, adjustable zoom for PA helmets, and some working targeting monocles based on DaeJones' Colossus Targeter headgear and Bionic Eye mods from FO3.
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Kayleigh Williams
 
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Post » Mon Aug 30, 2010 7:59 am

I just uploaded Hotfix D. Here's the hotfix changelog so far:



Very cool. :)

Btw, the links in your sig are swapped for your NV mods.
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JERMAINE VIDAURRI
 
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Post » Mon Aug 30, 2010 10:25 am

Btw, the links in your sig are swapped for your NV mods.


Woops, thanks.

I'm starting to put together a to-do list for Beta 2 (or Release 1 if NVSE beats me to it)

Beta2

vision upgrades (helmetless vision overhaul, helmet zoom, night vision modes, targeting monocles)
Liquid Ninja
jumping heat accumulation
water and rain temperture effects (armor should cool more quickly when submerged or rained on)
weapons?
leveled availability (better mods may not be available until the PC has reached certain levels)
tiered quest availability (mods will become available as you progress through a quest, rather than everything at the end)


So the next release will have a Thermal Regulation Override/Liquid Cooling dependent upgrade called the Liquid Nitrogen Injection Aperture, or Liquid Ninja for short. What it'll do is allow the user to momentarily replace their liquid coolant with liquid nitrogen. The unit accepts disposable liquid nitrogen charges that will use the flamer fuel ammo model, and will be triggered by double tapping the TRO hotkey while TRO is active. Upon activation, the unit exposes a small amount of its charge to atmospheric pressure, causing it to immediately evaporate. The expanding gas displaces the liquid coolant into a reservoir to prevent it from freezing when the rest of the liquid nitrogen is injected. Once the coolant lines have emptied, the liquid nitrogen is injected and circulates until it's evaporated, at which point the liquid coolant is reintroduced into the system and another charge is loaded, if available. The end result will be a nearly instantaneous temperature reduction of a hundred degrees or so.
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Alisia Lisha
 
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Post » Mon Aug 30, 2010 12:33 pm

I just uploaded http://www.newvegasnexus.com/downloads/file.php?id=37983 to the Nexus. Some of the highlights:

Vision overhaul (needs vision modes)
........ adjustable Helmet and monocle zoom
........ vision modes
........ no scopeless zooming option
........ automatic binocular equip

New Upgrades:
........ Liquid Ninja (Liquid Nitrogen Injection Aperture)
........ High Pressure Hydraulics Kit (strength upgrade for T-51b)

New Items:
........ Targeting monocles (thanks to daejones for the models)
........ RobCo Cryogenic Compressor
........ Liquid Nitrogen Cartridges
........ Depleted Liquid Nitrogen Cartridges

PA HUD expansion
........ power armor initialization sequence
........ new UI sounds
........ upgrade activation notifications
........ speedometer

Tiered quest inventory availability for Gloria Van Graff (many items available earlier in BOAF questline)

Alternate path for obtaining Mark IV MicroFusion Pack

Tweaked install/uninstall scripts to prevent the seizure that used to happen every time you put on/remove power armor

Swimming, water and rain now effect heating/cooling

Improved thermal performance for T-51b

Added Mark II Tesla APA to Van Graff inventory
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kristy dunn
 
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Post » Mon Aug 30, 2010 6:02 pm

Imp,

I'm not sure if this is as intended, but the 'Still In The Dark Quest' can be completed without fulfilling Objective 49, which is mentioned in the PPAVendorScript. I think this means that you can be Accepted and a Paladin but not have access to the PPA mod items. Is that how you meant it to work? Or have I misunderstood?
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Rodney C
 
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Post » Mon Aug 30, 2010 5:30 am

A question about monocles: Are they supposed to equip together with the helmet? My T-51b helmet keeps getting unequipped when I use the monocle...
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Michelle Chau
 
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Post » Mon Aug 30, 2010 11:57 am

A question about monocles: Are they supposed to equip together with the helmet? My T-51b helmet keeps getting unequipped when I use the monocle...


From my understanding, they are supposed to give the user the effects of a power armor helmet without requiring the actual helmet. Wearing both at the same time is impossible and unnecessary since they do the same thing.
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Catherine Harte
 
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Post » Mon Aug 30, 2010 4:06 pm

@Epf

I still need to tweak some of the quest-dependent merchant inventories, they aren't working exactly the way I want yet. The intent is for you to get the BOS stuff whether you help oust the elder or not. Pretty sure the goods Contreras sells are bugged too, though I'll need to start a new playthrough to fully test it out. You seem to get them immediately, without having to become one of his preferred clients first.

As for the monocles, you'll get the vision modes and zoom effects if you're wearing a targeting monocle (or ranger combat helmet) regardless of what else you're wearing. Or you can wear a PA helmet and charged power armor. I though I noticed in my own game though that my monocle stayed equipped even after putting on a PA helmet.
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Angus Poole
 
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Post » Mon Aug 30, 2010 9:32 pm

Hey, Imp... just a quick question...


I haven't really gotten too far into the game yet, what with all the playing around with my mods I've been doing... but I did have a question that, though I am sure it has been asked before, I just haven't been able to find the answer to. Powered Power Armor treats all mod-added power armors as if they were T-45d suits, yes? Or at least as if they were the generic... charge-required variety.

Can I change this? I have a variety of different power armors which I would like to behave differently... just as yours do... from one another.

Is it possible? If so... perhaps someone here could point me in the direction of the answer?
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Amanda savory
 
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Post » Mon Aug 30, 2010 6:52 am

It's pretty easy to control that in the GECK. It's all handled with a number of formlists. PPAPowerReduced indicates armors that are not compatible with high powered upgrades, PPAPowerNuclear indicates armors that are nuclear powered. PPAAPA is a list of APA (Enclave) armors, and PPAT51b is T-51b armors. You can get a number of different behaviors by adding armors to one or more of those lists. To get an armor to act like an APA, for example (nuclear powered, low power upgrades only, uses APA specific upgrades), add it to PPAPowerReduced, PPAPowerNuclear, and PPAAPA lists. You can also get a sort of "super armor" by just adding it to the PPAPowerNuclear list - it will act like it has a built in experimental microfusion pack, nuclear powered with access to all upgrades.

Also keep in mind that there are several more form lists that have to do with power armor deconstruction - they all have names like PPAWhole, PPAHusk, and PPAShell. If you want an armor to break down into parts it's possible to do so by creating husk and shell versions, and adding the three armor variants to those lists, but the order of the armors in those lists has to be maintained for it to work right.
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Ymani Hood
 
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Post » Mon Aug 30, 2010 9:05 am

Thanks for that Imp, Allstarn08. I didn't cop that the helmets performed the visual functions alone - d'oh! The mod is great, as it was in FO3. I know it's still in beta, so I'm happy to deal with bugs myself where I can - I changed the condition for Torres to a GetStage < 100 to get the list to populate and it seemed to work.

One conflict - I use Binoculars Overhaul (actually VMods Suite) and there's some conflicting behaviour between the two, which can cause scopes not to zoom and to prevent the BO zoom function to stop short of its fullest extent (though BO seems to have an error or two). Maybe a compatibility patch could be devised down the road, when PPA is out of beta of course.

And a suggestion - make it possible to craft Composite T-45d Repair kits yourself. It seemed to me, after playing in both it and T-51b armour, that the composite armour gets damaged quite easily, and tracking down repair kits is a bit of a chore.

KUTGW, and thanks.
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Ownie Zuliana
 
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Post » Mon Aug 30, 2010 6:48 am

I just released http://www.newvegasnexus.com/downloads/file.php?id=37983. Along with some minor bug fixes, it adds:


UI voice acting by Kungfubellydancer - She was able to provide a lot more lines than I'd been able to scrounge from the internet, so the verbal notification system has been expanded.

Configurable vision overhaul - All of the changes that PPA makes can be individually disabled via menu, so if there's a feature that you don't like, or another mod that you prefer, you can disable it.

Better vision overhaul keys - There's now a single vision hotkey. When wearing a PA helmet, ranger helmet, or targeting monocle, tap it to switch vision modes. Hold it while not aiming to use the mouse wheel to adjust your field of view. When aiming a weapon, use the mouse wheel to adjust your zoom without having to press any special keys.

Better Project Nevada compatibility - PPA should no longer conflict with PN's dynamic crosshair. You can also disable PPA's adjustable scoped weapon zoom if you prefer Project Nevada's system.
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gandalf
 
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Post » Mon Aug 30, 2010 8:20 pm

Good show imp.
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CSar L
 
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Post » Mon Aug 30, 2010 11:43 am

what the heck?
Wrong thread....
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Alexandra Louise Taylor
 
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Post » Mon Aug 30, 2010 5:55 pm

This sounds like a lot of fun, almost like a Fallout meets Iron Man meets MechWarrior
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Skrapp Stephens
 
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Post » Mon Aug 30, 2010 5:35 pm

The power armor deconstruction was heavily influenced by MechWarrior. "Kill the meat, save the metal!"
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Darren Chandler
 
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Post » Mon Aug 30, 2010 2:20 pm

It looks very cool, although almost off-puttingly complex as well.

For some reason this looks like it aughta be a submodule of project Nevada aswell, seems to be very much in the same spirit.

P.S. Any chance youd make a scripted fomod release?
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NIloufar Emporio
 
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Post » Mon Aug 30, 2010 8:10 pm

It does have a lot in common with the cyberware module. As for the complexity, it does make it a little tougher to pick up, but the added depth means the mod will stay interesting a lot longer.

As for a FOMod, you should be able to install it via the package manager without a FOMod script. I've been installing a lot of non-FOMods that way, it seems to work fine, just open the package manager, select "Add FOMod", and browse to the .7z. The extra steps needed to install the HUD can be done by http://www.newvegasnexus.com/downloads/file.php?id=38961.
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Oscar Vazquez
 
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Post » Mon Aug 30, 2010 10:04 pm

It does have a lot in common with the cyberware module. As for the complexity, it does make it a little tougher to pick up, but the added depth means the mod will stay interesting a lot longer.

As for a FOMod, you should be able to install it via the package manager without a FOMod script. I've been installing a lot of non-FOMods that way, it seems to work fine, just open the package manager, select "Add FOMod", and browse to the .7z. The extra steps needed to install the HUD can be done by http://www.newvegasnexus.com/downloads/file.php?id=38961.


This is what I already did, however it might be nice to have a scripted version that explains the function of the optionals and perhaps detects whether or not ambient temperature is installed. It would make things a little more neat and tidy is all.
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Mizz.Jayy
 
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Post » Mon Aug 30, 2010 3:20 pm

Are there any compatibility problems with this and Arwen's Mod?

Im not sure if she changed some armor or weight values with power armors
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xx_Jess_xx
 
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Post » Mon Aug 30, 2010 8:22 pm

The only power armor stats that this mod effects are the repair lists, so there shouldn't be any technical compatibility issues between this and Arwen's.
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Quick Draw III
 
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