Fallout New Vegas
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Citronvand

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Citronvand

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About this mod

My goal with this mod is to make power armor more \"powered\" and less \"full plate mail\". I\'ve tweaked stats, added toggleable nightvision, made them weightless if equipped and a few other things. I base my changes on realism and Fallout 1 & 2.

Permissions and credits
I felt that the power armor should feel more as a POWERED armor than just a full plate mail. Thus I have made several changes to it:

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FEATURES
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-Tweaked bonuses (Radiation Res & STR)
-Removed the agility penalty. Powered armor does not make you less agile unless it has inferior design (T45b & NCR salvaged)
-Removed the radiation resistance cap
-Waterbreathing if you have Full Power armor (Matching Body & Helmet)
-Toggleable nightvision on all power armor helmets (Use Tab)
-Weightless if equipped
-Removed speed penalty from armor
-**OPTIONAL**Removed the minimum damage (A armor can now block 90%/100% damage instead of 80%)

Read more in detail in the version history below

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VERSION HISTORY
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1.11

Changed the minimum damage back from 0% to 20%. It is now optional if you want your armor to block 90% or 100% if it's DT is higher than the damage received. If so download one of the optional files and load it AFTER Realistic Power Armor. Please note that it changes all armors including enemies such as radscorpions.

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1.10

Removed the DT buff (10) from power armor which I added in a previous version. After some testing on very hard I noticed it was basically god-mode turn on. I want a powerful power armor like in the previous fallouts (1&2) but I felt that this was just too much. Do note that Armor can still block 100% damage.

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1.9

Added the same DT buff (10) to NCR salvaged power armor as the other power armors got it the previous version. Please note that the salvaged power armor is still the weakest power armor.

Also decided to add a agility penalty to the T45b, this is because the lore states that: "The T-45d lacks the mobility of later power armor models (such as the T-51b power armor) because of its less advanced servo design; as a result it limits the wearer's agility."

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1.8

Despite me saying otherwise I actually decided to add a slight DT buff (10) to power armor. My original intention for this mod was not to change DT due to incompatibility with mods that affected DT. The problem is that there already were incompatibility, this is because of my scripts.

But the vanilla stats aren't that half bad in my opinion, the only thing that irritated me was the extremely small difference between a combat armor mk 2 and a t45d power armor. 2 DT difference... compare that to fallout 2 were a power armor (T51b) was twice as strong as a combat armor mk 2.

Thus I decided to add a slight DT buff to power armor so there is now a actual difference between the 2. Not twice as strong perhaps but definitely stronger. Don't worry, a deathclaw will still nom nom you.

The other change is that I removed the minimum damage that is dealt with attacks regardless of armor. You shouldn't be able to damage a guy with a power armor with your fists period. With the added DT you can now laugh at enemies using low caliber weapons, they won't do **** against your power armor, just as intended.
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1.7b

Looks like Tesla Armor (included Gannon's) never had it's stats changed. But now it's fixed.

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1.7

Fixed Gannon's family tesla armor. It should now have a functional nightvision and waterbreathing.
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1.6

Removed the speed penalty from armor. Instead of doing a complex script that only removes it from power armor I just removed it altogether. Why? Because it takes time to only apply it to power armor. It also makes no sense that armor in you backpack doesn't slow you down, but once you equip it, it does. Before Medium armor gave you 7.5% penalty and heavy 15%. While other heavy armors such as metal armor now doesn't give you speed penalty it still gives you agility penalty which I think is enough. If you also want to remove the speed penalty from using 2-handed weapons such as rifles I recommend downloading "Drawn Weapons Speed Penalty Removal"

The power armor also removes the weight from the helmet IF the power armor is equipped AFTER the helmet. The helmet must also match with the power armor for it to work.
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1.5

Re-enabled the nightvision. All known bugs with it should be fixed. It is now green instead of a cateye ripoff, I've also balanced the illuminating effect so it should work alright with mods like Fellout which makes nights dark (I say "dark" and not "darker" since nights are not dark at all in vanilla).

To use the nightvision you must have a power armor helmet equipped and then hold tab, to disable it simply hold tab again. If you want to use pipboy light instead simply unequip you helmet and hold tab, once the light is on you can equip your helmet again.

Last I fixed the Advanced power helmets names. Instead of "Advanced Power Armor Helmet" it says "Advanced Power Helmet" like the other power armors.
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1.4

Removed the nightvision due to requests although I am going to add a version with nightvision soon.
Fixed waterbreathing on Advanced Power Armor.
Renamed Remnant Armor to it's proper name: Advanced Power Armor.
Reduced Radiation resistance slightly to better match Fallout 2's numbers.
Increased +Strength for all power armors to better match Fallout 2's numbers (Adv. Pwr Armor: 4, T51b: 3 and T45d: 2).

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1.3

Added a toggleable nightvision to all (though not salvaged NCR crap) power armor helmets. Simply hold Tab as you would use your pipboy light. To disable it just hold tab again.

DON'T UNEQUIP / EQUIP YOUR HELMET WHEN PIPBOY LIGHT / NIGHTVISION IS ON (Ignore this If you have 1.5 or higher)

If you do you might not be able to turn off the pipboy light.
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1.2

Added waterbreathing if you wear a full Power Armor (Helmet and body). The body and helmet MUST match (T51b helmet + T51b body).

The correct matches are:

T-51b Power Helmet + T-51b Power Armor OR Brotherhood T-51b Power Armor

T-45d Power Helmet + T-45d Power Armor OR Brotherhood T-45d Power Armor

Enclave Power Helmet + Enclave Power Armor

Tesla Helmet + Tesla Armor

Enclave Shocktrooper Helmet + Enclave Shocktrooper Armor
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1.1

Removed the 85% cap from Radiation Resistance. Thanks goes to clanfear who helped me.
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1.0

T-45d Power Armor
Radiation Resistance 10 -> 25
Reduced Agility 2 Removed
Increased Strength 2 -> 1
Increased Carry Weight 45

T-45d Power Helmet
Increased Radiation Resistance 3 -> 5

Prototype Medic Power Armor
Reduced Agility 1 Removed
Increased Carry Weight 45

Enclave Power Armor
Increased Radiation Resistance 15 -> 75
Increased Strength 1 -> 3
Increased Carry Weight 45

Enclave Power Armor Helmet
Reduced Charisma 1 Removed
Increased Radiation Resistance 5 -> 25

T-51b Power Armor
Increased Strength 1 -> 2
Increased Radiation Resistance 25 –> 50
Increased Carry Weight 40

T-51b Power Helmet
Increased Charisma 1 Removed
Increased Radiation 8 -> 15
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COMPATIBILITY
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Problems will occur with mods that modify:

-Power armor (stats, names e.t.c.)
-Object effects for power armor (+strength, +rad resistance e.t.c)
-pipboy light