Power Armor Lore Restored - An update from yesterday and looking for a team
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And after recollecting on my post from yesterday, I recognize that I'm impulsive on these things sometimes. I'd still love to see mod come out some day after thinking about it, I just want to take a less direct role. When I dabble in everything and get too ambitious, I lose morale very quickly. Then Fallout 76 came along and it just set me off. If I had a team of people I'd still see it to completion. I shouldn't let 76 ruin the universe for me, nor see my mods to the afterlife. And it shouldn't for anybody else. I still won't buy 76, but perhaps there is still something to be done with the universe and with Fallout 4. At first the mod was smaller. I was only going to remove T-60 and X-01 and replace them, with upgraded textures and more paints. Then as I replayed New Vegas and Fallout 3 in the meantime to refresh my memory on the lore and such, I got increasingly ambitious. I wanted to slap one hell of a bandaid on the game. I did more research, adding more and more ideas as time went on. So with how small the mod was then, I was now wanting to:
- Make power armor training a requirement for power armor use, where the perk can only be obtained through location specific magazines, or through the Brotherhood of Steel.
- Overhaul what mods are available to each set, how and where you can obtain them, including paints. Paints, mods, and linings could also all be used in unison.
- How you craft mods, and where you obtain the know-how to build them. I was planning to place blueprints around the map, for instance the Tesla coil mod blueprint would be in Fort Hagen.
- Remove/edit leveled lists, dialogue mentions, terminal entries, and everything in between to do with T-60 or X-01.
- Make it to where you can only operate power armor with a recon suit (A retextured version of the BOS Uniform) This would probably require scripting.
- Make the Tesla coil mods appear with actually visible coils similar to the jetpack.
- Somehow acquire new load screen models to replace the ones of the power armor that will be cut from the game, such as the Nuka World T-51 loading screen.
- Make power armor more rare and valuable, which including removing many locations where it is found, including the Concord museum and the dialogue/quest requirement for using it.
- Remove fusion cores from the game, including any mention of them in game. With this I was to edit every location to remove fusion generators, and then patch up the hole in the PA frame.
- Change the stats of power armor to better balance them with the removal of T-60 and X-01, while simultaneously remaining true to the lore.
Everything listed above was carefully researched from Fallout 3 and New Vegas lore. This was going to level Fallout 4's power armor with 3 and NV, while making it more realistic and true to the actual lore, rather than cater to gameplay mechanics instead of story. There are those who think Fallout 4's new lore is better, and it's a matter of opinion. This mod was going to be for people who didn't like the new changes.
There's probably some other stuff I forgot about, but you get the point. It was a considerably large amount of work and learning to see it done. I was already frustrated with it all working on it alone, and like I said, 76 saw me to madness, and I shouldn't have let it happen in such a fashion. I never really truly stated to anybody the actual scope of the mod, so people tend to not understand why I stopped and why I acted like an impulsive fool. I'm just not sure what to do about it anymore. If there was a team of people, each who did a certain part with appropriate knowledge, where I just stuck with the leveled list/terminal editing, texturing, and a little bit of modeling to see the tesla coils working in game, I would still work on it. The problem is finding willing people, and I didn't know where to look. So basically what I'm getting at is I don't know what to do.
So here it is, if anybody wants to take part in a field of the mod, and we get enough people who know what they're doing, it'll see the light of day. Otherwise, I am finishing the parts that were closest to release, and they'll be posted as resources. If anybody wants to help, you're welcome to message me and let me know what you're good at and we'll see if we can't get the mod cranked out. Perhaps some parts of the mod should be stripped and just make it smaller, such as the fusion cores and jumpsuit requirement, etc.
The greatest help of all would be if somebody can pose some new load screen models, and if somebody could remove the mention of T-60 from Proctor Ingram's dialogue file.
22 comments
The X-01 or Advanced Power Armor shouldn't need to die as I do have a mod that adds the Enclave back into the game, or a few bunkers of theirs at least. But removing it from general spawning? Definitely yes please. Also yes to the Recon Suit idea, more restrictions to the armors would be nice, the T-51 should be the best and it should only be available in a handful of locations. ALSO here's an idea. If your MicroFusion Pack runs out? Have the armor eject the pilot and STOP WORKING XD.
With regards to re-balancing PA stats, you're entirely correct that after a certain point there's simply no point of using earlier models - as such, mixing and matching PA parts is pointless. However, I've read a proposition, shortly after Fallout 4 has been released, to make each model a specialized one - T-45 would've excel at ballistic protection, T-51 would've good energy resistance, and X-01 would have a superior overall protection, but low durability. And... T-60 would go somewhere in between, but, since I hate T-60 with the burning intensity of a thousand suns, like yourself, I didn't pay much attention to this part of proposition
With regards to Fusion Cores, they could possibly be retained in a limited number as a means of re-energizing inert frames, since T-51 "usually carries enough fuel to last a century", and after two centuries any unused frame would've been dry. Then again, any inert frame found standing around wouldn't be using that precious energy, and wouldn't have to be re-energized, so it could've been explained either way
And finally, I think that there should be precisely one suit of X-01 in the Commonwealth, the one in 35 Court building. My head canon is that it was an Enclave emergency shelter or something
And regarding the cores, if I can't get a new model that closes the hole, I'm just going to rename fusion cores to Microfusion cores and do what I can with them to somewhat mirror the old lore. I'll upgrade how long they last but make them much more rare, and I like the idea of the frames spawning with drained cores and I will look into that.
The X-01 I'm not so sure about yet. Since there's no Enclave splinter in Fallout 4, or any mention of them ever being in the Commonwealth, it'd just feel wrong tbh. My goal with this was to revert the lore and not really make any up if I can help it. If I did decide to add any Enclave set, it would be the APA MK II and would probably be near a crashed vertibird somewhere.