Fallout 4
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

  1. bloxyman
    bloxyman
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    Looking forward to this mod.
  2. JohnnyChinook
    JohnnyChinook
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    If you do end up releasing this could you possibly make an optional file that leaves the fusion cores in? I actually like them as a feature
    1. User_9747438
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      They're being left in.
  3. BIos_Reaper
    BIos_Reaper
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    Truthfully? Removing the FC's would be too much work given how many aspects would need to be altered. Since removable cores do make sense ONLY in the sense that the TX-28 MicroFusion Pack was probably made to be removable. So why not just modify the drain rate so that an FC (possibly rename it to MicroFusion Pack? MFP?) since that way you wouldn't have to edit Preston's voice dialogue which would be even more hassle. Changing the drain-rates so they are more useful and altering them as to be MUCH rarer than the game makes them out to be would be easier I think. Removing the T-60 I agree with, but I still kind of like the model given that it was meant to update the T-45, maybe swap the models as an option?

    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.
    1. User_9747438
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      I decided to rename them to microfusion cores and to do other misc things to them rather than remove them. I wanted to rename them to Microfusion packs but I'd have to edit way more dialogue. The T-60 model swap for the T-45 isn't going to happen because of the amount of time it would take to make a whole new set of T-60 textures. And I'm not sure if there is going to be any APA MK 1 around the map. I'll see later on.
  4. Wompwomper224
    Wompwomper224
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    no fusion core? Like CROSS_prewar cybernetics power armor? I am down for that, sounds good.
  5. batcrak
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    "Remove fusion cores from the game" When you said that did you mean ALL fusion cores or just certain ones / areas thus making it a lot harder to obtain because some things still requires those cores like Gatling lasers & Vault 81's entrance quest.
    1. User_9747438
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      Truthfully, I haven't even thought about 81's entrance. I forgot about that. I could still fix that as well, but I'll decide what to do with cores later on when the time comes.
  6. Pax1138
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    Niiiice. I'm glad to see you carrying on. Even if all your ambitions aren't fully realized, it would still be a shame for all your hard work on those skins not see the light of day. I too still believe in the dream of the T-51b still being the king, and post-war power armors not being randomly spread across the wasteland based on level.
    1. User_9747438
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      Once I got T-51 in the old games, I never took it off. I miss that.
  7. exilestudios117
    exilestudios117
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    one issue with your lore knowledge power armor training has never been canon or at least mentioned in canon like the power cores it is a game balancing mechanic and a very s*** one it seems you are only using 3 and new vegas for your lore when fallout 4 is far more accurate to what was depicted in 1 and 2 for example in fallout 1 you did not need training to use power armor but to repair and maintain it this was represented by needing to pass a repair check to finish the suit and like it or not t-60 and x-01 are canon you cant call it lore restored and ignore the lore. now should t-60 had been a bos invention rather than pre-war tech yes but still my point stands. now if you are willing to take suggestions i recommend you change it so there is only one suit of x-01 (like deadric armor in morrowind) the one from nuka world as in the lore that is canonically the only model built before the war ,and make it so the t-60 only spawns or can be found either on high ranking bos members or in military bases making it so there will only be a few suits in fact make it so all non-bos power armor can be found on bases or in outposts so there are ultimately few in the game. i get what you are going for but it just seems you are focused in restoring lore from the 2 worst fallout games yet (3 and new vegas) rather than realizing that 4 fixed the mistakes of those games when it comes to power armor but in the long run i am happy to see you have passion and i hope your mod rocks
    1. User_9747438
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      I would imagine a powered exoskeleton that requires a bodysuit to facilitate movement would require some amount of training. Especially since the hands aren't gloves and are instead move with some pulley system. Not to mention how heavy the suits are and how easy it'd be to tip over as mentioned in a terminal. You also are fully enclosed in armor, and can't feel the soil beneath your boots. With all that being said, I'd imagine it takes some getting used to and some junkie raider would hilariously fail trying to use it, if they even knew how to open the dang thing.
  8. Kazeite
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    Glad to see this initiative isn't dead

    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
    1. Pax1138
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      Alternately, maybe from Grand Zealot Richter, the only real Enclave link in the entire game.
    2. User_9747438
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      Each model will have certain mods that I've seen from other games and some new ones from Fallout 4 which will set them apart in my opinion. T-45 will be worse than T-51 in every way stat-wise, like it should be, but it will have some unique mods that I have planned which will give incentive to use it over T-51, and vice versa. I'll reveal more on this in the future if I get it fleshed out enough.

      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.
  9. Chesnaughty
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    Honestly, Fallout 76 just took a lot of people off-guard, with very similar reactions all across the internet from modding to just playing. The Fallout community as a whole is in a bit of flux at the moment, with the divisive nature of Fallout 4, the dramatic change in direction of 76, and the reality that a significant game is potentially an actual decade away, there really is not a lot of room for optimism for anyone who looks at Fallout as more than a sandbox game, aside from maybe the dramatic narrative improvement between the base game and Far Harbor. I was demoralized from Fallout's lore from the New Vegas' DLC and how Avellone's direction for the West in the DLC went completely against the entirety of New Vegas as a political game rather than a post-apocalyptic RPG, and while that's certainly not a common opinion it really goes to show sudden shifts in lore and direction really turn things upside down. While I'm not a fan of the power armor systems in any of the games besides New Vegas, I'm genuinely hopeful that your mod can help fix the lack of consistency in this game that goes beyond just the whole "Pre-War Jet" issue, and I really wish you luck in your mod. Whether it gets made or just has standalones, thank you for the content, and all the work you did in really making Fallout not just a game, but a personal game.
    1. User_9747438
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      Thank you :)
  10. skyrimhero96
    skyrimhero96
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    When I saw your post yesterday, I was devastated to hear that you were cancelling the project. All the images you posted up is incredible, and I'm excited your not giving up on it completely.
    1. User_9747438
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      I know there were those that I had let down but they're the real reasons I decided to have round 2. Time will tell where it goes.