Love this mod. It actually reinforces the lore about the T-51 being the pinnacle of power armor, while the T-60 is a mere upgrade of the T-45s mobility issues, reinforced protection, but carries over the same fatal flaw with its welding just bellow the chest plate. As for the X-01, what it really was is a prototype to the Advanced MK II Combat Power Armor, hence the term X-01 like in real life like the Abrams Tank prototype models they use the term "X" followed by a number until the final design is approved for production.
Shame, your older version of this mod is gone. I really like the armor value and health rebalance of the Power Armor to be more in line with 76 , I just find the repair and material costs really annoying.
Hi noahhuls will you be uploading this mod and the SAR patch to xbox as well? I have been using your ported mods and this will be a great addition to console player’s list
I'm looking in xEdit right now and I see that Hermetic Power Armor seems compatible. Consistent Power Armor Overhaul has some *very* minor compatibility issues, but I just made a patch for it. noahhuls, do you want to add the patch I made to your files section? I can upload it to Mediafire or a public Google Drive or something like that if you want.
Edit: I'll just leave the Google Drive link here for now, for anyone to use in the meantime. Feel free to include it in PADR if you want to.
Make sure to load PADR after CPAO, then my patch, in the load order.
That one wont be compatible. They both add different "material" attach points and keywords, plus the additional materials plugin version modifies the Power Armor INNR, which PADR also touches.
Edit: Though, if you want to add both a paint, and a material mod onto power armor pieces at the same time, then another good mod for that would be ECO. There's an option to enable a second material or paint mod in the MCM.
Just checking that I've done this right. I've got cpao, padr, bdr, bdr padr patch, padr cpao patch, pat, pat patch, hermetic power armor; in that order.
Now I'm gonna do the ill-advised thing and try to run this from an existing save.
Okay then, so if I understand correctly, PADR adds the main PAMAP feature (Misc mod *and* Paint job at the same time for, each piece) itself, so PAMAP would be mostly obsolete in this case? That's great!
I noticed you used an old version of Some Assembly Required (Some Assembly Required (Legendary Patch)) to make the patch for these two mods. There's actually a newer, standalone version of Some Assembly Required (Some Assembly Required (Merged DLC - AWKCR - PATCHES)) that has less bugs and more complete features. The last update was in February of this year so it's sure to be up to date. I wasn't sure if you were aware of it, but I think a lot of users are using that one instead. It might be a good idea to update the patch for this new Some Assembly Required mod or make a separate version for those who use it.
According to Lore, the T60 Power Armor IS stronger than T51. T60 was developed after the battle for Anchorage, while the T51 was developed shortly before the battle for anchorage. The reason public knowledge didn't mention T60 was because it was likely a military secret until it saw more widespread use shortly before the Great War, and because it was only deployed - at the time - on the east coast.
So... Not sure why you'd think the T51 would be stronger than T60 from a lore standpoint or from the standard nomenclature.
Also, the X01 was developed AFTER the great war, by the Enclave, so it would be even stronger than the T51 and T60.
If you truly believe the T51 is the strongest from a lore standpoint, you should post where you're getting that lore from. There's nothing wrong with making a mod that makes it the strongest because you like the look of it or for personal preference, but please don't post false or misleading information about the lore as justification.
Also the x01 is an experimental pre war armor that the anclave finished later, the one in fallout 4 is pre war and worse than t51 because it is a prototype
You're confusing gameplay mechanics for lore. I like your idea that each set of power armor should be unique, instead of just a straght upgrade, but you're basically just porting Fallout 76 stats to Fallout 4. Might as well call it a Fallout 76 conversion. If you're just going off of gameplay and calling it lore, then we have a lot of other things that are canon to lore:
An AK-47 modified by a raider is far stronger than any other small firearm. Similarly, a suit of patched together metal and leather (Nuka World armor) is significantly stronger than the Combat Armor that BOS wear, or even the Synth armor developed by the most technologically advanced group in the world. Similarly, a weapon developed by them is far weaker than even a 200 year old standard issue laser rifle. Antibiotics can cure anything - even psychological issues like Insomnia, or a foreign animal like a parasite, or even Viruses. Similarly, a single Stimpak can cure anything from a broken arm to a bullet to the eye. There's also the issue of military sites unlooted in 200 years have things in them developed after the Great War, like Molerat Meat in coolers or a pipe revolver.
The stats of those things are canon! A raider is able to make a gun and armor stronger than the BOS, Enclave, Institute, or pre-war tech. It's canon! /s
Again, you're free to do whatever you want with a mod, and again, I agree that different power armor having different stats is a great mechanic. But it's not lore.
Yes, I am looking rather handsome today. Your Bovinian is great, not many other people who speak it.
as an additional reaction to your original comment naming number go up means its better is if you look from a US naming standpoint just not the case
just look at the airforce with the F-14 and F-104 for example
as repply to the raider armor and weapon if you look at the dr/er per pound of weight i think combat armor and synth armor both are better. the handmade rifle (ak-47) does make sense that it is the strongest in the game at least for an automatic
aside from the assault rifle its the only full auto gun in the game that can fire rifle ammunition 5.56 and 7.62 are rifle ammo where .45, .38, 10mm etc etc are pistol rounds and no guns in the game can fire .308 or .50 full auto
single shot yeah you are right .50 should have been stronger than it is / there should have been an anti material like rifle in the game not a slightly better hunting rifle
as a reply to the institute having the best tech etc yes they have the best tech but not in weapons/armor even if you just look at the laser weapons they are worse than normal ones but they did achieve something that the US military didnt mannage to do and that is make it cheaper and easier to produce
better is not a fact but a matter of perspective
as for the armor lets agree to disagree
how i think it works is as following:
t45 first production pa (had to be made as fast as possible so not as advanced as it could have been which makes it easier to repair) t51 best prewar known to the public PA (best in terms of not dying but quite a lot harder to repair) t60 upgrade of t45 that makes it a lot easier to produce (remember better is a matter of perspective) x-01 pre war military prototype not as strong as t51 because it was a prototye (but has more advanced upgrades and costs more to maintain)
as for things like medicine etc yeah its not realistic but thats not what lore friendly is about
and the loot i agree but that is more a time limitation than anything else (as far as i know the current loot placement already took them 3 years) ps there is a mod out there that fixes safe content pre war etc, dont know the name tho
Is this mod compatible with mods like AWKCR or Some Assembly Required. SAR makes getting armor pieces and frames harder and adds perk requirements to repair.
As far as I am able to tell so far it looks pretty good. Right now I don't have a frame yet and with SAR installed there are only 8 frames available in the base game if you count the x-01 and t-60 you get from the BOS and I haven't been to Concord.
I'll be sure to let you know if a problem comes up
While I'm thinking of it PADR does work with AWKCR.
What changes does your patch make to the Some Assembly Required Power Armour health values & to SAR in general to bring it in line with Power Armour Done Right? Is it only the repair costs & repair requirements or have more changes been made to get SAR in line with PADR? You have a diagram in PADR's Desc that shows the changes in PA total health (that it's showing TH is an assumption on my part) from From Vanilla to PADR, however SAR also changes the vanilla PA TH values; according to its own Mod pages Desc "Boosts Power Armor Durability (except Raider) by 100-200% (or more!), depending on set and piece, in order to bring it more in line with new repair requirements." In which case, which changes takes priority?
Could you please be more clear about the change you have made, if any, in your SAR patch for PADR? I really like what SAR brings to the Power Armour game loop, so being able to use SAR & a mod like PADR would be ideal in my book.
If you're going to add the POWER ARMOR TRAINING requirement; Nate (the male player character), should not require this training. He has served in the Army and would have already had POWER ARMOR TRAINING.
At the very beginning of the game, if you go back to Sanctuary and do the little mission Codsworth gives you, he'll reward you with a holo tape from your spouse. If you're playing as Nora, Nate will speak in the holo tape and will mention his status as a war veteran and Nora's law degree. If you're playing as Nate, Nora will instead mention the same, Nate's status as a war veteran and her law degree.
Additionally, At the very beginning when you're making your character, Nora mentions how Nate will impress the attendees of a war veteran meeting. Hence why he was practicing the "war never changes" speech on the mirror.
In the intro cinematic, it shows Nate in Combat Armor and not Power Armor, so you could make the case that he likely didn't have the training for it.
Though I like the concept of Power Armor Training, lorewise it gets kind of muddy when you look at fallout 1 and 2 where you didn't need training to wear Power Armor. In fact, the training required for wearing Power Armor was first introduced in Fallout 3. Afaik it was only introduced as a balance measure so the player couldn't wear it too early.
In general, I like the PA training requirement. It makes finally getting to use the PA satisfying. It also would help to explain why there are so many PA frames littering the landscape.
46 comments
https://www.nexusmods.com/fallout4/mods/54954
if so i could add it as an old file for you
This is incompatable with consistant power armor overhaul, and Hermetic power armor, right?
I'd assume so, but I wanna hear it out of the mod makers mouth just to be sure.
it would depend on how the other mods are implemented.
Edit: I'll just leave the Google Drive link here for now, for anyone to use in the meantime. Feel free to include it in PADR if you want to.
Make sure to load PADR after CPAO, then my patch, in the load order.
Edit: Though, if you want to add both a paint, and a material mod onto power armor pieces at the same time, then another good mod for that would be ECO. There's an option to enable a second material or paint mod in the MCM.
Now I'm gonna do the ill-advised thing and try to run this from an existing save.
So... Not sure why you'd think the T51 would be stronger than T60 from a lore standpoint or from the standard nomenclature.
Also, the X01 was developed AFTER the great war, by the Enclave, so it would be even stronger than the T51 and T60.
If you truly believe the T51 is the strongest from a lore standpoint, you should post where you're getting that lore from. There's nothing wrong with making a mod that makes it the strongest because you like the look of it or for personal preference, but please don't post false or misleading information about the lore as justification.
it was newer but not stronger
it was also cheaper to make and repair
just look at fallout 76 stats for the armor
An AK-47 modified by a raider is far stronger than any other small firearm. Similarly, a suit of patched together metal and leather (Nuka World armor) is significantly stronger than the Combat Armor that BOS wear, or even the Synth armor developed by the most technologically advanced group in the world. Similarly, a weapon developed by them is far weaker than even a 200 year old standard issue laser rifle. Antibiotics can cure anything - even psychological issues like Insomnia, or a foreign animal like a parasite, or even Viruses. Similarly, a single Stimpak can cure anything from a broken arm to a bullet to the eye. There's also the issue of military sites unlooted in 200 years have things in them developed after the Great War, like Molerat Meat in coolers or a pipe revolver.
The stats of those things are canon! A raider is able to make a gun and armor stronger than the BOS, Enclave, Institute, or pre-war tech. It's canon!
/s
Again, you're free to do whatever you want with a mod, and again, I agree that different power armor having different stats is a great mechanic. But it's not lore.
Yes, I am looking rather handsome today. Your Bovinian is great, not many other people who speak it.
just look at the airforce with the F-14 and F-104 for example
as repply to the raider armor and weapon
if you look at the dr/er per pound of weight i think combat armor and synth armor both are better.
the handmade rifle (ak-47) does make sense that it is the strongest in the game at least for an automatic
aside from the assault rifle its the only full auto gun in the game that can fire rifle ammunition
5.56 and 7.62 are rifle ammo where .45, .38, 10mm etc etc are pistol rounds and no guns in the game can fire .308 or .50 full auto
single shot yeah you are right .50 should have been stronger than it is / there should have been an anti material like rifle in the game not a slightly better hunting rifle
as a reply to the institute having the best tech etc
yes they have the best tech but not in weapons/armor even if you just look at the laser weapons they are worse than normal ones but they did achieve something that the US military didnt mannage to do and that is make it cheaper and easier to produce
better is not a fact but a matter of perspective
as for the armor lets agree to disagree
how i think it works is as following:
t45 first production pa (had to be made as fast as possible so not as advanced as it could have been which makes it easier to repair)
t51 best prewar known to the public PA (best in terms of not dying but quite a lot harder to repair)
t60 upgrade of t45 that makes it a lot easier to produce (remember better is a matter of perspective)
x-01 pre war military prototype not as strong as t51 because it was a prototye (but has more advanced upgrades and costs more to maintain)
technically the pipe weapons are pre war (look at the guns&bullets issue street guns of detroit)
as for things like medicine etc yeah its not realistic but thats not what lore friendly is about
and the loot i agree but that is more a time limitation than anything else (as far as i know the current loot placement already took them 3 years)
ps there is a mod out there that fixes safe content pre war etc, dont know the name tho
i dont know if it would work with AWKCR
there were a lot more changes needed than i thought
I'll be sure to let you know if a problem comes up
While I'm thinking of it PADR does work with AWKCR.
i like sar too and that is why i made a patch for it.
And seeing that you like mods like this you might also like my power armor training mod
Is it only the repair costs & repair requirements or have more changes been made to get SAR in line with PADR?
You have a diagram in PADR's Desc that shows the changes in PA total health (that it's showing TH is an assumption on my part) from From Vanilla to PADR, however SAR also changes the vanilla PA TH values; according to its own Mod pages Desc "Boosts Power Armor Durability (except Raider) by 100-200% (or more!), depending on set and piece, in order to bring it more in line with new repair requirements." In which case, which changes takes priority?
Could you please be more clear about the change you have made, if any, in your SAR patch for PADR?
I really like what SAR brings to the Power Armour game loop, so being able to use SAR & a mod like PADR would be ideal in my book.
also changed the description to be more clear
please let me know if this clear for you
He has served in the Army and would have already had POWER ARMOR TRAINING.
as far as i know there is no solid evidence
Additionally, At the very beginning when you're making your character, Nora mentions how Nate will impress the attendees of a war veteran meeting. Hence why he was practicing the "war never changes" speech on the mirror.
Though I like the concept of Power Armor Training, lorewise it gets kind of muddy when you look at fallout 1 and 2 where you didn't need training to wear Power Armor. In fact, the training required for wearing Power Armor was first introduced in Fallout 3. Afaik it was only introduced as a balance measure so the player couldn't wear it too early.
that should keep everyone happy
it has very low radiation resistance and a very high repair cost tho so yes it is the strongest but it comes at a cost
also X-01 can be stronger against energy weapons because of its EMP upgrade giving 2% energy damage reduction per piece