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deadboy
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Powered Power Armor - TTW Edition

This mod is an update/conversion to Imp of the Perverse's Powered Power Armor mod.  It has most of the content from the FO3 version added back in, excepting the weapons.  It is NOT a conversion of the FO3 mod however, so you won't need any of the resources from it.

I don't have permission from Imp, as he's pretty much refused to be contacted. I've been trying since October and Cataca, who's helped immeasuably on this, has been trying much longer.  I'm treating it as if it's an abandoned mod. If Imp would like I'll take it down, otherwise all you need is the original mod and it's resources (I'm not sure he'd care but endorse it if you like the original anyway)

Thanks to Fallout 4 or a blue moon or Xenu or whatever, Imp of the Perverse has returned and has granted me permission to bang away at this mod with his blessing. So I guess it's in no danger of going anywhere.  You do still need the resources from the original, just not the ESP.  And I still recommend that you endorse it.

    This is the first mod I've actually ever done anything with so let me know if you find problems.     Still working on it.  Cataca and I are working on some quest content.  I think I convinced someone to help out with a hand full of reshades on some items so I can add another level of complexity.  We'll see where it goes.   The PNx patch DOES NOT require the TTW Pnx patch that can be found here:
  PNx for TTW   If you do use the PNx TTW patch you just need to make sure the PPA PNx patch is lower in the load order, otherwise the visor overlays and vision modes won't work.  In an effort to make it as seemless as possible all the TTW related helmet stuff, even the non-power armor stuff, is in my version of that script so there shouldn't be any problems this way.   In addition to adding full functionality for the T-57c and Vault-Tec armors from the Project Nevada Equipment Module it now also adds the visor overlays and vision modes for all TTW armor (from the Thatchor/Puppettron TTW PNx patch) as well as the Composite T-45d, Hardened T51-b, and Enclave Onyx armors.   To use this you'll of course still need the core and equipment plugin from PNx.     WARNING!  This IS a HUD affecting mod so if you are using other HUD affecting mods you will PROBABLY want to install UIO, uHud if you like, and follow the normal HUD install rules.  This one isn't super fiddly like DarNUI or whatever but it's a factor you should be aware of.

 

Edit: Update for 0.1.4 as of 9/8/15

I made a patch for the charge message menu not popping up.  It also prevents the underarmor thing that people were experiencing if they changed out of then into PA too quickly.  If there aren't any other issues with it then I'll merge it and blah blah blah.

Also bashed up the patch to add DR to the two PNx PA.

 

Edit: 9/29 - Thanks to the good work on FSO/Uncut by TJ and Roy, I must now play FNV without TTW for a playthrough or three.  To that end, I've decided to bash together (or rip apart) a version that will work in JUST FNV side.  Still requires all DLC, resources from the original PPA, and the BSA from my version.  But it doesn't require TTW

The latest versions of NVSE (5.0b2+), JIP NVSE (18+), and lutana NVSE (14+) are REQUIRED for this mod.

File Attachments: 

TTW Version Compatibility: 

v2.7
v2.8
v2.9

Rating: 

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Edited by: deadboy on 10/01/2015 - 11:02
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Yeah, Imp does not respond to

Yeah, Imp does not respond to anyone.  Just make sure not to post in on the Nexus.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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This is pretty nice. You guys

This is pretty nice. You guys have done a lot of good work on this with a good eye on balance. I think you guys will crack what is a bit of a notorious mod. Well done.

I hope that silly stealth suit thing is still in though for fun and mayhem or I'll send hungry cyber stealth Dogmeat out to track you down...

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It is currently disabled

It is currently disabled until i finish the fluff.. i mean.. quest content around it. (afaik, it could totally be in, i dont know)

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That is awesome. I loved PPA

That is awesome. I loved PPA but I always had some issues with it (Companion movement speed slow down, missing vendor items). 

As soon as I find time, this will be used for my next TTW walkthrough. Any plans to make patches for the popular replacers (DX, Colossus, Bornagain etc.)? 

Did I understand the instructions right if I use PN but no equipment module I only need the Powered Power Armor - TTW.esp right?

 

Big thanks again for doing this. Can't wait for some free time to try it!

Regards,

Darkersun

- semi FNV Modder
- Wasteland lover

- System Spec: AMD Phenom II X6 1090T / MSI GTX 970 /12GB DDR3 RAM

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Yeah, the only thing the PN

Yeah, the only thing the PN patch does is add support for those two Power Armors in the equipment module. And I guess there's a recipe to make/disassemble the T-57c.

As far as the replacers, I've thought about reaching out to some Power Armor mod authors to include functionality for their stuff.  But if I do that it wouldn't be as a replacer but adding the armor to the lists and making the APA armors work like APA and like that.

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That is correct, assuming you

I don't mind doing patches for replacers, the thing is that each replacer would need its own patch, because there is no way of knowing what each of you uses and in what combination. This would most likely just bloat your loadorder, while the workload to do it yourself is minimal (and you can do it in one file).

 

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If it's a replacer it doesn't

If it's a replacer it doesn't come with a plugin.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Excellent instructions for

Excellent instructions for the mesh replacers, Cataca. Nice one.

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TJ wrote:

TJ wrote:

If it's a replacer it doesn't come with a plugin.

That is true for replacers only touching the male (standard) model. They will just be placed in the appropriate mesh path and you don't have to do any additional work (husks just use the standard model as well). However, anything touching the female model requires a plugin and most power armor replacers do that, and even the slightest change on the armor is going to overwrite that, and husks are not going to be touched.

(i am not trying to educate you here, i know you know that, its more for the sake of completeness, and because i totally forgot about it)

To clear up why PPA needs the additional work, if you kill a power armor user with chestshots his armor will blow up, leaving you with parts (if you have power armor mechanic) and he will still display the armor as a "husk", a nonplayable unremovable version of the armor. If a mod doesnt modify the standard bipedal model, he will display vanilla armor instead of whatever you use as a replacer. Its not a big deal, but immersion breaking at least.

To reiterate, anything just replacing the standard male mesh works fine out of the box, even with husks. Everything else does as well, but either breaks your immersion by displaying different armors on killed power armor users and wrecking the PPA repair lists, or if PPA comes after your mesh replacer in the loadorder, kills the mesh. Hence the need to patch.

Alternatively (ie. the path of the least resistance) place your mesh replacers under PPA and turn off deconstruction in MCM. You will loose a feature and repairlists but it'll work with anything else.

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nice~~!!!!!!!!!!!!!    

nice~~!!!!!!!!!!!!!

 

 

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Can you make standalone

Can you make standalone version for NV only? It seems benevolent Befo is working for update but no idea when he will release it. Besides, I am not sure my obsolete rig (especially CPU) could handle TTW well...T.T

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http://www.nexusmods.com

http://www.nexusmods.com/newvegas/mods/37983/? 

also, your puter would have to be pretty obsolete to be able to play NV but not TTW.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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Does that mean TTW is more

Does that mean TTW is more stable than F3 and FNV combined? No idea how stable it is since I have not played TTW yet, tho I have F3 goty and NV ultimate both. If then, lemme try TTW

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in my experience, it's much

in my experience, it's much more stable than fo3 and as stable or more so than fnv.  give it a shot, the installer only takes like 10 minutes and there's tons of people around who can help with tech questions in the public chat.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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For those that might be

For those that might be confused by the 1.2 of the patch and 1.0 of the mod, the PNx patch works fine with the 1.0 but I'm finishing up the Power Armor Weapon stuff and triple checking a few other things before I upload the new (0.1.2)  version.  Hence the numbering irregularity.

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Hmm......will it work with

Cannot play TTW without this indeed. BTW......will it work with TTW Converted PA revamped (original work by Romulus) AND DX PA's (original by WJS, merged by Roy) revamped PA seems add new meshes ....

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I suspect that Powered Power

I suspect that Powered Power Armor breaks the quest Strictly Business. With PPA installed, whenever I shoot Arkansas with the Mesmetron, he gets stunned but cannot be talked to. The screen zooms and he speaks, but it instantly quits dialogue afterward. So far, I have not tried using the mesmetron on other targets.

I think that this has something to do with PPA's energy pulse generator but can't explain why since I don't know my way around the GECK well enough to test my hypotheses. I can only speculate. So more specifically, I think PPA breaks the mesmetron itself, not actually the quest. I think that the energy pulse is either repurposing the mesmetron's assets (since the mesmetron isn't in vanilla New Vegas anyway) or the energy pulse's effect is being propogated to similar weapons. Either way, the mesmetron is basically being forced to behave like the energy pulse. If the latter is true, then it might be a good idea to inspect other "ray guns", like the sonic emitter and compliance regulator, to make sure they aren't being messed with by PPA as well.

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Very well done Deadboy! I

Very well done Deadboy! I plowed through both games without a single playthrough with PA, now this makes me starting a new playthrough again!

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dwrecks wrote:I suspect that

dwrecks wrote:

I suspect that Powered Power Armor breaks the quest Strictly Business. With PPA installed, whenever I shoot Arkansas with the Mesmetron, he gets stunned but cannot be talked to. The screen zooms and he speaks, but it instantly quits dialogue afterward. So far, I have not tried using the mesmetron on other targets.

The PPA mod doesn't touch the MS13 (Strictly Business) quest or the function of the mesmetron gun or it's weapon effect. If I'd thought about it I probably would have verified before publishing that all that still worked. I don't generally play negative karma though or use the mesmetron pulse so it didn't occur to me.

THAT SAID. I just tested it out with Arkansas using both the Mesmetron Gun AND the Mesmetron Pulse generator from PPA and they both worked flawlessly.  I was able to stop him from shooting at me. Take all his gear, and send him to paradise falls without any issue.  Fast traveled back to PF and Grouse was there telling me how glad he was to have Arkansas in a collar.

So there's definitely no conflict between PPA and TTW as far as completing that quest.  In fact, now that I think about it, I did test out selling the lady at Tenpenny tower into slavery for that quest when I was going in to check out the vendor containers in there.  

My testing was all from a clean save with a minimal mod load so your case is probably different.  Mezzing is kind of wonky, did you try reloading and zap him again?

 

Edit: Tested it on Flak and Red as well.  No problems there either.

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It's a combination of

It's a combination of TTWFixes.esm and Powered Power Armor.esp.

I just tried several combinations of mods, and the problem only came up when both mods were active at the same time. I had not even thought to test this combination before because I frankly have no clue how they could possibly be conflicting with each other. Even other mods that you would logically deduce is modifying the mesmetron or NPCs in a conflicting way, like Project Nevada or Project Beauty, don't have this problem.

If interested in knowing or if it helps, I'll outline the loads I tried:

  1. Vanilla - only Fallout NV Ultimate, Fallout 3 GOTY, and Taleoftwowastelands.esm -- worked
  2. Vanilla + TTWFixes -- worked
  3. Vanilla + Powered Power Armor -- worked
  4. Vanilla + TTWFixes + Powered Power Armor -- did not work
  5. Heavily modded + TTWFixes - WITHOUT Powered Power Armor -- worked
  6. Heavily modded + Powered Power Armor - WITHOUT TTWFixes -- worked
  7. Heavily modded + TTWFixes + Powered Power Armor -- did not work

By "heavily modded", I mean a plethora of various mods including Project Nevada and FOOK, NPC overhauls, "expansions" like A World of Pain, and some other assorted junk. I don't think it matters exactly what I had since it all works fine except for when I load TTWFixes and PPA at the same time.

 

Anyway, I don't really intend to play negative karma with this character either. More of a neutral guy who blurs the line between utilitarian and Kantian ethics. I was only trying to get Arkansas to gain access to Paradise Falls to rescue my sister. I'm using Ties That Bind, and with my rebalance mods and being low-level, shooting my in isn't really feasible unless I want to cheat. Arkansas is kind of a jerk anyway, so I figured I'd just collar his ass.

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dwrecks wrote:Even other mods

dwrecks wrote:

Even other mods that you would logically deduce is modifying the mesmetron or NPCs in a conflicting way, like Project Nevada or Project Beauty, don't have this problem.

Why would you logically deduce either of those would conflict? If you didn't come up with those ideas through looking at the mods with Edit, it wasn't very logical. Fixes may well be conflicting with PPA. If so a simple patch should deal with it.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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I meant to DL the latest

I meant to DL the latest fixes last night.  It was definitely not in my load out yesterday. This will give me a reason to do so.

 

EDIT: OK, tracked down the problem and it was two random changes made by unrelated parties. TJ is changing the TTW fixes file and you should be able to get the new version by now. I will change the PPA script to prevent anything like this from happening again, should some other party decide to "fix" things that aren't broken. 

 

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I don't know if I should

I don't know if I should report this here or how old this thread is, but the feature to turn off zooming when aiming down the sight without a PPA helmet doesnt seem to work for me. Even when I turn this on, I still get the vanilla zooming behavior.

I am only running TTW and oHUD (and Darn UI)

 

Can anyone else replicate this issue?

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this thread is current, mod's

this thread is current, mod's less than a month old, you're good.

perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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hey deadboy,

hey deadboy,

Do the higher end PA-Mods have a min level requirement for items to show up in vendors?

Done the NV BoS quest but Torres does not show anything, checked with commands "kill" + "resurrect" many times, these did shuffle her inventory but PA-Mods just won't show up.

 

 

 

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PlausibleSarge wrote:I don't

PlausibleSarge wrote:

I don't know if I should report this here or how old this thread is, but the feature to turn off zooming when aiming down the sight without a PPA helmet doesnt seem to work for me. Even when I turn this on, I still get the vanilla zooming behavior.


I am only running TTW and oHUD (and Darn UI)

 

Can anyone else replicate this issue?

I will test it out. I didn't actually touch that function other than to move it to MCM. Possible I set the MCM to toggle the wrong constant or something else entirely. 

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heister wrote:hey deadboy,

heister wrote:

hey deadboy,

Do the higher end PA-Mods have a min level requirement for items to show up in vendors?

Done the NV BoS quest but Torres does not show anything, checked with commands "kill" + "resurrect" many times, these did shuffle her inventory but PA-Mods just won't show up.

 

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@PlausibleSarge - don't

@PlausibleSarge - don't bother reporting any PPA issue on the site, you will most likely "never" receive a response.   Let's see what Deadboy does?  If he can not fix it, I will post the remedy I found which essentially deactivates it.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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KeltecRFB wrote:

KeltecRFB wrote:

@PlausibleSarge - don't bother reporting any PPA issue on the site, you will never receive a response.   Let's see what Deadboy does?  If he can not fix it, I will post the remedy I found which essentially deactivates it.

Actually I'm ( a dumb glutton for punishment ) going to try and tackle any bug that still exists in the version I released.  It' not MY mod but I put my name on it and am ( at this point ) dedicated to making it as bug free as possible.  

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@Deadboy - Thank you because

@Deadboy - Thank you because I do know it will never come from IMP until maybe FO4.

Here is the info from IMP regarding zoom features that usually plagues PPA users especially with Real Time Settler and Wasteland Defense.

IMP wrote:
Until I code in a way to disable the zoom features via menu (which won't be that difficult) you can disable it yourself by opening up PPA in FNVEdit and deleting the PPATokenFOV armor item.
  IMP wrote:
Unfortunately, the bug people are experiencing with the right mouse button being disabled seems to be caused by the script that lets you change your FOV and auto-equip binoculars. You can delete the PPATokenFOVScript script in the GECK (or FNVedit), but it means you can't use the FOV adjustment settings in the mod.
  Of course, remove at your own risk to those who chose to do this.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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PlausibleSarge wrote:I don't

Edit: Disregard my dumb questions. It's been so long since I ran vanilla I forgot that the zoom we are talking about was the adjustment you get when aiming. I was trying mouse wheel stuff and blah blah.

 

ANYWAY, I found the problem and it was an issue caused by my fix for the PN zoom problem.  It is fixed in the release I'm about to post. But for people that don't want to wait the couple hours for me to rip out the testing comments or that just don't want the battery charging stations and the PPA weapons I'll post a script patch for 0.1.0 in the next few minutes.

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Thanks for the update.

Thanks for the update. Zooming with weapons now works correctly. Amazing work!

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So if you run full Project

So if you run full Project Nevada, do you need both PPA Full Release and PPA-PNx patch or just PPA-PNx patch?

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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You'd need the PPA 0.1.2 and

You'd need the PPA 0.1.2 and PNx 0.1.2 if you want the overlays and vision stuff.

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deadboy wrote:

deadboy wrote:

You'd need the PPA 0.1.2 and PNx 0.1.2 if you want the overlays and vision stuff.

Thank you, just making sure.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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I'm seeing a +1000 carry

I'm seeing a +1000 carry capacity when using the Thermal Regulation Override.  The original was +70.  Can anyone else confirm this? 

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Sorry for bothering, DB. Do
Sorry for bothering, DB. Do you have any plan to make jsawyer.esp(available in mod db, original one) x ppa comp patch? Decided to only use PN core x sawyer esp so can u make comp patch adds some dr to F3 pa's?

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His ReadMe is from the FO3

Dreizu wrote:

 

I'm seeing a +1000 carry capacity when using the Thermal Regulation Override.  The original was +70.  Can anyone else confirm this? 

 

His ReadMe is from the FO3 version.  It does SAY that it's +70 but I checked the PPA from Nexus just now in FNVEdit and it's +1000 carry weight. 

As I recall the only thing I changed about the TRO is to make you unable to fast travel while it's on. Honestly I don't like the +1000 carry weight. At the time I was working on that part I hadn't become familiar with base effects so I wasn't aware where the change was made.  I may actually make the next version go back to +70 carry weight. I like that a lot more.

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TsurudaHimeko wrote:

TsurudaHimeko wrote:

Sorry for bothering, DB. Do you have any plan to make jsawyer.esp(available in mod db, original one) x ppa comp patch? Decided to only use PN core x sawyer esp so can u make comp patch adds some dr to F3 pa's?

No bother at all. 

I've never used jsawyer before. I don't know anything about what it does or what patches I'd need to make it work for that. What does it do that I'd need to patch for compatability.  The PNx patch isn't a compatability one. PPA doesn't conflict in any way with PNx. My patch just adds PPA T-51 functionality to the PNx armors, instead of the standard T-45 that it makes unrecognized PA, and PNx visor and vision support for the PPA armors. 

I could actually make a patch for PNx that would JUST add the visor support and vision.  It only requires the PNx -TTW patch because I piggy backed on the visor script changes Thatchor/Puppettron did for the TTW armors. 

If that would help you out I'd be happy to make that.  But since I've never used jsawyer it's probably not something I'll do any time soon :( At present I'm working on getting that Craterside Supplies patch made for consumables and armor to be in line with TTW/FNV consumables, a Female PA mesh patch using Lord Darius's meshes, and the as yet still forming Outcast thing.

I did PNx because it's something I've always used so I'm pretty familiar with most of what it does so it wasn't as big a chore to make that work.  That being said, if there's something in JSawyer that breaks PPA or vice versa I might be able to look at something specific.  Just send me a PM with compatability issues being as specific as possible and I'll look at it when I get time.  Or if you want the PNx vision/visor thing let me know and I'll see about making that when I get a moment.

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deadboy wrote:

deadboy wrote:

His ReadMe is from the FO3 version.  It does SAY that it's +70 but I checked the PPA from Nexus just now in FNVEdit and it's +1000 carry weight. 

As I recall the only thing I changed about the TRO is to make you unable to fast travel while it's on. Honestly I don't like the +1000 carry weight. At the time I was working on that part I hadn't become familiar with base effects so I wasn't aware where the change was made.  I may actually make the next version go back to +70 carry weight. I like that a lot more.

Ah, OK.  Thanks for the quick reply.  It seems too much like a cheat to me and the +70 would be more than enough considering all of the perks and additional carry weight added with this mod.

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Yeah, that was almost my

Yeah, that was almost my exact thinking.  Using the TRO meant you could carry almost a ton of weight but if you actually moved carrying it your armor would microwave you.  I tried to fix that by making the heat hurt the armor more and you less. If the armor gets too damaged it turns off the TRO automatically.  I also made Fast Travel while using the TRO impossible.  The idea of "fast travelling" at a speed that wouldn't cause you to burst into flames just made me angry so I turned it off.

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deadboy wrote:

deadboy wrote:

 

Yeah, that was almost my exact thinking.  Using the TRO meant you could carry almost a ton of weight but if you actually moved carrying it your armor would microwave you.  I tried to fix that by making the heat hurt the armor more and you less. If the armor gets too damaged it turns off the TRO automatically.  I also made Fast Travel while using the TRO impossible.  The idea of "fast travelling" at a speed that wouldn't cause you to burst into flames just made me angry so I turned it off.

 

I just did some testing before reading your post.  Both the T-45d and the T-51b will indeed cook the user if trying to carry 700 to 1000 weight.  I noticed this when purchasing the breeder and recharging station while trying to move with TRO.  I also noticed that I can't fast travel.  I like that.  Technically, the added 1000 carry weight is a non-issue because you can't fast travel with TRO and trying to carry an extra 1000 weight is not feasible.  I probably should have tested more before posting initially.  Thanks for your time though!  I'm enjoying the conversion so far and I haven't found any bugs.

 

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Afaik, and, its been a while

Afaik, and, its been a while since i looked at the heat section of PPA, everything was configured as a function of ~1200 weight and how much of it you carried.

The script would look at how many % of 1200 you were carrying and worked everything from there, so while 1000 might seem like a lot, realistically you wont be able to carry more than 400 without stopping every few steps.

I think that changing the objecteffect to something lower shouldnt be any issue (in fact, it takes around around the time it takes for fnvedit to load), but the script otherwise is very.. elaborate, so if the base weight increases and that enhancement wouldnt let you at least carry 400, you'll never notice the bad sideffects from using TRO.

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Hi there,

Hi there,

just decided to check this here cool mod out instead of using standard PPA for NV.  Since I don't want PN Rebalance because it conflicts with my beloved Imps More Complex Needs Nevada, I removed the Master references to PN Rebalance from the PN TTW Patch offered here in the thread and from the PPA visor overlay file from here. 

But whenever I have the PPA visor overlay patch in my load order, I don't get past the screen with the Ranger - no TTW logo, no entries for loading a game or settings.  As soon as I have the visor overlay file out, I get the menu and I can load a save. 

Also, when building a merged patch, even without the visor overlay patch, I get a report of an unresolved conflict within The Pitt.ESM.  I'll test some more if anything from the PN-TTW and the PPA patch itself works like implants, PPA weapons and so on, then I'll report back!

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If you open up the PPA PNx 0

If you open up the PPA PNx 0.1.2 patch in FNVEdit you can clean the masters down to just PN Core and Equipment.  The rest of the PNx files are only there because I edited the TTW PNx patch's vision and visor overlay scripts.  But since it just modifies the original it should still work fine.

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Ok, so we just need to

Looks good!

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Hoooooolyyyy Bazholy! (Al

Hoooooolyyyy Bazholy! (Al Breach style ;) )

UIO support is soooooo awesome!!!

I hope this mod attracts more PA aficionados !

(To test PA early, I used Dae's T49 and Gopher's self PA training )

 

 

AMD FX6100 OC to 3.42 / Sandisk SSD240G /GTX960 2G /16GB system ram DDR3 /

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Ugh ... there is that name

Ugh ... there is that name again, Al Breach or Alchest Breach.  You guys may like him, but I think he is annoying unless he is voice acting like in XRE Cars 0.86.  I didn't recognize him at first ... lol.  I guess it is an acquired taste for Alchest's reviews?

As for Dae's PA, you can't go wrong.

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

My new favorite, the IWI TC-21 Tavor

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Yeah, I love his work and

Yeah, I love his work and would LOVE to include some of it in something for PPA or, what I'd really like, the Outcasts Go Home thing I'm trying to get together.  Just can't seem to get ahold of him.

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I like Al, he's funny. Not

I like Al, he's funny. Not everyone likes him, and that's OK.

 

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