You give me credit if you use or distribute any part of this mod. You can do whatever you want with this mod but all I ask in return is that Thanks to LHammonds for the Readme Generator this file was based on Thanks to, the one-stop-shop resource for authors and players Thanks to melgibson2 on the official Fallout 3 forums for inspiration Thanks to Alexander Strahan (Finist Brightfalcon) for Power Armor Improved You may send me an email here: Tehclaw AT gmail DOT com You can find me on the official Fallout 3 forums and on RPG Codex as "Claw" you'll have to close the PipBoy and reopen it after a second to see the correct effect information for Power Armor Training.ġ.2 1 - Fixed script constantly adding and removing the perk, added "Improved" variantġ.1 0 - Fixed Perk not working retroactively The Status menu doesn't update with the information of Power Armor Training while the PipBoy is active, i.e. To know more about how damage is computed, please refer to this wiki page. Fallout 1, 2, Tactics and New Vegas all use the 'Damage Threshold' system but for some reason Fallout 3 uses the 'Damage Resistance' system. The Improved variant modifies the "Enchanment" type effects related to Power Armor variants and their helmets. If I was asked to install only one Power Armor immersion mod, this would be it. The standard version of this mod doesn't change any existing content except the Power Armor Training Perk. If a mod removes the Agility penalty of Power Armor, the Agility bonus this mod provides won't make much sense imo. If a mod changes the weight of Power Armor, this mod will no longer give the player a carry weight bonus equal to the weight of the armor worn. It may also not work as well with mods that modify Power Armor because its design is based on the default properties of the Power Armors in Fallout 3. Fallout 3 Power Armor Training ModI confidently believe that Fallout 3 is an ever-evolving game genre and I wanted to propose a few additional tweaks or mod. This mod is obviously going to conflict with other mods that change the Power Armor Training Perk. esp file(s) from \Fallout 3\Data\ (install folder) To do so, install "Claw - PowerArmorTrainingRemoval.esp" and load your savegame, then save again.ģ. If your character hasn't recieved Power Armor Training yet, you should reset the flag that controls whether or not you can wear Power Armor. Start Fallout 3 Launcher, click on Data Files, uncheck "Claw - PowerArmorTraining.esp" or "Claw - PowerArmorTrainingImproved.esp"Ģ. ** "Power Armor Training Improved" requires "Power Armor Improved" to be loaded first **ġ. Start Fallout 3 Launcher, click on Data Files, place a checkmark next to "Claw - PowerArmorTraining.esp" or "Claw - PowerArmorTrainingImproved.esp" Copy "Claw - PowerArmorTraining.esp" to \Fallout 3\Data\ (install folder)Ģ. Power Armor is no longer called "Enclave Armor")ġ. * Strength bonus of every PA reduced by one * 1 Strength for every PA with PA Training * PA Training removes Agility penalties instead of giving Agility bonus * Agility penalties for PA reinstated (modified) * Carry Weight bonus moved from Armor itself to Power Armor Training I felt Advanced PA should really be superior like in Fallout 2, and no PA should be completely without strength bonus.Ĭhanges from vanilla and PowerArmorImproved: You may notice that there is a little rebalancing included. * 1 Strength for Advanced Power Armor (Enclave and Tesla), T-51b and Medic PA * 1 Agility for all armors with agility penalty * A Carry Weight bonus equal to armor weight With this version, the Power Armor Training Perk provides: The mod comes in two variants - the standard one designed for vanilla Fallout and the "Improved" variant for use with Alexander Strahan's "Power Armor Improved" v1.2. Give these people a Main Battle Tank and they'll figure out how to drive and shoot it.This mod removes the restriction on wearing Power Armor, and gives a player who had Power Armor Training several advantages while wearing Power Armor. They pass that knowledge down so when inevitably they are killed someone can continue the work. They'll know how to 'maintain' their weapons. Someone is going to know/learn how to operate a MANPAD or construct IEDs. Imagine real world warlords and the people under them. They aren't all clueless and chemed (how to make that a word?) out of their minds. On a slightly more serious note, I've always assumed there was still knowledge passed down within Raider groups. It should be noted that lawyers wearing PA emblazoned with a commercial product (Nuka Cola, Vim!, Abraxo, etc) was frowned upon. The Power Armor was painted a bright color, such as Yellow or Pink. Similar to medical personnel on the battlefield, these lawyers were clearly marked as such and were off limits to direct targeting. All sides had them so whenever either side committed infractions against whatever passed as rules of warfare in the mid-late 21st century they could quickly correct that action or submit a legal complaint for a remedy.
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