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RogueMatriarch

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  1. Project Phoenix: Ballistic Weapon Rework Details While a previous post detailed the available Weapon Reworks, which will be updated when a new one is released, it did not elaborate on the changes being made. This will fix that and explain why some things are being altered or removed altogether. It should be noted though that some features and slots may be exclusive to certain weapons/weapon types and thus will not be available to all of them. What is detailed below, however, is just a general list and does not include every possible slot and/or change. A separate post for Energy Weapons will be made due to their changes being significantly different. Mods Muzzles: Compensators, Muzzle Brakes, and Suppressors all reduce felt recoil but typically weigh more as a result. None decrease range and Suppressors decrease audio level by one. Some weapons like the Syringer are considered silenced by default. Bayonets: These now have their own category and no longer affect range as well. The bigger the bayonet, the more melee damage it does but generally means weighing more as well. Barrels: Heavily effects range, accuracy, and felt recoil. Longer barrels mean greater range, accuracy, and less felt recoil but weigh more. Shorter and Snub-barrels lower range and accuracy along with increase felt recoil but weigh less. Optics: Only affect how you aim and weight. Doesn't affect stability or anything else. Magnification: Only available on Variable Scopes, this replaces the dozen or so times-X Regular, Night-vision, and Recon scopes with a new system. This allows the same scope to be used and levels changed without needing to craft an entirely new scope. (Receiver) Frames: These affect felt recoil and weight primarily. Selective Fire: Some weapons will have this option, allowing you to switch between various firing modes, including Full-auto and Semi-auto, independent of any other mods. Damage and range shouldn't be affected but depending on the configuration chosen, felt recoil may be increased or decreased. Caliber: Another option that some weapons will have, this allows the swapping of calibers. Depending on the type chosen, range, damage, felt recoil, and accuracy may rise or fall. Available calibers are dependent on weapon type and what their real-life counterparts, if any, were chambered in. Grips/Stocks: Primarily serving to stabilize the weapon and reduce recoil, some weapons will have more options then others. Pistol-style Grips will always be inferior to Stocks in terms of recoil reduction and stability but weigh less, the inverse true for Stocks. Some of either type may be more specialized, such as offering better stability but not as much recoil reduction or vice versa. Very few are straight upgrades, just like the rest of the reworked mods. General Changes Legendary Effects: These will be removed entirely from all Reworked mods for several reasons. The primary three are player-exclusivity, how out of place they are in a series like Fallout, and how they completely screw up balance; the latter the most offensive of all. Optional files for Legendary Effects being kept will not be added. Naming: Weapons will more or less keep their base names, no longer being modified by attachments. This keeps weapons from having ridiculously-long and/or needlessly detailed when customized. If you wish to avoid accidentally selling a weapon you've tricked out yourself or enjoy using, rename it to something special. Not only does this add a personal attachment to said item but follows Fallout's trend of Unique Weapons bearing special names. Springforce Reduction: A little-noticed feature of Fallout 4 is that weapons will automatically return to the original angle they started firing at once done. Weapons will a high rate-of-fire and/or recoil are affected the most as your weapon flies back to its starting position within a second or two. However, this can be largely-eliminated by setting said Springforce to 1 (can't go any lower). By doing this, you now have to manually compensate for recoil and keep your weapon steady or else you'll just end up hitting everything but your target. This also serves to help balance automatic weapons or those with a high rate-of-fire that also do a lot of damage such as the Reworked Minigun. Unique Weapons: Replacing Legendary Effects and returning from previous titles, these items will have special mods on them that affect one or more characteristics; making them superior to their regular versions. Said mods function like Lorenzo's Artifact or the Kremvar's Tooth, removable and able to be transferred to a weapon of the same kind. This also allows several Unique Mods to be attached to the same one if desired, resulting in a truly powerful weapon. However, one must make the effort and spend time collecting said mods if they wish to do this.
  2. Project Phoenix: Fallout 4 Reborn Status Update This post marks the return of Project Phoenix and its first update since its rebirth. Older posts excluding the very first may no longer be relevant and/or outdated entirely. About The Status Update This post is to mark the rebirth of the mod and the first of many updates that will be made to it. Prior attempts have fizzled out for one reason or another but now that the project has gained traction, it will be far more active then before. That said, it is time to focus on what has been going on. The first aspect of Fallout 4 Project Phoenix is tackling is none other then weapons due to how central they are to gameplay. This has been done thus far by a series of Rework mods I have worked on for the last several months, tackling individual weapons on their own and adjusting nearly every aspect of them to make them not only more useful and balanced but perform in a realistic manner as well. The list below will provide links to said Reworks with more being added over time. Once a family of weapons has been completely reworked, a complication of said mods will be composed and then released. After each family is completed, a Weapons Rework Module consisting of all of them will be made available to download. However, it should be noted that not all of the listed mods have been brought up to current standards and thus may not match the latest views held by Project Phoenix. This will be made clear by the lack of a Project Phoenix âlabel/mention at the bottom of the mod page though each and every one will be updated in due time in order to be compliant with the project. Weapon Reworks Unarmed Knuckles Weapon Rework Melee N/A Ballistic Weapons .44 Pistol Weapon Rework Double-barrel Shotgun Weapon Rework Railway Rifle Weapon Rework Broadsider Weapon Rework Fatman Weapon Rework Minigun Weapon Rework Missile Launcher Weapon Rework Syringer Weapon Rework Energy Weapons Cryoloator Weapon Rework Explosives N/A
  3. With the advent of the Creation Club and its allowance for PS4 users to download custom assets, it's very possible. However, it is unlikely for it to be anytime soon since Project Phoenix is still in early development. Once the mod has expanded and/or is halfway complete, which in itself cannot be determined as to when it'll reach that point or what is "halfway complete", I will consider publishing it to the Creation Club so console users can download it. And don't worry about the grammar, I understood what you said.
  4. Good news, everyone! The initial release of Project Phoenix will be coming soon this week, introducing craftable ammo, new crafting workbenches and ingredients to make said, new ammunition (which you can craft but are unable to use until the Weapon Update comes around), and some minor changes to a few other things. Among these changes is ballistic ammunition having their real-world name equivalents, weighing the proper amount as well, and requiring various perks to craft. Another important change is that 2mm EC, Gamma Cells, Microfusion Cells (previously just called Fusion Cells), Acid Concentrate (ammo for the Acid Soaker from Nuka World), Alien Power Cells (formerly named Alien Blaster Cells), Cryo Cells, and Plasma Cartridges now all have a distinct number of discharges before they're completely used up a la Fusion Core. For those of you who already have hoards of the aforementioned, this means your stockpiles effectively got multiplied by ten or more in most cases. However, since the ammo itself has a cap, mods that increase ammo capacity will be more or less useless since said ammo won't adjust itself to completely fill up the extra ammo space. Some Energy Weapon ammo types will have versions that have larger ammo capacity but this will be implemented in the next major update alongside a few other features I have planned. After all, this is just the initial release and there's plenty more in store.
  5. Once a Configuration Menu has been created and implemented, yes, a wide variety of features, all if possible, will be toggable and/or adjustable one way or another. However, this is a technical matter far beyond my current expertise and will have to look into the MCM mod for guidance or have someone else create one for Project Phoenix. Fantastic! Custom assets are definitely going to be a thing and a modeler would be most welcomed! What kind of experience do you have? Any mods to showcase? Improvememt to enemy AI is definitely going to be something included in the mod, as is larger variety. However, this is further along and no definite plan as to when they will be included.
  6. This is addressed in the initial post, actually. However, as of this moment, such a configuration menu has not been implemented. With only minimal changes being made thus far though, I do not see this being a problem for the time being.
  7. Good news, everyone! Thanks to MechTechnal, author of the "What if Fallout 4 was GOOD" thread and one of the members of the Fallout 4 Redefined mod, Project Phoenix now has its own custom logo after some cooperation between Mech and I. The main post has been updated to include the new logo but it can be found below as well. Project Phoenix also has its own theme now, courtesy of DrDissoance1 of Youtube! The theme can be listened to [here] It too has been added to the main post for every to see when they first check the thread, right below the new logo. Feedback on both the logo and the new theme would be greatly appriciated, as well as sending love and thanks to DrDissonance1 and MechTechnal for their help in making Project Phoenix that much better!
  8. Greetings from Project Phoenix! I had been poking around your mod earlier today, curious as to how you made bullet casings intractable after they had beene ejected from the gun and how ammo selection worked exactly. Seeing how the first phase of Project Phoenix focus on ammunition in general, it would be a great boon if you or one of the other members of Fallout 4 Redefined could tell me how either was achieved via response here or in a personal message. I will happily return the favor should Project Phoenix feature something you would also like to incorporate into Fallout 4 Redefined as mutual cooperation among fellow modders. Hope to hear from you guys soon, and keep up the great work!
  9. I indeed saw your mod a while and intend to am an in-depth anaylisis of it in order to see how you implemented features that I have already done or are in the process of doing. I believe we may be able to collaboratee, if not just exchange notes and ideas, if you are interested in doing such. However, I should note that the work done on Project Phoenix thus far as been all done on my own. I do plan to assemble a proper team to work alongside me but for the time being, it is just myself. If you would like to send some of your members my way, if not just to discuss methods and ideas, that would be greatly approciated. As for readers, take this as an invite to share your thoughts and ideas. If you would like to see specific features, certain mods incorperated, or would like to help in some manner, feel free to leave a comment and I will reply when possible.
  10. As of effective-immediately, this version of Project Phoenix has been canceled due to several reasons, primarily due to development was sporadic in both timing and scope. Too much was changed and with very little depth, which would have led to it being nigh-unplayable and highly incompatable with most mods. However, a new version is now in development, started from scratch and taking things one step at a time. It can be found vis the link below on its own forum. Fesatures discussed here may or may not be carried over and are subject to change as well depending on how progroess goes. https://forums.nexusmods.com/index.php?/topic/5647282-project-phoenix-fallout-4-reborn-a-complete-fallout-4-overhaul/
  11. From the wastes of Washington, D.C. emerged Wanderer's Edition. Treading the sun-scorched deserts of Vegas, Project Nevada arrived with a Big Iron on its hip. Now, the ruins of Boston and the Commonwealth have been burned down to herald a new beginning...  Project Phoenix: Fallout 4 Reborn The Main Theme may be listened to here, courtesy of DrDissonance1 of Youtube. From humble beginnings as mod simply adjusting a few things to make the game more reminiscent of its predecessors, one person's burning desire to see Fallout 4 be reborn into the title many had hoped it to be has turned Project Phoenix into just that. As to be expected from its title, this mod will essentially lays waste to every aspect of Fallout 4 in one way or another in order to create a whole new experience; one befitting of the Fallout label in honor of both the franchise and those who found themselves not overjoyed or entertained by the game but disappointed and embittered by it. Gone was a majority of the roleplaying aspects, the complex characters and choices one would expect to encounter nowhere to be found. Your character was not even your own, given a voice you did not choose nor ask for; conveying emotions you may not share or even remotely feel. Even morality was no longer choice, only how sarcastic or greedy you were, with dialogue options limited to a pathetic four. What you chose may not be what you wanted either, whole sentences symbolized by just a handful of words if that. Weapons were as limited in variety as the insultingly-simply dialogue system and just as much as a grab-back when it came to their performance, many useless once you surpassed the early-game point. Melee and Unarmed weapons suffered as they always did, paling in comparison to their ranged counterparts with little hope of being viable. However, firearms had their fair number of issues as well: limited number of options, reused mods, nonsensical effects, ridiculous crafting requirements, damage penalties on automatic weapons, horrible accuracy for many, the list goes on. Explosives were limited to just grenades and mines, only somewhat useful and hardly worth the effort due to awful collision meshes and the poorly-planned grenade hotkey. Armor was just as unimpressive, many pieces sporting the exact same mods with the only real differences being weight and protection offered. The bland generality of the sets and poor implementation meant that only a handful would actually be used such as Combat Armor, Leather Armor, and Metal Armor. Raider Armor would be immediately tossed out in favor of them while one-piece sets were completely impractical due to their weight and comparably-weaker defenses they offered. This results in characters, both player and non alike, resembling one another rather often as the best gear was easy to discern. Power Armor fared little better too, X-01 being the hands-down best with T-60 a close second, the T-45 and T-51 left to rust if a full suit could even be found before T-60s become commonplace. All of these issues and more will be remedied with Project Phoenix. About The Mod As said, Project Phoenix aims to overhaul nearly every aspect of Fallout 4. However, it is done with regards to realism, practicality, and respect to previous titles alongside established lore. At its core, Fallout is a Post-apocalyptic Roleplaying Game and with this mod, Fallout 4 shall wear that title like a king instead of the jester it once was. This means adjusting, removing, and evening adding several core components integral to gameplay. Crafting, gun mechanics, and the character-creation system will receive most of the attention when it comes to tweaking. Leveled Lists and the Legendary System are going to be scraped entirely, both producing negative effects in terms of experience with the latter more befitting a Borderlands-style shoot-'em-up then an action-RPG. Familiar mechanics such as Ammo Subtypes and Crafting, Karma, Speech Checks, Skills, Traits, genuine Unique Weapons, and Damage Threshold are planned to be reintroduced as well among others. However, it should be noted that this mod is in its infancy. Like Wasteland Edition and Project Nevada, it will not be finished in its entirely for years to go in all likelihood. That said, updates will take the form of individual mods covering various aspects of Fallout 4. Once enough of said mods have been released, they will be added to the Files section as Compilations. Compilations will range from Armor and Weapon Reworks to Perks and Gameplay Changes. By doing this, .ESP count is lowered and people can play using the mod without having to wait for it to be 100% complete. Current Focus: Weapons Being a central element of Fallout 4, the weapons will be first thing tackled by the project with a focus on balance and realism. Each will be tackled individually and then whole weapon groups released as packs. Due to how some are reworked, they will be either more or less useful then their non-reworked counterparts. That said, there is nothing keeping you from using them as you see fit. Reworked Weapons Unarmed Knuckles Weapon Rework Melee N/A Ballistic Weapons .44 Pistol Weapon Rework Broadsider Weapon Rework Double-barrel Shotgun Weapon Rework Fatman Weapon Rework Minigun Weapon Rework Missile Launcher Weapon Rework Railway Rifle Weapon Rework Energy Weapons Cryoloator Weapon Rework Explosives N/A Thoughts, opinions, suggestions, and discussion are highly encouraged and welcomed. After all, this is a mod intended to create the experience we, the players, were hoping for and as such, your input will be taken into consideration. It should also be mentioned that a configuration menu is planned to be implemented as well, allowing you to enable/disable specific features and allow you to utilize Project Phoenix as you see fit. It will either be based off of Mod Configuration Menu from New Vegas/Fallout 3, a similar mod, or from scratch and custom-made for Project Phoenix. Lastly, it should be noted that this is not the first version of Project Phoenix. That can be found being discussed in this thread but will no longer be updated. That version of the mod itself has been discontinued due to the sporadic manner of how changes were being made, rendering it nigh-unplayable and incompatible with most mods. This version was started from scratch and will focus on specifics elements throughout its development instead of all of them at once. Features mentioned in the old thread may or may not be included in the new version of Project Phoenix depending on the complexity, time and/or resources required, and so forth.
  12. Automatron Update One of the DLCs that should have honestly been in the base game from the get-go, Automatron is arguably one of the most entertaining DLCs to be added to Fallout 4 thanks to introducing Robot Companions and RObot Customization; allowing you to create a vast variety of robots for various situations and needs. However, how it was implemented was rather lackluster in my opinion due to the horrid crafting recipes and the lack of restrictions when it came to mods among other things. This particular update aims to rectify many of these issues as well as integrate the new content with vanilla more smoothly. Armors The Robot Armor introduced in Automatron can now be straight-up crafted from the logical parts you seen used in the armor itself plus a few other materials. Plans to have more Robot Armor, utilizing Voltaic and Hydraulic versions of robot mods among others, are also planned. Even Robot Power Armor is being considered, using the larger pieces such as the Sentry Bot Warmonger to craft new parts. Likewise, the Assaultron, Sentry Bot, and Eyebot Helmets will also be craftable at your leisure once you come across them. Crafting A significant portion of the changes are made to the crafting recipes themselves, utilizing only the materials you see and/or make sense for each and every mod. This means that, for the most part, robot armor pieces will be much cheaper and easier to craft. Advanced weapons such as Lasers will have to be created using their pre-existing mods or scavenged from robots. Mods To be decided. Weapons All of the four weapons introduced in Automatron can now be crafted via salvaging their respective mods from bots during your travels, plus a few other thens when necessary. Their stats have also been modified to be more accurate to their robot-use counterparts. Assaultron Blade Crafted with the Assaultron Dominator Blade Mod + Steel, requires Rank 1 of Blacksmith to make.Weighs 2.30 poundsDeals 50 damageSwing speed is fast.Buzzblade (Formerly known as the Mr. Handy Buzz Blade) Mr. Handy Saw Blade Mod + Steel + ???, requires Rank 1 of Blacksmith and Science! to make.Salvaged Assaultron Head: Crafted with one Assaultron Head Laser + ???, requires Rank 1 of Robotics Expert and Rank 2 of Science! to make.Deals 100 Energy damage, no longer deals self-radiation damage.Weighs 4.7 pounds5 shot charging capacity.Tesla Rifle Created with one Tesla Rifle Mod + Scrap Electronics + Steel, requires Rank 2 of Science! to make.Deals 40 electrictrical damage, no longer energy.Weighs 14 pounds. Update will be continued tomorrow.
  13. That's unnecessary tracking and the possibility of adding bugs is high. False. This is actually implemented in the game as something we're all very familar with: Fusion Cores. They have X charges and are consumed at a rate of Y depending on what they're being used for. Even when switching between cores or items that use them, the ammo count stays the same. Poking around how the cores work, one can find that the variable that determines this is health. All ammos have 0 health, meaning that they're instantly consumed when shot. By setting this number to any above 0, you can give the ammo of your choice X amount of shots, charges, uses, etc. In my mod Project Phoenix, which can be found [here], I have done just that. (Micro)fusion Cells, Plasma Cartridges, and 2mm Magazines all have certain amount of shots before they're exhausted. Now, the challenge I've run into is actually swapping between used ammunition and finding a way to combine the remaining shots/charges but I'm looking into that still. well obviously. they put the bolt on the wrong side of the rifles. it is really awkward for a right handed person to use a rifle with the bolt on the left because it is the left arm that supports ALL the weight of the rifle and braces it into the right shoulder. not to mention that for a right handed person, the bolt would be right in the faces while firing and every time a round is chambered you would punch yourself in the face. well obviously. they put the bolt on the wrong side of the rifles. it is really awkward for a right handed person to use a rifle with the bolt on the left because it is the left arm that supports ALL the weight of the rifle and braces it into the right shoulder. not to mention that for a right handed person, the bolt would be right in the faces while firing and every time a round is chambered you would punch yourself in the face. well obviously. they put the bolt on the wrong side of the rifles. it is really awkward for a right handed person to use a rifle with the bolt on the left because it is the left arm that supports ALL the weight of the rifle and braces it into the right shoulder. not to mention that for a right handed person, the bolt would be right in the faces while firing and every time a round is chambered you would punch yourself in the face.
  14. Power Armor Overhaul Expanding upon what was mentioned in previous update posts, this will more or less cover all the changes that will be made to Power Armor in general. Rarity The frequency of finding Power Armor has been greatly reduced in general, making finding just a frame with a few parts a rare occurrence. However, the rarity of Power Armor types have also been adjusted as well. Raider: Found in use by Raiders and similar groups only. T-45(d): The most common kind of Power Armor now, as opposed to be rarely being seen at all on vanilla. Checkpoint outposts and similar military locations are likely to have these. T-51(b): The second-most common type of Power Armor but still rather rare to come across. Armories and other important military locations may carry a suit. T-60: Very few sets of these can be found outside of the ranks of the Brotherhood of Steel’s Paladins, no longer abundant as it was in the base game and makes earning a suit an actual reward. X-01: Perhaps a handful of these suits can be found total, all locked away and hidden in secret locations throughout the Commonwealth. They remain among the most powerful kind of Power Armor, surpassing even the pre-war T-51 series. Variants The “different” models we could acquire in vanilla Fallout 4 were little more than just slightly-better resistant stats. They didn’t provide any genuine variation, thus we upgraded them to the next model as soon as possible. However, that has been changed now. T-45d and T-51b are the most common models you’ll come across when you do find suits of Power Armor, with their other-lettered brethren less common than before. Some of these other models will boast less weight, integrated features, better defense or offensive abilities, and so forth while others have the opposite and sport unwieldy or unfavorable features like the frame for T-45 A-C possibly running off Microfusion Cells. T-45 ranges from A to F, T-51 from A to C and T-60 goes from A to B, the later only having one in existence, and the X-01 has no variants. Later models have less variety due to lack of time for further development and the eventual apocalypse preventing any more from being made. Frames Power Armor Frames are the base of which all Power Armor suits are built upon. However, they have received little love in terms of both Bethesda and the modding community in general. In order to remedy this, a number of changes have been planned out and/or implemented. First off is moddable PA Frames. Unlike before, tech mods, barring a few, will be directly applied to the frame instead of the armor pieces themselves. This allows you to swap them out more easily without having to transfer mods from one piece to another. This includes servos, vents, cores, and so forth. Slots for all of these will be provided. However, not all frames will accept the same mods due to the new Frame System. Instead of one-frame-fits-all, each type of Power Armor, barring Raider PA, will have its own unique frame. Now, some may sport up to two different frames with one covering the early models and the former the later ones. T-45: A - C use Power Armor Frame Mk. II while D-F utilize the Mk. III version. T-51: A and B use Power Armor Frame Mk. V, C is suitable for the Mk. VI only. T-60 A-B, the only models available, operate on the Power Armor Frame Mk. IX. X-01: Uses its own unique Power Armor Frame due to the post-war development of the X-series. It should be noted that the base stats and effects for Power Armor Frames vary from model to model, with the Mk. II being the worst of them all and the Mk. IX/X-series Frame being the best overall. Mods Barring Raider PA, which can be crafted using various T-45 and T-51 pieces, no Power Armor mods can be simply be made anymore. Instead, they’ll have to be found, bought, or looted during your travels. Paintjobs are largely unaffected due to being, well, painted on. However, you’ll need actual paint to apply them now which may prove more difficult then one might think given the lack of supply for it. Damage Threshold Power Armor is described as a man-sized tank in lore yet Fallout has failed to properly convey that experience as many can attest to being killed by dogs, enemies with pipe guns, and so forth in the past. With Damage Thresholds, however, that all changes. Incoming damage that doesn’t exceed your DT won’t have you at all. For example, a single bullet does 12 damage and you have a DT of 24. Since your DT is higher then said damage, its completely negated. However, if the next bullet does 26 damage, 2 damage is dealt to you because your 24 DT was exceeded. It should also be noted that explosives, flame-based attacks, eletricial attacks, armor-piercing rounds, and damage-over-time effects bypass DT entirely. This make such methods a viable choice when combating foes in Power Armor, though it means you’re just as vulnerable to them as well if not properly prepared. Cores Thanks to Shoddycast's research, it has been revealed that Hydrogen-4 is the most likely candidate for putting the fusion in Fusion Core. However, that doesn’t mean it would be the only kind. A number of nuclear fuel-based cores have been introduced, including, but not limited to, Uranium-234 and -235, Americium, and Thorium. These cores are much more rare but also more potent, being of the Fission variety. When placed into Power Armor, they offer longer run times and may even enhance performance as well. These same cores can also be utilized by Generators and Heavy Energy Weapons, providing more power for the former and more charges and damage for the later. Future Plans Brand-new features like attachable weapons, feet anchors for reduced recoil, and new sets of PA have been planned but due to their sophistication and requirement of new assets, these will not be introduced until the later phases of Project Phoenix.
  15. Damage Threshold and Armor Update As you may have noticed, one of the key features from Fallout: New Vegas and the original Fallout games is mentioned in the post title. Why? Because it’s back, baby, and here to f*** s*** up. The framework for DT had been implemented but not put into use yet as I’m working out how I want to utilize it exactly. However, I’ve got some general points in mind for it. For those unfamiliar with how it works, DT is basically a wall damage has to first get through in order to hurt you. If it can’t get through that wall, it won’t harm you. If it does though, you experience some, but not all, of the damage dealt due to the wall absorbing some of it. The higher the DT, the thicker the wall and harder it is to get hurt. DT subtracts damage before Damage Resistance is applied, which reduces damage further. Non-PA health is returning to armors and clothing as well, with them being able to be fixed up with their respective materials and the same item being repaired. Finding out how to have certain item restore X health to armor and clothing instead of boosting it back to prime condition is something I need to work on but will definitely be implemented. All items of the same kind can be used to repair another but may require certain perks to do so. Clothing Clothing has no DT whatsoever unless Ballistic Weave from the Railroad has been added. Even then, it’ll add 1-3 DT at best. Clothing will also have low health Light Armor Including, but limited to, Leather, Raider, Synth Armor, it has decent health and low DT. However, its light weight doesn’t restrict mobility or slow you down. Medium Armor Metal Armor, the more protective forms of Combat Armor, Marine Armor, and a few other sets fall under this category. They provide higher DT and sport higher health but slow you down somewhat due to the weight and bulk. Heavy Armor Robot Armor, Caged Raider Armors, and a select other are described as such. They distinctly weigh you down, reducing your agility and movement speed, but offer much higher DT and health than other sets. Enemies wearing a full set of Heavy Armor should be treated like they’re in Raider PA: fought from a distance and with powerful weapons. They’ll likely be using heavy weapons as well, forcing you to be tactical about how you approach them. Power Armor Become the tank you were meant to be in these giant suits of walking destruction. Sporting the highest DT in the entire game, while retaining their high DR and health as well, friends and foes alike in Power Armor are a genuine force not to be reckoned with. Conventional weapons and low-calibers will deal little, if any, damage so it's recommended to use high-calibers and heavy weapons and explosives such as Sniper Rifles and Machine Guns. However, they have a few exploitable weaknesses: lack of defense against fire-based weapons, electrical attacks (unless equipped with Tesla Coils), explosives, and armor-piercing rounds. DT is negated by these so make sure to carry one or more of the aforementioned when going up against opponents in Power Armor. All Power Armor Frames by default sport a DT of 5 at full condition, which contributes to the overall DT of each Power Armor set. A list of Power Armor DT values are listed below but are subject to change as I adapt the system for Fallout 4. Raider PA: Base = 12, Max = 18. T-45(d): Base = 22, Max = 28. T-51(b): Base = 25, Max = 31. T-60: Base = 28, Max = 34 X-01: Base = 30, Max = 36.
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