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TTW - Armor Revamped and BONED - TTW

killerfurball
Posts: 14
Joined: Wed Oct 24, 2018 6:49 pm

TTW - Armor Revamped and BONED - TTW

Post by killerfurball » Fri Dec 07, 2018 7:03 pm

Combining these two mods into a single post because they operate on roughly the same principle just covering different things.

TTW - Armor Revamp: The mod basically moves armor from TTW over more toward AR/DR instead of DT which was more in like with how FO1 and 2 operated. I already have a mod dealing with Power Armor for TTW so this mod generally doesn't touch Power Armor (though I can easily go in a change that). Most of the clothing items have had DT removed from them and had either their DR lowered or removed entirely. I retained DR on bulky clothing items like robes or certain outfits (a range of 1-4 AR/DR) but things like Vault Jumpsuits had AR/DR removed entirely along with DT.

Armors that do retain DT (generally leather and above) either have metal components that cover more than a shin and forearm or were designed with some form of ballistic protection in mind (Vault security armors). DT's have been slashed across the board though some more noticeable than other. Combat Armor variations reach generally the highest in both categories with the idea in mind that higher than 40 AR/DR and higher than 15 DT is reserved for Power Armor variations. The documentations contains a list of notable armor changes and covers some categories at large as this covers pretty much every armor in the game.

I kept helmets on DT instead of AR/DR as the DT bonus for helmets never reached much past 4 for something above combat and DT being dominant on a helmet makes a bit more sense to me.

Link: https://www.nexusmods.com/newvegas/mods ... escription

BONED: Does essentially what the above mod does but focuses primarily on Power Armor and diversification. Capitol BoS and Mojave BoS use different armor sets with the Capitol having variations on T-51b models. Diversification of combat armor as well for Brotherhood with each camp using different sets. Outcast also moved to sets ranging from Combat to T-51b with two T-51b variations. Capitol Enclave has diversification of Power Armor sets ranging from T-51b variations up to Hellfire (renamed Advanced Power Armor Mk. III). These armor sets are in a jet black sleek like new condition compared to the Mojave sets which are grey, drab, and have clearly seen better days. Remnants armor has the same method to gain it but a set of Remnants Advanced Power Armor Mk. II is gained via questing and only has 2 possible methods of acquirement. The NCR lists for Heavy Troopers changed to create a diversification between salaved T-45d sets and Salvaged T-51b sets. And finally White-Leg stormdrummers given "tribal power armor" which amounts to a raider Metal Armor variation offering slightly more protection against different things. But they are the method to get a Tribal T-51b Helmet.

Easter egg armors have been dispersed into the wasteland as well with Midwestern basic and Advanced able to be found as one of sets for those that explore around. T-57c was integrated in as a swap for Prototype Medic Power Armor to give it a more unique fit into the games instead of a variation on T-45d. Vault-Tec power armor can be found via exploration as can Tesla Metal Armor. A prototype edition of the Advanced Power Armor Mk. III was added as well to the Mojave wasteland as an easter egg.

AR/DR and DT values based on original Fallout style with the easter egg armors mixed in to varying degrees of effectiveness. Armor enhancements changed for Power Armor to fall more in line with FO1 and FO2 and all Power Armor have the capability to carry themselves (except in some circumstances where the system are not up to par). This means (especially with the above mod) power armor offers the most protection in game with only 1 armor set reaching AR/DR cap limits.

Power Armor training manual added in a questable and then craftable form as a one of for the Mojave and able to be gained from the Outcast in the wasteland for their unmarked quest.

There is a patch made to work with the TTW - FNC mod if you dare mess around with that (I currently have had no troubles but it is a gamble given the current state of FNC). The changed relate to FNC version of BONED (NED) that introduce salvaged advanced to Viper Leaders and moves the Prototype Advanced Mk. III to an unmarked quest to be completed.

Link: https://www.nexusmods.com/newvegas/mods ... escription

I am very much open to suggestions on changes for both mods. Once BONED at base is in a more finished state (ie I stop wanting to add or change things around too much) I plan to work on an edition that makes Power Armor a whole lot more rare. 1 to 2 find able sets at best with loo table sets designed to drop at a rate of 2-5%.

1ercru
Posts: 42
Joined: Tue Nov 06, 2018 8:54 am

Re: TTW - Armor Revamped and BONED - TTW

Post by 1ercru » Fri Dec 07, 2018 9:22 pm

Great work. Im going to throw this in game and see how it flows. Have you noticed an increase in difficulty transitioning to this ?

killerfurball
Posts: 14
Joined: Wed Oct 24, 2018 6:49 pm

Re: TTW - Armor Revamped and BONED - TTW

Post by killerfurball » Fri Dec 07, 2018 10:34 pm

Get the latest update just noticed a level list glitch.

As for difficulty increase yes and no. Power armor will outperform everything in terms of protection and since a lot of NPCs don't wear Power Armor for the first mod they become rather easy to take down. But then you become easier to take out as well with the drop in DT for things below leather. For the NPCs that wear power armor it depends. There is a base 25% bleed through even with DT in. With the increase in DT and the addition of AR for PA the wearers become a bit harder to take down. The reduction of the bleed through is the big issue as I found in older editions with PN rebalance dropping the DT Bleedthrough to 5% dramatically increase the survivalist of Power Armor users as well as forcing headshots due to the lower protection granted to helmets.

So its sort of a give and take.

killerfurball
Posts: 14
Joined: Wed Oct 24, 2018 6:49 pm

Re: TTW - Armor Revamped and BONED - TTW

Post by killerfurball » Sat Dec 08, 2018 3:57 am

Updated BONED as I really goofed the leveled lists in my rework. All corrected now as well as a few additions mostly around scribes. All additions factored into being built around TTW - Armor Revamped.

killerfurball
Posts: 14
Joined: Wed Oct 24, 2018 6:49 pm

Re: TTW - Armor Revamped and BONED - TTW

Post by killerfurball » Sat Dec 08, 2018 9:18 pm

BONED updated to 2.2 which changes around Enclave level lists a bit in relation to armor progression (T-51b to APA1 to Tesla APA to APA2 to APA3 [one set skips T51 and Tesla entirely]) and levels which the armors appear slightly (1-5-10-15-20). Also fixed DC Enclave APA and Tesla APA helmet glow maps so the eyes now glow as I intended them to. Otherwise just picture updates showing NPCs in the wild with armor and my character with some of the find-able armors (pictures are not at the armor locations).

killerfurball
Posts: 14
Joined: Wed Oct 24, 2018 6:49 pm

Re: TTW - Armor Revamped and BONED - TTW

Post by killerfurball » Sun Dec 09, 2018 3:56 am

BONED 2.3 updated. Noticed a small hiccup after I tinkered with the leveled lists and went and fixed that giving Advanced Tesla the proper enhancements...but then I sort of just started wondering why the Outcasts only have that 1 Scribe in Operation Anchorage. There was a FO3 mod that added a few in but I wanted to try and figure out how to do this myself so made a few and placed them in. They should just sandbox around in Fort Independence and VSS Inc. if I knew more about creating AI packages and the like I would have them do something. Just named them Brotherhood Outcast Scribes for now as I am not sure if "Specialist" is the term they actually go by or if that was a one of honorary rank. I am open to suggestions for an Outcast naming convention with Specialists being the higher rank scribes and whatever being the lower rank scribe.

killerfurball
Posts: 14
Joined: Wed Oct 24, 2018 6:49 pm

Re: TTW - Armor Revamped and BONED - TTW

Post by killerfurball » Sun Dec 09, 2018 7:59 pm

BONED updated to 2.4. Armor changes and additions as well as fixes to bring it more into line with TTW in mesh useage, armor value and hp. Small pip-boy icon conversions as well. Outcast Combat armor changed to a thematically better look. Mojave BoS Scouts given a variation of that as a steal suit. Tribal T-45 no longer power armor and helmet given luck bonus. Texture fix for Outcast Combat Armor helmets as well.

EDIT: Just throwing this in an edit (really hate the new posts for an update): 2.4.1 created very shortly after 2.4 posted as I mostly wanted to get away from the FNC - TTW patch. So I moved to what is a continuity patch (using ideas from another mod of mine as an optional for continuity). It functions similar to the BONED - FNC Patch but removes the questable Prototype Power Armor Mk. III (it was becoming a nightmare to trouble shoot) and removes any and all FNC dependencies. Base esp and PN Patch esp cleaned up to remove references to the questable PAPA3 as well and that becomes that.

killerfurball
Posts: 14
Joined: Wed Oct 24, 2018 6:49 pm

Re: TTW - Armor Revamped and BONED - TTW

Post by killerfurball » Thu Dec 13, 2018 3:08 pm

TTW - Armor Revamp updated to 2.0. Caught some armors I missed and decided to change helmets and Power Armor. Readme contains the changes of notable helmets as well as Power Armor changes which run off BONED. If you use both mods load BONED after TTW - Armor Revamp.

angel2557
Posts: 8
Joined: Thu Mar 14, 2019 9:31 pm

Re: TTW - Armor Revamped and BONED - TTW

Post by angel2557 » Thu Mar 14, 2019 11:31 pm

Will this work well with Book of steel compatibility edition by dartbdaman?

killerfurball
Posts: 14
Joined: Wed Oct 24, 2018 6:49 pm

Re: TTW - Armor Revamped and BONED - TTW

Post by killerfurball » Tue Oct 22, 2019 12:51 am

angel2557 wrote:
Thu Mar 14, 2019 11:31 pm
Will this work well with Book of steel compatibility edition by dartbdaman?
Very late reply. Yes and no. Some of the armors will be changed as they run off the same texture paths. Other have specific textures applied to them. For a complete merger I, or someone who wants to, would have to go in and change the textures out as necessary. Would mostly require just changing paths for the necessary textures.

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