Release Notes - jackeys/Power-Armor-to-the-People GitHub Wiki

2.8.0

Power Armor Sets

  • Tumbajamba's Spartan Battle Suit is now supported
    • Sets can be worn by Rust Devils, who now have configurable power armor spawn rates in the Mod Configuration Menu
    • Legendary T-47R is available as a legendary drop, and unique pieces of the set can rarely be found for sale with legendary effects from The Collector
    • A unique torso, Oppenheimer's Elegy, can be found inside the Fort Hagen Satellite Array (Automatron required)
  • pinedog's T-47R is now supported
    • Sets with appropriate paint jobs can be worn by Raiders, Gunners, and the Brotherhood of Steel
    • Legendary T-47R is available as a legendary drop, and unique pieces of the set can rarely be found for sale with legendary effects from The Collector
    • Rarely available to purchase from the Atom Cats and Brotherhood of Steel
    • A unique arm, Sustenance, can be found at the Mass Fusion Containment Shed

Patches

  • Added support for Pinedog's T-65 Gunner paint mod
  • Added a patch to resolve a minor conflict between America Rising 2 and the Settler Vigilante patch

Bug Fixes

  • Fixed an issue where the Unfinished Prototype unique torso would be both found in the world and available to purchase if the setting to enable all uniques regardless of installed mods was used while Select Power Armor was installed

Cosmetic Changes

  • Gunners who wear Classic Advanced Power Armor now use a military paint job

2.7.0

Power Armor Sets

  • Tumbajamba's Raider Power Armor is now supported
    • Full sets and mixed pieces are available to raiders
    • Legendary cagebreaker power armor is available as a legendary drop
    • A unique helm, Chemhead, is available for purchase from Shelbie Chase in the Nuka-Town Market
  • Bastion - Soviet Power Armor is now supported
    • The abandoned set in the bunker is now behind a Master lock, and below level 28 will be a Red Shift set (if available) or a partial set
    • There is a chance for a full set to be available for purchase from The Collector starting at level 28
    • A unique Soviet Power Armor leg, Camaraderie, can be purchased from The Collector
    • The Collector has a chance to sell legendary Soviet Power Armor pieces

Patches

  • Added support for Pinedog's East Brotherhood of Steel paint mods for T-65 and Ultracite power armor

Bug Fixes

  • Fixed an issue where the unique piece Flesh Augur would not get placed if the mod was installed before Thicket Excavations was drained
  • Fixed an issue where the T-49 right leg was not removed from the Red Rocket
  • Fixed an issue where rare power armor pieces for raiders were more rare than intended
  • Fixed an issue where scavengers could wear raider armor

Cosmetic Changes

  • Changed The Collector's torso piece to raw metal instead of the military paint job

2.6.0

Power Armor Sets

  • Tumbajamba's Synth Power Armor is now supported
    • Guards in The Institute can now wear either this or Institute Power Armor
    • Many of the variations are supported on power armored synths
    • Legendary synth power armor is available as a legendary drop
  • T-49 - Armor of the Storyteller is now supported
    • The scattered pieces found near the start of the game are removed by default
    • A full set can be purchased from The Collector
    • A unique T-49 Helm can be purchased from The Collector
    • The Collector has a chance to sell legendary T-49 pieces

Patches

  • Added support for version 2.0 of Mogomra's Power Armor Mods
  • The Corpus Praesidium patch no longer requires Institute Power Armor, as it applies no matter what power armor is being used for synths
  • The Institute Heavy Weapons patch no longer requires Institute Power Armor, as it applies no matter what power armor is being used for synths

Note that the Corpus Praesidium and Institute Heavy Weapons patches still contain "Institute Power Armor" in their file name for backwards compatibility.

Bug Fixes

  • Fixed Hellcat naming when using Hellcat version 1.2
  • Fixed some armor properties in the X-01 Tesla Upgrade Kit - CPAO patch

2.5.0

Highlights

  • There is now a fully voiced traveling vendor, The Collector, that sells exotic legendary power armor
  • 4 new unique items
  • 4 new legendary effects
  • Settler Vigilantes will now rarely help to defend settlements from attack

Power Armor Sets

  • Liberty Power Armor is now supported
    • The abandoned set has been moved inside the nuke room and requires hacking to open its cage, making it only available if you side with the Brotherhood of Steel
    • A unique item and a chance of legendary variants are available from The Collector
  • Submersible Power Armor Redux is now supported
    • Trappers on Far Harbor have a chance to wear them
    • Available as a legendary drop
    • A unique item is available in Far Harbor
  • The ESL version of Red Shift Power Armor is now supported
  • Version 1.2 of Hellcat Power Armor is now supported

Traveling Vendor

  • A new traveling vendor, The Collector, sells legendary power armor that isn't available as a legendary drop:
    • Red Shift Power Armor
    • Liberty Power Armor
    • Horse Power Armor (disabled by default - must be enabled in MCM)
  • Unique power armor that relies on mod-added content will be added to The Collector's inventory if using the MCM option to place all unique items regardless of installed mods:
    • True American (Enclave Power Armor)
    • Ashur's Arm (Tribal Power Armour)
    • Unfinished Prototype (SE-01 Power Armor)
  • The Collector will wear pieces of armor from a few different sets if they are installed:
    • Liberty Power Armor
    • Red Shift Power Armor
  • The Collector's sentry bot sidekick Treadwell will be a custom robot if using the Automatron patch

Legendary and Unique Power Armor

  • Added 4 new legendary power armor effects:
    • The Recharging effect slowly recharges the fusion core when standing still
    • The Overclocked effect increases AP and AP refresh speed the higher the fusion core charge is
    • The Preserving effect prevents power armor from breaking when the fusion core is below 25%
    • The Conserving effect increases damage resistance and how long fusion cores last when the fusion core is below 25%
  • Added 4 new unique power armor pieces:
    • Cryogenerator (Unoctium's Enclave X-02) produces a limited number of cryo cells when using a cryo weapon
    • Persistent Patriot (Liberty Power Armor) increases damage output as power armor pieces get closer to breaking
    • Hometown Hero (Settler Vigilante Power Armor) increases Charisma based on how many settlements you have defended and increases the changes that a Settler Vigilante will come to help defend settlements
      • Settlements already defended in a game won't count - this was not previously tracked by the game
    • Rapture (Submersible Power Armor Redux) charges your fusion core while you're in water

Gameplay Changes

  • Settler Vigilantes will rarely come to help against settlement attacks
    • The chance of this happening is configurable
    • This does not require the Settler Vigilante Power Armor mod, but they will wear that power armor if it's available
  • A configuration option has been added to change how quickly NPC power armor breaks
  • The Brotherhood of Steel now gets all eligible power armor sets available to them as soon as they arrive, regardless of player level
    • This can be switched back to strict leveling in the configuration menu
  • The Energy Condenser unique item now recharges the fusion core instead of just stopping it from draining for a short time

New Patches and Integrations

  • A patch has been added for Stuff of Legend:
    • All legendary (and configured unique) effects are available as drops from legendary robots
    • Power Armor to the People's settings for turning equipped power armor used by enemies into legendary versions are disabled since Stuff of Legend can also do this
  • A patch has been added for players who turn Vault 111 into a settlement (or make other significant changes to its interior), as one of the new unique items involves the interior of Vault 111
  • Institute Heavy Assault Lasers can be configured to be available to power armored synths

Bug Fixes

  • Fixed some missing names for unique effects on X-02 and X-03 when the All Factions patches were installed
  • Fixed an issue that could cause some unique power armor pieces to not be placed
  • Incorporated the X-01 AWKCR default texture fixes in the X-01 Tesla Upgrade Kit AWKCR patches

2.4.0

New Power Armor Sets

  • Added support for NewerMind43's Enclave Power Armor
    • Available to Gunners and BoS by default
    • Unique version, True American, has been added in the Enclave Hideout added by the mod
  • Added support for EdibleGrenade12's Tribal Power Armor
    • Available to Raiders by default
    • Unique version, Ashur's Arm, is worn by Rivet from the mod
  • Added support for neeher's SE-01 Power Armor
    • Available to Gunners and BoS by default
    • Unique version, Unfinished SE-01 Prototype, has been added to the basement added by the mod

Bug Fixes

  • Added legendary naming rules for Tesla T-60 to the AWKCR patches
  • The Horse power armor patch should be auto-detected in the installer when upgrading to a new version

2.3.1

  • Fixed an issue where Creation Club Hellfire was only configurable on the Faction Distribution page in MCM if X-03 All Factions Paintjob was installed
  • Fixed an issue where T-51 for Raiders was only configurable on the Faction Distribution page in MCM if Consistent Power Armor Overhaul was installed

2.3.0

Highlights

  • Red Shift Power Armor and Tesla T-60 from Automatron are now supported
  • Unique power armor pieces with brand new effects have been added throughout the world
  • New legendary effects, exclusively for power armor, have been added
  • An optional feature has been added to remove most abandoned power armor out in the world but still keep the hidden and locked away sets, with some sets now changed to Enclave power armor
  • There is now configuration to determine which factions have each set of power armor
  • In addition to some legendary and unique effects that change jet pack thrust and Action Point drain, the default jet pack thrust and Action Point drain can now be configured with separate configuration values for power armor jet packs and standalone jet packs worn outside of power armor
  • There is now an optional FO4Edit patcher to add perk requirements for repairing power armor for all installed power armor mods, with different perk progression depending on the type of power armor

New Power Armor Sets

  • Added support for NewerMind43's Red Shift Power Armor, with a unique enemy and a unique power armor piece
    • One of the abandoned sets has been completely removed, and the other is now just a partial set
  • Tesla T-60 (Automatron) can now optionally be given to Gunners and the Brotherhood of Steel

Unique Power Armor

  • Added 15 pieces of unique power armor to the game, available to be found at vendors or through exploration
  • Added configuration to allow all unique power armor to be placed using replacement power armor from the base game if the power armor mod it was intended for is not installed
  • Added configuration to allow any of the unique effects to be available for legendary power armor drops
  • Changed the base game's Piezonucleic effect to actually do what the description says: increase AP refresh speed when exposed to radiation

Legendary Effects Exclusively for Power Armor

  • Added 9 legendary effects that are only available for power armor
  • Removed Piezonucleic as a standard legendary effect, instead treating it as unique power armor
  • Removed Lightweight as a standard legendary effect, instead replacing it with the Aerodynamic effect that also decreases jet pack AP drain (F4SE required)
  • Added configuration to toggle which legendary effects can be dropped, including options to no longer use the legendary effects that apply to normal armor
  • Renamed legendary effect that quadruples durability from Juggernaut to Durable to avoid confusion with the Juggernaut unique power armor
  • If there is not enough room in the game's legendary rules array, there are now two options to make more space: clearing placeholder Nuka-World legendary grenade rules or expanding the size of all arrays in game scripts using LL_FourPlay (requires F4SE and must be chosen in the installer)
    • Prompts will be shown in-game if these are required

New Features

  • The distribution of power armor to each of the factions is now configurable, allowing you to choose which factions receive each power armor set (assuming the power armor mod and any mods necessary to give them the appropriate paint job is installed)
  • Added an optional feature plugin to change abandoned power armor, removing most of the power armor out in the open by keeping those behind locked doors
    • This also changes a few of the abandoned sets to be Enclave power armor, if any of those power armor mods are installed
  • The Brotherhood of Steel can now wear T-45, T-51, and X-01 without the need for Brotherhood Power Armor Overhaul - only Consistent Power Armor Overhaul or AWKCR is required for the paint jobs
    • A compatibility patch is still available for users of Brotherhood Power Armor Overhaul, as this mod is still necessary if you want different power armor / paint jobs for the different BoS ranks
  • Jet pack default settings can be configured in MCM, with different settings for power armor jet packs vs standalone jet packs worn outside of power armor (requires a mod that adds one of these jet packs, but no patches are needed)
    • If you are using a mod that changes these settings for the jet pack, a prompt will be displayed asking if and how you want to use those changes with Power Armor to the People
  • There is now an optional FO4Edit patcher to add perk requirements for repairing power armor for all installed power armor mods, with different perk progression depending on the type of power armor
    • This has its own mod page since its installation process is very different

New Compatibility Patches

  • Added a patch for Corpus Praesidium so that Synth Leaders can wear either Institute Power Armor or the armor added by Corpus Praesidium
  • Added a patch for America Rising to prevent issues with the Enclave wearing power armor with the wrong paint job
  • Added a patch to allow random encounters from both America Rising and the patch for Settler Vigilante Power Armor to occur
  • Added a patch for Mogomra's Power Armor Mods to make them available to power armor with the Custom legendary effect

New Weapon Mod Integrations

  • Added configuration to allow power armored Gunners and the Brotherhood of Steel to use the Tesla Heavy Autocannon
  • Added configuration to allow power armored Raiders, Gunners, and the Brotherhood of Steel to use the guns from Miniguns Rebirth
  • Added configuration to allow power armored Raiders, Gunners, and the Brotherhood of Steel to use the guns from Machineguns Rebirth
  • Added configuration to allow power armored Raiders to use the Arc Welder
  • Added configuration to allow power armored Raiders to use the Heavy Select Shotgun
  • Added configuration to allow power armored Gunners and the Brotherhood of Steel to use the Mk41 Gyrojet HMG
  • Added configuration to allow power armored Gunners in Tesla power armor to use the Enclave Plasma Rifle

Balance Tweaks

  • Institute Power Armor is now available to synths starting at level 13, increasing the number of locations where power armored synths can possibly be seen
    • Synths tend to spawn at lower levels than the encounter zone they are in, so power armored synths were quite rare before - rarity is better controlled using the configuration in MCM
  • Gunners in Tesla power armor will now always have an energy weapon

Bug Fixes

  • The AWKCR patch no longer changes repair requirements (mistakenly carried over from Some Assembly Required)
  • Corrected patches that displayed errors in FO4Edit 4.0.4
  • Midwest Power Armor Evolution fetch quests no longer trigger and immediately complete if you go to where the power armor would have been
  • When installing the mod, NMM should no longer say that Introduction cannot be used with currently installed mods

2.2.0

  • Hellcat power armor is now supported, available for Gunners to wear, as a legendary drop, and rarely for sale at the Atom Cats Garage
    • Version 1.1 of the Hellcat power armor mod is required
  • Enclave X-02 Black Devil power armor is now supported, available for Gunners and the Brotherhood of Steel to wear, as a legendary drop, and rarely for sale at the Atom Cats Garage and in the Prydwen
  • Settler Vigilante Power Armor is now supported, worn occasionally by Settler Vigilantes in random encounters in the countryside
    • The vending machine is now able to dispense legendary Settler Vigilante power armor, and now has a perk requirement and increased cost per power armor piece
  • The ESL version of Ultracite power armor is now supported

2.1.0

Highlights

  • Minutemen, Scavengers, and many more types of raiders, Gunners, and synths are able to wear power armor
  • Power armor spawn rates can now be configured using MCM
  • Enemies can optionally have indestructible power armor
  • Power armored enemies can optionally be given some unique weapons from Creation Club and more
  • Overboss power armor can optionally be given to raiders as a rare piece / set, and it can optionally be added as a legendary drop
  • Raider power armor sets got an overhaul to add more variety and give each set a more cohesive and intimidating appearance while maintaining the spirit of them being scrapped together

New Power Armor Wearers

  • Minutemen found patrolling the Commonwealth and those summoned by the flare gun can now wear power armor, depending on level
  • New patches have been added for We Are the Minutemen and Minutemen Paint Job
  • Scavengers are now able to wear rusty sets of power armor
  • A new patch has been added for i73fi's Scavengers mod to provide power armor for the many more scavengers added by that mod
  • Gunner Commanders are now able to wear power armor, using the same advanced sets as legendary Gunners
  • Gunners, Synths, Minutemen, and generic raiders from Nuka-World can now be power armored enemies
  • Pack, Disciples, and Operators that would normally wear power armor in Nuka-World can now wear the full array of raider power armor sets added by Power Armor to the People

Configurable Spawn Rates

  • Using MCM, the percentage of enemies of each type that should instead be power armored enemies can be configured
    • For most types of enemies, there is an individual configuration for normal, boss, and legendary enemies
  • There is a configurable toggle (default is on for all enemy types) to scale the spawn rate by level, starting at half the configured rate and linearly increasing until around level 40
    • This can apply to all enemies eligible through this mod, only normal enemies, or normal and boss enemies
  • Many more NPCs of each enemy type are now capable of wearing power armor
  • Default spawn rates have been adjusted significantly because of this additional granularity, which should provide a more even and satisfying distribution of power armored enemies

New Features

  • Enemies can optionally have indestructible power armor (default is off)
    • This can apply to all enemies added by this mod, only unique enemies added by this mod, or unique and legendary enemies
  • Configuration has been added to MCM to add a variety of weapons from Creation Club, the base game, and the Ultracite power armor mod that aren't normally available in leveled lists only to power armored enemies (default is off)
    • These include the Tesla Cannon, Heavy Incinerator, Solar Cannon, Thunderbolt, Cosmic Cannon, Broadsider, Cryolator, Ultracite Laser, and Ultracite Gatling Laser

Overboss Power Armor

  • Overboss Power Armor can be configured in MCM to show up rarely on power armored raiders (off by default)
  • Overboss Power Armor can be configured in MCM to be available as a legendary drop (off by default)
  • Added patches for the standard and MPAM versions of Overboss Power Armor - Constructable No Chain Mesh
    • When this patch is installed alongside Raider Overhaul / Raider Chop-Shop, painted Overboss torsos can be added as rare options for the appropriate mixed raider sets

Raider Power Armor

Raider power armor has been changed significantly for thematic purposes, adding significantly more variety, making the sets look more coherent, and ensuring that each one looks like it was made by a raider that is trying to intimidate and improvise additional defenses while ultimately working only with scavenged power armor and scrap.

  • Raider power armor sets now always use a raider-style torso
  • The Forged now have a separate list of power armor sets to distinguish them
    • If using Excavator power armor, they can use a Firefighter raider full set
    • If using Raider Overhaul / Raider Chop-Shop, they will always use full Flames raider sets or Flames torsos in their mixed raider sets
  • A raw metal mixed raider set has been added at higher levels
  • A raw metal / grey Excavator raider set with mixed pieces has been added
  • A black / raw metal mixed raider set has been added at higher levels if using X02 Raider Power Armor
  • A black Excavator raider set with mixed pieces has been added
  • The rusty mixed raider set can use the Detritus (road sign) torso from Raider Overhaul / Raider Chop-Shop
  • The raw metal mixed raider set can use the Radstorm and Wasted torsos from Raider Overhaul / Raider Chop-Shop
  • The black mixed raider set can rarely use the Flames torso from Raider Overhaul / Raider Chop-shop
  • The Shark and Pink torsos from Raider Overhaul / Raider Chop-shop no longer appear in mixed raider sets, and will only be seen in full painted sets of raider power armor
  • The rusty mixed raider set no longer includes yellow Excavator pieces as an option - this is now only in the rusted Excavator raider set
  • The rusty mixed raider set no longer includes worn down T-65 as an option - this is now in the raw metal set
  • The rusty Excavator raider set with mixed pieces no longer includes worn down T-65 as an option - this is now in the raw metal / grey Excavator set
  • Horse power armor is now a rare piece that is only available in a rare rusty mixed raider set

Bug Fixes

  • Fixed an issue where Ultracite power armored Star Paladins did not appear in-game
    • Ultracite is now just a power armor set that can be used by Paladins
  • Fixed an issue where the Brotherhood of Steel couldn't wear X-01 if X-01 Tesla Upgrade Kit was being used with CPAO but without AWKCR
    • Two new patches were added for X-01 Tesla Upgrade Kit and CPAO, available in the installer
    • If using Brotherhood Power Armor Overhaul, this also caused Elder Maxson's X-01 to be a rusty set
  • Improved detection of Creation Club content in the installer when updating Power Armor to the People
  • Fixed many (but not all) cases where an enemy would be named like a power armored enemy from this mod but wouldn't actually be wearing power armor

Other Changes

  • Elder Maxson will now wear a special BoS painted Classic Advanced Power Armor set if that mod is installed and a new game is started
  • Excavator power armor that is abandoned or used in rusty raider or scavenger sets now uses the dpillari texture by default, looking more worn down
  • Removed the individual settings to give T-60 power armor to different groups and replaced it with a single setting to make T-60 exclusive to the Brotherhood of Steel
    • Note that this does not apply to the Atom Cats - you still need another mod like the Some Assembly Required CPAO patch to replace their T-60, since the base game does not include their paint job for any other set
  • Support for Some Assembly Required's Institute Power Armor patch has been added back in, removing the power armor set in Advanced Systems
    • This requires version 1.0.1 or higher of Some Assembly Required's Institute Power Armor patch

2.0.1

  • Some Assembly Required's Institute Power Armor patch is no longer supported, as it causes crashes in conjunction with this mod, so the patch within Power Armor to the People now only modifies durability and armor rating to match the replacer mod
  • The installer will now show whether the ESL or ESP version of T-65 and Classic Advanced Power Armor has been auto-detected, and the choice can be manually changed

2.0.0

Important Note: The plugins provided by Power Armor to the People changed with version 2.0.0. Major changes were made that resulted in many plugins being merged and renamed, so upon upgrading, you will see a message indicating that content is missing when you load your saved game. The installer will provide replacement versions of the only plugins that need to remain in your load order if you are upgrading. It is always a good idea to back up your save before upgrading, but I have meticulously gone through the plugins and tested for dozens of hours on an upgraded saved game to ensure that this does not cause problems. For more information, see the Backwards Compatibility page.

No More Hard Requirements

  • Power Armor to the People no longer has any dependencies - it works with just the base game, providing power armored enemies and legendary power armor
  • Far Harbor is now an optional patch to add its legendary effects instead of a requirement to use the legendary power armor feature
  • The installer no longer has options for installing the various features of Power Armor to the People (Power Armored Enemies, Legendary Power Armor, Redistribute Power Armor) since there are no longer separate dependencies for the features - they are instead controlled through the in-game configuration

New Power Armor Sets

  • Horse Power Armor is now available as a rare possibility for raider mixed sets of power armor
  • X02 Raider Power Armor is now supported, which replaces the Creation Club X-02 with a raider variant, through a configuration in the Mod Configuration Menu that provides the set to Raiders instead of the Gunners
  • Captain Cosmos power armor (and the cosmic cannon) now have a chance to be legendary when purchased from a redemption machine, and there is a unique enemy wearing Captain Cosmos power armor in the TV studio
  • Vault-Tec Power Armor is now available to a few Vault 81 guards, some Gunners in and around vaults, and occasionally for sale at Vault 81 (including a chance to have legendary effects)

New Features

  • Power armored enemies now have a configurable chance of having a legendary effect on one of the power armor pieces they are wearing - requires F4SE
  • Abandoned power armor has been reworked
    • T-51C power armor has been moved inside the National Guard Training Yard Armory and has a chance to be a full set
    • X-02 has been completely removed from the Red Rocket in the Glowing Sea
    • T-65 has been completely removed from the lake near The Castle
    • The bunker in the Glowing Sea added by the Hellfire X-03 mod now has a leveled Enclave set, providing either X-02, X-03, or Classic Advanced Power Armor depending on the player level and what mods are installed
    • The abandoned sets of Midwest Power Armor have been completely removed, along with the fetch quests that pointed to them
    • The abandoned pieces of Vault-Tec power armor have been removed and replaced with two specially placed pieces
    • One of the Captain Cosmos power armor sets has been completely removed
    • The original full sets can be restored permanently using a button in the Mod Configuration Menu
  • Unique enemies have been added to the world for each of the unique variants of supported power armor sets (Chosen One Classic Advanced Power Armor, Commonwealth Knight Midwest Power Armor, and one of the Captain Cosmos sets), once the player is high enough level
  • Most power armor sets are now rarely available for sale from the Atom Cats and Proctor Teagan at the Brotherhood of Steel
  • Vault-Tec Power Armor and Institute Power Armor with legendary effects can rarely be found for sale
  • Some of the Gunner power armor sets from the base game now use the wider variety available through Power Armor to the People

More Power Armor Variety

  • Rusty X-01, X-03, and T-65 are now a rare possibility for raider mixed sets of power armor
  • Gunner T-45, T-51, T-60, and X-01 now have a Gunner paint job
  • An optional patch adds all of the paint jobs from Gunners vs Minutemen (Creation Club) to Gunner T-45, T-51, T-60, and X-01 based on the lining level of the power armor
  • An optional patch adds the Gunner paint jobs from Gunner Outfit Pack - Standalone to Gunner T-45, T-51, T-60, and X-01
  • Gunner X-02 and X-03 are now painted with a modified version of the U.S. Army paint job if using the All Factions Paintjob patches
  • Raider Excavator sets now have more variety: a Day of the Dead set with or without the raider enhancement, a red Raider set, and a black Raider set
  • Excavator raider sets with mixed rusty pieces are now a common set for raiders

New Patches

  • A patch has been added for Gunner Outfit Pack Leveled List Integration to allow the new enemy types from both mods to show up

Bug Fixes

  • Fixed an issue where X-02 Tesla left arms were just called, "Tesla," if using the Some Assembly Required patch
  • Removed the full set of Chosen One power armor from Libertalia that was available right from the start of the game
  • Classic Advanced Power Armor is no longer for sale right from level 1
  • Removed some power armor pieces from the Excavator raider mixed set to prevent clipping
  • Use static naming rules for the R88 patch instead of injecting them since it's a brand new ruleset

Balance Tweaks

  • Raider Excavator armor sets can now have higher lining levels
  • All of the levels at which power armor sets become available in the world and on enemies have been modified to better fit the progression of a new game and the encounter zone default levels
    • In general, the next set of power armor is available every 7 levels instead of every 10, and legendary power armor is available once each set can show up in the world instead of 10+ levels later
  • Legendary power armor drops now work through a sliding set of tiers instead of either being the highest leveled piece or anything else
    • For example, at level 21, you have a high chance of getting power armor that is available at level 21 and a low chance of getting power armor that is available at level 14
  • Power levels for each power armor set are now balanced including total defense, not just physical defense, resulting in some power armor sets moving to a different tier (e.g. X-03 is now in the same tier as X-01 instead of being top tier)
  • BoS Star Paladins now have a higher lining level for their Ultracite power armor so they are the highest armored enemies in the game
  • More synths are now able to wear Institute Power Armor

Cosmetic Changes

  • Power armored raiders are now called Raider Juggernauts, since Dreadnought was already taken by Raider Overhaul
  • The Brotherhood of Steel is able to use X-02 right from level 1, giving the appearance that they brought some of the suits from D.C. after their fight with the Enclave
  • Raider Excavator sets now use the black paint instead of the coal dust paint
  • Removed full rusted sets from Raider power armor sets

Decreased Number of Plugins

  • The number of plugins that get installed has been drastically reduced by merging plugins and providing in-game configuration instead
  • The Legendary Power Armor feature is now on by default, with sliders to control the chance of getting legendary power armor in the Mod Configuration Menu
  • The Redistribute Power Armor feature is now on by default, with a button to permanently disable it in the Mod Configuration Menu
  • The power armored enemies feature is no longer optional
  • Power armor sets that may only be desirable if certain mods are present (e.g. rusty T-51 for raiders only if Consistent Power Armor Overhaul) are now available in the Mod Configuration Menu
    • Whether some of these settings should be applied is auto-detected by default, but the settings can be manually configured if desired

Behind-the-Scenes

  • A new script injection framework has been added to allow for updates to how power armor is distributed internally, both for updates and through configuration
  • An upgrade manager has been added to help with script refreshes in future versions

Known Issues

  • The installer cannot auto-detect some Creation Club content
  • Normal enemies can occasionally have the names of power armored enemies without actually wearing power armor

1.2.0

New Power Armor Sets

  • Added support for Creation Club X-02 Power Armor (thanks to ImmortalAbsol)
  • Added support for Creation Club Hellfire Power Armor (thanks to ImmortalAbsol)

New Features

More Power Armor for the Brotherhood of Steel

  • Added painted T-65 to the Brotherhood of Steel
  • Added patches for X-02 Power Armor - All Factions Paintjob that gives painted X-02 to the Brotherhood of Steel
  • Added patches for X-03 Power Armor - All Factions Paintjob that gives painted X-03 to the Brotherhood of Steel
  • Added an optional patch to add painted X-01 to the Brotherhood of Steel (requires Brotherhood Power Armor Overhaul or AWKCR)

Mod Configuration Menu Support

  • Added configuration values to change how frequently the Brotherhood of Steel will get the new power armor sets added by this mod, provided you are high enough level to see them
  • Added a configuration value to change how frequently legendary power armor drops instead of legendary armor

Balance Tweaks

  • Adjusted default legendary drop rate to the following: 50% chance of a weapon, 40% chance of armor, 10% chance of power armor

1.1.0

New Power Armor Sets

  • Added support for Classic Advanced Power Armor (both ESP and ESL versions)
  • Added support for ESP version of T-65
  • Added support for Raider Power Armor Chop-Shop

1.0.0

  • Initial release
⚠️ **GitHub.com Fallback** ⚠️