[RELZ] Exo's Armor Perks. v1.2

Post » Sat May 28, 2011 5:50 am

http://www.newvegasnexus.com/downloads/file.php?id=37383

Should have released this here when I first gave it out I guess, but the new version is much better anyway.


Fallout New Vegas seems to once again go back to the idea of Fallout 2, making Power Armor the only armor worth going for at endgame.
While Powerarmor certainly should be good, Im a believer in TEMPLATES, the very basis of RPG is making your own character as you want it.
However in the regular game no build that does not include Power Armor is really viable in high level combat.

Thats where my Perks come in.

It allows you to make a character around whatever armor you want to wear and still be viable.
The benefits are geared towards similar viability as other builds while still making the game a challenge.
While the perks themselves are certainly more powerfull then regular perks they need to be to make the Armors a playable alternative.

And the Perks are:

Cloth Armor, 2 ranks

Improves critical damage.
Reduces the cost of AP.
Reduces the Critical chance of enemies.



Light Armor, 2 Ranks.

Increases run speed.
Increases AP.
Increases Accuracy to Vats and gun spread.


Medium Armor, 2 ranks.

Increases Accuracy to Vats and Spread.
Reduces the DT of enemies.
Increase Damage.


Heavy Armor, 2 ranks.

Increases Hit Points.
Increase Weapon damage.
Increase Carry Weight.



Power Armor, 2 ranks.

Increases Carry weight.
Increases run speed.
Reduces damages to limbs.



Scientist Armor, 1 rank.

Doubles the Effects of Drugs.
Increases Followers chance at Crit.
Gives a personal Stealthfield.




The Perks are all combatible with other mods, with exception of the Science armor that might have an issue with mods that make changes to Chems.
Because of this the Science perk is placed in its own file.


The Perks follow lists that divide all armors in the game correctly between the categories.
Science armor functions with all Lab Coats, Medical outfits, Scribe robes and the Medical Power Armor.

Armors from other Mods will be divided by DT alone.

0 - 8 Cloth
9 - 19 Light
20 - 25 Medium
26+ Heavy.

Only the Power Armor Perk works on Power Armors (real power armors, expect medical.), and that perk simply checks whether the Armor worn is a power armor or not.
Science perk only works on armors in the vanilla game, if there is a mod out there with more Science type armors let me know.
The Stealthfield drains AP, and stops working when u are out of AP.


Thanks to Pelinor, TheTalkieToaster, JustinOther, Seraphian, behippo, RickerHK, Lingwei, fronzelneekburm, throttlekitty, Stonedturtle26 and Cipscis.



-Exo
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Andrew
 
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Post » Sat May 28, 2011 9:02 am

Sounds like a neat idea! Personally, though, I reckon those perks could use some better names... and a lot of rebalancing.

Personally, I reckon you should make the perks focus on the player more than the enemies... or the player's guns... and probably give everything better names, too, but hey!
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Hilm Music
 
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Post » Sat May 28, 2011 9:52 am

i like the idea a lot, but im having trouble with armor perks giving offensive benefits (increased damage, lower DT of enemies)
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Karine laverre
 
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Post » Sat May 28, 2011 11:58 am

i like the idea a lot, but im having trouble with armor perks giving offensive benefits (increased damage, lower DT of enemies)


Thanks, let me try to answer that.

There is huge difference between knowing how to put an armor on and being able to effectivly use it in combat.
Being comfortable in what u wear, trusting it, having experience in using it, boosts confidence and combat efficiency.
The Light armor is for the scout, and requires agility, it allows him to urn faster, not becasue there are jetboots involved, but because the scout CAN run this fast, when not bogged down by heavier armor or something so light the terrain can be dangerous.
The Medium Armor is got the experienced soldier, a person trained to not only put it on, but also take it apart, and understand the design principles behind it, with that knowledge shooting at other armors becomes a simple matter of finding their week spots.
The Heavy Armor is made of metal, that can hinder someone due to its weight but with enough training u can learn to use it to ur advantage, being more confident means u can focus less on defense and more on damage.
Power Armor... well its power armor, advanced training should yield more benefits then what an Elder can theoretically explain to u in 20 minutes.

The Clothing specialist relies on luck, and unhindered by any type of armor his reflexes excell.

The Scientist feels mroe comfortable when he dresses the part, the stealthfield is an invention, he is better at self medicating and his followers, understanding how important he can be for the wasteland, will strive harder to protect him.

That is how I see it, and its certainly not a stretch when u look at the other Perks in the game.


-Exo
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Alyesha Neufeld
 
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Post » Sat May 28, 2011 10:39 am

Sounds like a neat idea! Personally, though, I reckon those perks could use some better names... and a lot of rebalancing.

Personally, I reckon you should make the perks focus on the player more than the enemies... or the player's guns... and probably give everything better names, too, but hey!


haha, hey thanks.

The actual names of the perks are:

Advanced Light Armor (training)
Advanced Medium Armor (training)
Advanced Heavy Armor (Training)
Advanced Power Armor (training)

Cloth Specialist.

Science Outfit.


A person wearing cloth should not be able to soak up any damage, and dodging is generally speaking a bad strategy in a gun fight.
He has to be faster, and more effective then his clogged-down-by-heavier-armor opponent on the battlefield.

I did not want to give benefits that destroyed the idea of what the player is wearing, but rather improve on his strenghts, luck, agility and so on.


-Exo
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Lizzie
 
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