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Fallout 3 nexus mods impervious power armour
Fallout 3 nexus mods impervious power armour






fallout 3 nexus mods impervious power armour
  1. #Fallout 3 nexus mods impervious power armour mod
  2. #Fallout 3 nexus mods impervious power armour upgrade

Impervious Power Armor by TheTalkieToaster

#Fallout 3 nexus mods impervious power armour upgrade

After upgrade all your stock of chems in PA suite CAN BE LOST!!! Otherwise you can damage your SPECIALs and skills.

#Fallout 3 nexus mods impervious power armour mod

This mod will conflict with all mods, which make modifications to Medic Power Armor script.īefore upgrading to the new version, please unequip Medic Power Armor and wait until all PA effects will be ended. This mod must be compatible with most mods, compatible with FWE. This mod is compatible with FWE 6.0+ (1.0 RC1, 1.0 final)

fallout 3 nexus mods impervious power armour

This mod is compatible with FWE 5.0+ (1.0 RC1) Load this mod after FWE.esp and MMM.esp (if present) in your load order. ESP Files into your Fallout 3 Data Folder (for example C:\Program Files\Fallout 3\Data\). Unequip Medic Power Armor first, wait until all PA effects will be ended, and make hard save. If you want to change default key- open console and typeĬomplete list of scan codes can be founded here- in the end of page. You can see your current stock of chems and other options by pressing "*" key on the Num. Exceptions- Alien Epoxy, which don't need Coldturkene to recharge, and Coldturkene itself. Coldturkene always will be recharged first. Recharging is impossible without Coldturkene in player's inventory or in the container. One dose of Coldturkene will be consumed during recharging of each slot in container. Recharging is possible only when appropriated chem in container's slot will be fully used. Recharging is not possible in the battle. Exception- Alien Epoxy (x1) and coldturkene (x3). Each chem in player's inventory will be converted into 2 doses in PA container. To recharge container press "grey *" (default) to call PA control panel, all chems in need will be removed from your inventory and added into PA container. To control chem's usage, Medic Power Armor have container on-board, which is able to keep up to 8 doses for Psycho, Jet, Stimpak, Buffout, Rad-X, Rad-Away and Morphine up to 14 doses for Coldturkene and up to 3 doses for Alien Epoxy. Coldturkene used to prevent addiction during extensive chem's usage Jet auto injection, when number of AP close to Zero (in combat only) Psycho and Buffaut auto injection, when level of health below 50% (in combat only) Morphine auto injection, when level of health below 50% or limbs crippled (in combat only) Stimpak auto injection, when level of health below 50% (in combat only) Rad-X and Rad-away auto injection, when radiation level above 600 Auto repair functionality for Medic PA, when health of PA drops below 50 % (DLC Zeta version only, Alien Epoxy required) Water breath ability- with PA helmet equipped This mod provide additional functionality to Medic Power Armor. After upgrade all your stock of chems in PA suite WILL BE LOST!!!

fallout 3 nexus mods impervious power armour

DLC Zeta edition need Zeta DLC to be installed and loadedīefore upgrading to the new version, please unequip Medic Power Armor and wait untill all PA effects will be ended. This mod requires FWE - FO3 Wanderers Edition (versions 5.0+, 6.0+).








Fallout 3 nexus mods impervious power armour