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本帖最后由 ywl4726 于 2011-1-3 01:31 编辑
原地址 http://www.newvegasnexus.com/downloads/file.php?id=37983 mod有点大,20多m。以下是简介,原文太长发不上来
115地址 http://u.115.com/file/f32bc6a9db
Description
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Powered Power Armor adds several upgrades that can be used with power armor, about 20 of them. See the included Power Armor Upgrades List for a complete list and what they do. Think of them as mod kits for power armor - they come in the form of miscellaneous items that can be scavenged in the Mojave or purchased from various vendors. When you put on power armor any upgrades in your inventory replace themselves with armor objects that automatically equip themselves. Some are weapons, some apply various stat changes, and some have more elaborate scripted effects. The Pipboy icon for each upgrade contains text discussing how the upgrade works (in proper Fallout pseudo-science technobabble), what it does, and what armors it works with.
In addition to the upgrades, power armor is treated more like the machinery that it is. Different armors have different power supplies with various advantages and disadvantages. Enclave Advanced Power Armors and T-51b power armors both run on effectively inexhaustible nuclear power supplies - MicroFusion Packs. T-45d armors, and any armors added by custom mods, get their power instead from superconducting ceramic ultracapacitors - meaning they require periodic recharging. There is an advantage to the ultracapacitors though - they are able to produce a much higher power output (nuclear reactors tend to get a bit testy when you run them too hot) and therefore allow you to install some of the cooler upgrades. Liquid cooling allows power armor to be run at a higher power output without overheating, meaning faster movement, higher carry weight, and more damage with melee and unarmed weapons. Thermal Regulation Override accomplishes the same effect by basically ignoring the usual high temperature warnings, letting you push the armor closer to the limit (and past it if you don't mind a little singed flesh.)
If you'd like to use these high powered upgrades with one of the nuclear armors, you have two options. One is to purchase and install an Ultracapacitor Conversion Kit, meaning your armor will now require periodic recharging. The other is to scavenge or purchase one of the rarer, considerably more expensive experimental high power microfusion packs. These will let you use any high power upgrade without having to recharge.
A new HUD element will be added to your screen upon equipping power armor - the vault boy in power armor indicates that you are wearing power armor. If the icon is green (or whatever your chosen HUD color is) you are wearing charged or nuclear power armor. If the icon is dark grey, your armor is uncharged, and will be slowing you down considerably. You can charge it by entering the Powered Power Armor config menu (default hotkey "P") and selecting the Field Recharge option. Any suitable power sources that you have in your inventory will be shown there (fission batteries, microfusion cells, energy cells, electron charge packs, and ceramic ultracapacitors). Your armor will carry up to 300 kilowatt-hours of charge. Your armor's charge, if applicable, is shown to the right of the power armor icon, though if you are wearing nuclear powered armor a radiation symbol will appear there instead. The whole cluster of indicators can be repositioned on your screen by holding the config menu key ("P") until the rest of the HUD disappears, and then using the arrow keys while continuing to hold down "P".
If you've installed the Thermal Regulation Override upgrade, there will also be temperature readouts above and below the charge indicator. They indicate the upper and lower temperatures of your armor, not so much the temperatures inside of the machinery but the temperature of what's in contact with your skin. If either temperature gets above 130 degrees Fahrenheit an alarm will sound, and above 135 degrees you'll begin to take damage. You can lower your temperature by either stopping, walking, lightening your load, or toggling TRO off (its default hotkey is "Q"). When TRO is engaged, the power armor icon will turn red. (By now you're probably beginning to see why you needed power armor training).
Another feature of this mod is working UnderArmor - what recon armor was originally meant to be, something that could be worn under your power armor. There are four sets at the moment, each with a different advantage. Insulating UnderArmor will allow you to tolerate armor temperatures of up to 150 degrees, as well as improving your fire resistance. UnderArmors are equipped more or less how you would think - put the UnderArmor on, then equip power armor.
T-51b power armor protects better than T-45d and imposes less of an agility penalty due to its high precision hydraulic drivetrain (versus the T-45d and APA's electric servomotors) but the hydraulics are incompatible with a few of the upgrades. The Regenerative Overload Capacitor and Upper and Lower Precision Phase Controllers are designed to work with servomotor armors only.
Speaking of armors, three custom skinned power armors are also added. Composite T-45d, Enclave Onyx Stealth Armor, and Hardened T-51b. Composite T-45d can be built from schematics found somewhere in the Mojave, and will occasionally be found on Legion Prime and Veteran soldiers. The other two are unique, and will be a little harder to find. These armors include scripted effects that make them truly unique (or, in the case of Hardened T-51b, slower).
In an attempt to balance out the enormous advantages offered by power armor, nearly all power armors will reduce your sneak skill by 100 (though some upgrades improve it a bit). Furthermore, Stealth Boys have been altered to only work effectively with non-power armors (just because you're partially invisible doesn't mean they can't hear you.) Composite T-45d is the only power armor suitable for use with Stealth Boys by virtue of its quiet, low power stealth drivetrain.
Let's see, what else. Oh yeah, other features:
Power Armor Deconstruction - Upon the death of its wearer, power armor may break down into its constituent components depending on its condition and how much damage the wearer's limbs took. You'll need the Power Armor Mechanic perk to recognize and loot these components, and reassemble them into working power armor. Otherwise, aim for the head. Reassembly takes place at workbenches and uses the crafting menu, and the perk requirements are: Level 6, 50 Science, 50 Repair. You can also break down power armor to use its parts to rebuild other, better armors, or to rebuild faction armors as their non-faction counterparts.
Power Armor Explosions - Power armor will explode if you score a direct hit to the power supply. Both nuclear and non nuclear armors can explode, though the nuclear explosions are considerably more fun. Any shot to the torso that causes sufficient damage has a remote chance of causing the armor to explode, but shots to the back will make it happen 100% of the time (given the way the combat AI is written this is harder than you would think.) Only the player can cause explosions at the moment, so don't worry about suddenly blowing up.
Power Armor Scaling - The player and any NPC wearing power armor will automatically be scaled up by about 15%. This features introduced a couple of bugs that have been addressed as thoroughly as possible, but if you're having any problems with this mod disable this feature via the options menu. It is disabled by default.
Recharging Stations - There are two of them, the RobCo Rapid Recharge Station and the RobCo Personal Breeder Reactor. The recharge station will recharge your armor any any ceramic ultracapacitors in your inventory instantly. The reactor will recharge depleted fission batteries, and it takes 10 game minutes. Both are heavy and expensive.
Armor Plating Scraps - If an armor is destroyed during combat, some of the armor plating may be salvageable, and can be used to repair power armor and helmets. Scraps or repair kits will also be available from some vendors. There are four kinds - ceramic (used for T-51b and APA armors), steel (used for T-45d armors), composite (used for Composite T-45d) and titanium (used for Hardened T-51b).
Quest Dependent Loot - Which upgrades are available for purchase is dependent in some cases upon which quests you've completed. Most of the better upgrades in fact require that you've done something for the vendor or their faction before they'll be available for purchase. The effected merchants include Gloria Van Graff, Contreras, Mick, Torres, and Dr. Schuler.
Jump Fall Fixer - Included in the download is the independent mod Jump Fall Fixer. It's a workaround for the invisible ledge that crops up when jump height is increased too much.
NPC Upgrades - Nearly all upgrades can be used by NPCs, and will be spawned at random in NPC inventories (other than companions). This includes the Energy Pulse Generator, an area of effect weapon that can burn you, mez you, paralyze you or send you flying.
Weapons - There are also three energy weapons in the works that consume your armor's charge for ammo, though they are not a part of this initial release. They are heavily scripted, with multiple firing modes and other goodies. Two were a part of the most recent Fallout 3 release of this mod, but there were a couple of bugs to work out so I've decided to save them for beta 2. |
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