Power Armor

WARNING: When entering a Power Armor YOUR DEFENSE IS BASED ON THE SUM OF ALL PARTS attached to your Power Armor Frame all other armor pieces do NOT count! Thus the power armor defense will override your current or all other Defense bonuses. Any Armor except Power Armor is therefore not used in calculating "Defense". Know that when running aggro into battle using a rusted suit ...

"Special thanks to Redbaron148 for helping with Power Armor ideas and balancing"

- zawinul

General

 * Power Armor now grants +200 Carry Weight (+100 in the strict carry weight addon)
 * The landing impact effect should no longer effect targets who aren't hostile to you (needs testing)
 * Power armor tiers are now unleveled, but the pieces that frames and containers can drop are based on the rarity of the tiers
 * Raiders in PA now have higher resistances, and drop damaged PA pieces (like BOS do)
 * Being in Power Armor will bypass any strength requirement on weapons
 * Exiting Power Armor will unequip the weapon if you lack the strength
 * Low calibers scale worse against power armor
 * Being inside of Power Armor now adds a significant amount of threat now

Locations

 * The Power Armor frame in Concord only comes with 1 badly damaged left arm and right leg

Vendors

 * BOS vendor can carry more base power armor pieces
 * BOS vendor no longer can carry high tier power armor mods
 * DC Surplus: Power Armor frame

Scrapping



 * You can manually scrap Power Armor pieces using your Field Kit (gives random materials based on helm, limbs, and torso)

NOTE: Power Armor pieces can no longer be scrapped off the ground in settlements! Use your Field Kit and select "Field Scrapping".

General
The base armor value is no longer determined by the power armor itself, but with a new base structure mod
 * Materials no longer give any stat bonuses (NOTE: some mods in this category are reworked)
 * Winterized Coating is now "Winterized Paint" and retains it's paint style
 * Added a missing misc mod (and ingredients) for the Minutemen paint job so that it will sort properly
 * Motion-Assist Servos no longer give strength, but instead give +20% melee weapon damage
 * Blood Cleanser is now "Contaminant Cleanser" - Increases poison resistance by 10
 * Medic Pump is now "Winterized Insulation" which gives +5 cryo resist
 * Emergency Protocols was always set to -25% DR, but the tooltip wasn't reflecting this before
 * Photovoltaic Coating is now "Photovoltaic Plates", and is a Helmet utility addon, instead of a material
 * Photovoltaic Plates gives +10% ap regen in the sun, and +5 fire resist
 * Titanium Plating, Explosive Shielding, and Prism Shielding are removed
 * Lead Plating is now "Rusty Paint", and allows you to put the rust texture back on any PA set
 * Lead Plating: a Torso utility addon that gives 150 rad resists
 * Tesla Bracers were reduced to +30 energy damage per arm, and updated the tooltip to explain exactly what it even does
 * Hydraulic Bracers show that it adds +15 damage per arm on the tooltip
 * Tesla Coils is drastically reduced (this was way overpowered - may be changed again later)
 * All armor pieces are named better and more consistant
 * The battery drain is 5 times lower from normal running
 * The battery drain is 10 times lower from sprinting
 * The battery drain is 2 times lower when using action points (power attacks)
 * Standard melee attacks now drain the battery by a very small amount
 * Landing on the ground (shock absorption) now drains the battery by a small amount
 * Jumping now drains the battery by a very small amount

Classes (T-45, etc.)

 * Armor values are rebalanced so that the different classes of PA aren't quite as far apart in stats
 * Each class of Power Armor has it's own differences, even if they're minor

Base Structure Mod
This new mod slot is the core of Power Armor pieces now, which allows you to specify what material the base structure is made of
 * There are 2 categories for these mods: Torso and Limb (includes Helm)
 * Limb mods are 1/4th of the protection that the chest gives
 * Structure mods are expensive/difficult to upgrade, but are interchangeable between different classes of Power Armor
 * Structure mods are the first mods that return their full materials inside of the "loose mod" item

There are 3 paths you can take in the structure system: The path you take is based on your stat preferences, and the materials you can find/spare Titanium is the best overall, but it can be costly as it is ALSO the best for weapon crafting You can still get a nice balance by mixing Steel and Aluminum pieces, but it's not quite as high as full Titanium
 * Steel Alloy (rank 1,2,3) -> Reinforced Steel Alloy (rank 4,5,6)
 * Aluminum Alloy (rank 1,2,3) -> Leaded Aluminum Alloy (rank 4,5,6)
 * Titanium Alloy (rank 1,2,3) -> Insulated Titanium Alloy (rank 4,5,6)
 * Most of the PA's DR/ER defense now comes from the Armor Plating (alloy) slot
 * You'll notice all PA alloy plating upgrades require at least 1 low-grade plating, which is to emulate the "front plating" which gets repairs the most (from alloy scraps)

Each structure material has different properties:
 * Rusted Steel: Very poor stats. Can sometimes be found on Power Armor you find on NPCs/frames
 * Steel (Standard): Starting mod. This is the base default stats. Increased weight.
 * Steel Alloy: Gives high Damaged Reduction (DR), low Energy Resistance (ER), adds armor health
 * Reinforced Steel Alloy: Gives high DR, moderate ER, adds armor health
 * Aluminum Alloy: Gives high ER, low DR, adds some fire resist, adds AP, reduced weight
 * Lead-Lined Aluminum Alloy: Adds rad resists to Aluminum Alloy, moderate DR
 * Titanium Alloy: Gives high DR and ER, adds armor health
 * Insulated Titanium Alloy: Adds fire/cryo/rad resists to Titanium Alloy

Overall Condition

 * The "Model" mod slot is completely reworked and simplified for crafting
 * The slot is now considered an overall "condition" slot, which is long-term wear that can't be fixed with just simple repairs
 * Model A = "Rusted" - Very poor protection/durability/value (uses the rusted texture)
 * Model B = "Deteriorated" - Poor protection/durability/value
 * Model C = "Degraded" - Below-average protection/durability/value
 * Model D = "Functional" - Standard protection/durability (This is the standard working version)
 * Model E = "Improved" - Improved protection/durability
 * Model F = "Customized" - Superior protection/durability
 * You can craft anything Functional and above, in order to restore old and busted PA
 * These upgrades are cheaper than structure upgrades, since they are tied to the class of armor
 * Each level has increased protection, and significantly increased durability
 * Raider armor now has all 6 levels of mods, instead of 2
 * Raider: Small bonus to Damage Reduction each rank
 * T-45: Small bonus to Damage Reduction each rank
 * T-51: Small bonus to Energy Resistance
 * T-60: Small bonus to both DR and ER each rank
 * X-01: Small bonus to both DR and ER each rank
 * The T-51 "Model A" slot now properly shows a rusted texture like the other PA types
 * All Model A mods now have a loose mod so they sort correctly
 * The Condition slot no longer gives any DR or ER, but still gives health and some other defensive benefits (rad resists, etc.)
 * The Condition slot varies slightly between the different types of PA
 * The Condition slot is fairly cheap now to upgrade (in relation to other upgrade slots), but still requires skill
 * Condition upgrades now only require 5 (or less) ingredients so you don't have the annoying scrollbar

Utility Mods

 * Reinforcement - A new utility mod which allows you to sacrifice utility for extra defense
 * The Lead Plating upgrade now also adds a small amount of DR/ER
 * Many utility recipes now require skill instead of perks, as well as a few tweaks to material costs

Raider Power Armor

 * Raider Power Armor now has a material slot
 * Now has a brand new texture map for palette colors
 * Now has a full palette of 16 possible colors patterns
 * The default vanilla skin can be applied with a paint job called "Raider Paint"
 * The default vanilla skin is automatically applied to "Deteriorated" and "Degraded" conditions
 * The new "Rusty" paint is automatically applied to "Rusted" (The Model A)
 * The new "Clean" paint is automatically applied to "Functional" and above
 * These new palette-based paint jobs are very basic, but it adds a lot of variety to raider power armor
 * Raiders in Power Armor now use the new PA system that BOS were converted to previously
 * Raider power armor Legs/Arms can now properly use Alloy Plating upgrades (oops, it must have been bugged this entire time)

Loot

 * Power Armor on frames will often spawn with varying health damage
 * Power Armor frames will no longer automatically have only the "highest" class of PA based on your level (T51, etc.)
 * Raiders with power armor will spawn with some variety of quality and paint jobs
 * Fusion Cores have a lower chance of dropping on power armor frames found in the world, and when they do they have less battery power also
 * Random pieces of power armor (usually rusted) can sometimes be found in certain containers (trunks, crates, and even large trash bins)
 * There's a 1 in 5 chance of getting 1 piece of usable PA per NPC
 * The destroyed pieces are junk items with different amounts of components

NPCs

 * BOS NPCs wearing PA now have greatly increased armor, and usually drop destroyed PA pieces instead of real ones
 * BOS NPCs cannot have their fusion cores stolen
 * Raiders can randomly spawn a "Raider Overlord" or a raider in Power Armor once you kill a certain amount of Raiders
 * Danse's Power Armor actually has good defense now (this was an oversight before)
 * NPCs will no longer eject from Power Armor just because the core is shot out
 * NPCs in Power Armor should now have better balanced defense (in most cases, they will be much tougher now!)
 * NPCs in Power Armor will now drop random "Power Armor Frame Scrap" junk items, which acts as salvage from the destroyed frame

NOTE: - Other PA NPCs will be updated in the future - This may need some testing, so don't freak out if you run into some power armor frame that doesn't work.. some are locked out on purpose

Repair

 * Repair recipes now use Science skill instead of the Science perk
 * (NEW) You can now see which perks/skills you're missing when you're trying to repair power armor
 * Repairing Raider Armor now requires 20 Metalworking Skill
 * Repairing T-45 now requires 30 Metalworking Skill and 20 Science Skill
 * Repairing T-51 now requires 50 Metalworking Skill and 40 Science Skill
 * Repairing T-60 now requires 70 Metalworking Skill and 60 Science Skill
 * Repairing X-01 now requires 100 Metalworking Skill and 80 Science Skill
 * DLC Power Armor repair recipes are updated
 * All PA repairs now use "Mixed Alloy Scraps" instead of specific grades of alloys (this goes really well with salvaging PA and metal armor)
 * Limb/Helm repairs are reduced in cost, so they actually match the ratio of defense they give in relation to the torso
 * Limb repairs no longer require adhesive, but all repairs require Oil now
 * Power Armor requires slightly lower Metalworking now to repair, and in equal amounts to the Science skill it requires

Power Armor Perks

 * Unstoppable

Looting
Power armor (of levelled tier) is still spawned on frames all across the Commonwealth, however, it will generally be only 2 or 3 pieces at time, and in poor condition and basic steel (see below).

Enemies in PA drop junk pieces that contain PA components instead of PA parts themselves.

Scrapping



 * a Power Armor Frame can be scrapped with 1 rank in Settler Skill: Salvaging
 * pressing Space on a suit will convert a PA frame into an item (Power Armor Frame Voucher)
 * You can manually scrap Power Armor pieces using your Field Kit (gives random materials based on helm, limbs, and torso)

NOTE: Power Armor pieces can no longer be scrapped off the ground in settlements!

Locking
Power armor suits can be locked, which renders them completely unusable by you or NPCs until unlocked.

Condition
Power armor pieces have a special condition mod slot which goes from rusty to customized.

Ever-increasing amounts of Blacksmith perk and resources are needed to craft every new one.


 * "Rusted" - Very poor protection/durability/value (uses the rusted texture)
 * "Deteriorated" - Poor protection/durability/value
 * "Degraded" - Below-average protection/durability/value
 * "Functional" (Model A) - Standard protection/durability (This is the standard working version)
 * "Improved" (Model B) - Improved protection/durability
 * "Customized" (Model C) - Superior protection/durability

Base Structure

 * Power armor pieces have another slot base structure which is responsible for most of armor's resistances.
 * There are three variants: steel, aluminium and titanium, with multiple tiers of each, requiring rarer alloys and more skill.
 * Each structure material has different properties.

Total
NOTE: - You can transfer improved pieces between PA tiers. - Don't hold back on building better pieces on your T-45 (you can bring them over to your T-60 later).

Stats
The following are the stats of fully upgraded Power Armor with basic Steel material and no other modifications.

NOTES FOR PATCH DEVELOPERS

 * All power armor "Utility Slot" upgrades use the "ma_PA_Universal_Misc" keywords, instead of specific PA classes
 * Power Armor utility mods use the "T-45" data (although you should not modify these)