This is a (for now) pair of mods starting to implement some advanced armor options for players.
Current packs:
Survivor Expansion
Power Armor Utilities
Survior Expansion adds:
Survivor Skinsuit
So in my current run I’ve got top of the line survivor armor on every bodypart and every layer. Except the next-to-skin layer! Why? Because my goddamn Fire-Resistant Suit tore off! There’s currently nothing comparable to survivor armor for the skintight layer, and that’s stupid! Unless you kevlar reinforce your underpants, but that’s stupid too!
At 7 tailoring level you’ll be able to make a Survivor Skinsuit. Basically just a cotton-lined kevlar bodysuit so you can Armor Up! on every layer and coordinate your whole outfit without some grabber tearing it off you while somehow leaving the armor on top perfectly intact.
Armored Backpack
I probably don’t need to tell you why you need this…
Just a version of the existing Survivor Backpack made out of kevlar and a little metal to stop it from being the only thing that gets damaged in combat and dropping your new books all over the floor. A little more encumbering, and a level higher in tailoring than the normal version.
If people like it (and it works properly) I’ll consider making armored versions of the other survivor backpacks, but we’ll see if there’s any demand for it.
Survivor Environmental Skinsuit
How many times have you thought “Dang, my Heavy Survivor Suit makes me almost invincible, except for those damn shockers and acid spitters!” well screw that!
This is a very lategame (tailoring 9) next-to-skin layer suit over most of your body. Made from a whole bunch of plastic chunks, a cleansuit, some wire, and assorted fabrics, it’s basically a rubber suit with a faraday cage built in to protect against acid and electricity. Quite warm, so be careful of overheating.
This is what I’m most worried about in terms of balance, considering it’s basically a hard counter to the two main zombie specials that can threaten a lategame charater. If you use it a bit and it seems overpowered, feel free to let me know, especially if you have a good idea to help balance it.
Superalloy Plate Armor
We all know how awesome plate armor is, and how much superalloy we have lying around in our resource piles. With the same book that lets you make Plate Armor you could make Superalloy Plate Armor. Basically the same thing, but a bit lighter and less encumbering. A bit more difficult, but a bit quicker, to make.
Survivor Plate Armors
Survivor versions of both steel and superalloy plate armor are a bit more encumbering but have 100% coverage and slightly better protection.
Power Armor Utilities adds:
A sheath, scabbard, back scabbard, holster, back holster, and a magazine bandolier. They’re simple to craft and can be worn with power armor. There may be a bit of weirdness on account of how power armor is handled by the game, so let me know if something weird happens and I can TRY to fix it.
Finally, if anyone who uses the mod has a good suggestion or a comment, feel free to let me know. I’m very susceptible to flattery.
Get them here!
Survivor Expansion
Power Armor Utilities
Coming Soon:
(Maybe, if I ever work out a way to do it nicely)
Power Armor
Modify power armor to be a bit more viable. Lower energy cost, a substantial strength boost (and possibly small boosts to other stats, depending on the variant), and some improvised attachments:
- Improvised Carrier Frame: A bunch of pockets and straps to increase your carrying capacity at the cost of some torso, leg and arm encumbrance. Can be worn with or without the Hauling Frame.
- Holsters, sheaths and scabbards to attach weapons to. With little or no encumbrance, since most would involve magnets welded to the side of the armor. Possibly multiple variants.
- Heaters/Insulation: Just some extra warmth, to let you get to the bottom of those ice labs in comfort.
- Extra/External plating: Almost certainly not necessary, but might be handy for extended use, since you could put it over the main armor and repair it as needed instead of having to take off the main armor.
- A “firestorm” kit: Basically just the artifact ability of the same name. Activate it and it spawns a bunch of fire around you.
- Tesla Coil/Fusion Beam/Coolant Purge Kit: Like the Firestorm kit, just uses the lightning/fireball/acid ball artifact ability. Activate to throw a lightning bolt/fireball/acid blob.
- Enhanced Servos Kit: A set of extra servos and wiring to give you a speed, strength and dexterity boost.
- Enhanced Computers Kit: A set of extra computers to give you a boost to Intelligence and Perception. Possibly also add Psychic Shield or anything else that makes sense.
- Toolkit: Basically just the Integrated Toolset CBM as a piece of power armor. May or may not actually be possible.
Each of those kits would be quite rare to find, and might be craftable with high skills, semi-rare materials, and the usual endgame books.
In fact, it might be best to make power armor fully modular, using a system similar to Fallout 4.
Another idea is to add internally-powered Power Armor. A small nuclear or fusion reactor mounted as a backpack to provide indefinite power to the suit. This would have to be a separate item and you’d need to craft it with expensive, rare materials (a minireactor and a few dozen plutonium rods or some hydrogen cells, at least). Semi-makeshift, so some extra encumbrance and reduced armor. Will leak radiation into you if damaged. Might even have multiple tiers depending on what materials are available to you.
If people like the modular system it might be one of a number of wearable power packs or frames which act as the base of a suit of power armor, and is the thing you actually turn on.
Might just be a special UPS, like a mk3, that automatically refills over time or when you activate it.
RM13 Combat Armor
Modify RM13 combat armor to use normal batteries so it can be converted to UPS as wanted, as well as adding a Dexterity and/or Perception boost while wearing it powered. From there I’d like to “specialise” it in two ways and have three modes you can switch between a la Crysis:
- Full combat focus: Increase armor rating substantially. Reduce the full radiation protection to partial, and disable some of the excess attachments (clock, swimming goggles, etc.) Small strength boost, higher dexterity boost, reduces perception.
- Enviro suit: Full everything-else protection, uses substantially less power, a rebreather effect. Extra perception boost, psychic shield, speed boost, drops your strength and dexterity. Probably some other stuff I can’t think of now.
- Standard: As it is now, but with armor rating somewhere between current powered and unpowered rating. Isn’t actually powered, is basically just a full coverage suit of kevlar armor. Possibly lower encumbrance and/or higher carrying capacity.
Maybe even a sniper, stealth, survivaltist or engineer mode?
Basically intended to be a jack-of-all-trades competitor for the Power Armors tankiness and modularity. Would have to be made substantially rarer and probably won’t include everything in the list. Can’t be modified in any way, since it’s a cutting edge technomagic suit. Might even be made a type of power armor or heavily encumbering, since you can currently wear RM13 with other clothing.
Pre-Cataclysm Armor
So most Pre-Cataclysm armor sucks. Hard. How can a military-grade bulletproof vest be that terrible? Well maybe in real life they have gaps and all, but not having usable protection in a game is pretty silly. Most, if not all, armor vests will get higher coverage and armor rating (not quite Survivor grade, of course). Perhaps also with a survivorised variant with added plates and fabric, to provide 100% coverage (but for more encumbrance than a proper survivor suit). That way the armor you find in crashsites can stop being useless, and those running the No Survivor Armor mod can have reasonably reliable protection.
Might also include the addition of some more armor, a powered exoskeleton, a bomb disposal suit, stuff like that.
Get them here!
Survivor Expansion
Power Armor Utilities