FWE Medic Power Armor
⚪ Last updated 2010⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 5.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #76 of 437 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Medic Power Armor, FWE edition Version: 1. 01 final REQUIREMENTS: -This mod requires FWE - FO3 Wanderers Edition (versions 5. 0+, 6. 0+). -DLC Zeta edition need Zeta DLC to be installed and loaded ===================================== Upgrade instructions- IMPORTANT!!!!!! ===================================== ===================================== Before upgrading to the new version, please unequip Medic Power Armor and wait untill all PA effects will be ended. Otherwise you can damage your SPECIALs and skills. After upgrade all your stock of chems in PA suite WILL BE LOST!!! Description =========== This mod provide additional functionality to Medic Power Armor. -Water breath ability- with PA helmet equipped -Auto repair functionality for Medic PA, when health of PA drops below 50 % (DLC Zeta version only, Alien Epoxy required) -Rad-X and Rad-away auto injection, when radiation level above 600 -Stimpak 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) -Psycho and Buffaut auto injection, when level of health below 50% (in combat only) -Jet auto injection, when number of AP close to Zero (in combat only) -Coldturkene used to prevent addiction during extensive chem\'s usage How to play =========== -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. -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. -Each chem in player\'s inventory will be converted into 2 doses in PA container. Exception- Alien Epoxy (x1) and coldturkene (x3). -Recharging is not possible in the battle. -Recharging is possible only when appropriated chem in container\'s slot will be fully used. -One dose of Coldturkene will be consumed during recharging of each slot in container. Recharging is impossible without Coldturkene in player\'s inventory or in the container. Coldturkene always will be recharged first. Exceptions- Alien Epoxy, which don\'t need Coldturkene to recharge, and Coldturkene itself. Controls ======== You can see your current stock of chems and other options by pressing \"\" key on the Num. pad. If you want to change default key- open console and type set DLMPAkey to XX where XX- scan code for new key. Complete list of scan codes can be founded here- in the end of page. http://fose.silverlock.org/fose_command_doc.html Install ======= -Unequip Medic Power Armor first, wait until all PA effects will be ended, and make hard save. -Extract meshes/textures and one of . ESP Files into your Fallout 3 Data Folder (for example C:\\Program Files\\Fallout 3\\Data\\). -Load this mod after FWE...esp and MMM...esp (if present
📊 Mod Details
- Game
- Fallout 3 Mods
- Author
- delamer
- Version
- 1.01
- Downloads
- 1,505
- Endorsements
- 89
- Category
- Gameplay Effects and Changes
- Created
- 8/14/2010
- Updated
- 9/19/2010
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