So like the title says, my max carry weight gets reduced when I enter my Botherhood of Steel Power Armor. My strength pre-power armor equip is a 7, after I put the power armor on it goes up to a 12...But my max carry weight actually decrease by a decent amount instead of increasing as it should. My carry weight goes from 480 to 472, THAT'S A WHOLE GUN! Is there some kind of variable that once it hits a threshold it decreases instead of increases?
Dupree3
Dupree3Dupree3
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2 Answers
The only thing I can think of is that if you are wearing a lot of 'Pocketed' armor pieces before you start using Power Armor, you would be giving up the extra carrying capacity that the Pocketed mod offers (30 total if you have both arms, both legs, and chest pieces 'Pocketed'). But the increase in carrying capacity due to the Power Armor strength upgrade should outweigh that. Perhaps the strength boost from Power Armor doesn't affect encumbrance the same way it would if you were to add a SPECIAL point to strength?
Related: How much carry weight does 'Pocketed' add?
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Dan CDan C
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I'd like to add that all legendary mods on armor will not take affect.
At least for me, before power armor I have 11s 5p 11e 8c 8i 3a and 5l. After entering said x01 power armor my stats become 10s 5p 5e 6c 7i 3a 5l.
As you can see my strength was limited to 10 and all other specials went to my defaults: 5 perception, 5 endurance, and 6 charisma. This is strange considering the armor is still 'equipped' when in power armor.
The only conclusion I have is that all legendary add-ons from armor are lost upon entering power armor. This could be due to a few things:
- A mod that adds the ability to add legendary perks to power armor causing the player armor to be overridden
- Maybe it technically un-equips all your armor upon entering, even though it still says equipped
- Maybe it's just a bug that they never noticed
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Thanks to FO4Edit!Like the idea of specialising in power armour but thought Nuclear Physicist was a bit pointless, given fusion cores are plentiful?
Like the range of interesting power armour mods but end up stuck using one or two must-haves (e.g. Jetpack) or dull-but-optimal ones (e.g. Calibrated Shocks) all the time?
More Power Armour Mods adds the ability to install a second Misc mod on power armour components if you have the Nuclear Physicist perk:
- Nuclear Physicist 1 lets you upgrade Torso pieces twice (e.g. Jetpack and Tesla Coils)
- Nuclear Physicist 2 lets you upgrade Arm and Leg pieces twice (e.g. Calibrated Shocks and Explosive Vents)
- Nuclear Physicist 3 lets you upgrade Head pieces twice (e.g. Database and Recon Sensors)
This should make taking a rank of Nuclear Physicist interesting, and let you experiment with weird and wonderful power armour combinations.
COMPATIBILITY
This mod is compatible with mods that retexture or add new paint styles to power armour. It is compatible with mods that change power armour stats (e.g. Power Armor Rebalance). It is compatible with Armorsmith Extended.
It is mostly compatible with mods that change power armour naming rules or alter perks (e.g. Item Sorting). Load this mod before them. You won't see the second upgrade appear in the description, or the alterations to Nuclear Physicist's description.
It is not compatible with mods that alter the number and type of power armour upgrade slots (e.g. Power Armor Overhaul).
COMPATIBILITY PATCHES
Patches are available for:
- Automatron's T-60 Tesla Armour
Fallout 4 offers many customization options for armor, including the power armor. Normal armor has 2 different mods to choose from, but vault jumpsuits have one. Power armor is different because you can mod each piece of the armor. You need high-rank Armorer perks for all armor and also Science for vault jumpsuits and power armor.
I'll go over the types of mods you can use in armor and what you need to make them. Check out my Fallout 4 Weapon Mod Crafting guide if you want info on weapons.
This guide will go over everything about crafting armor and power armor mods including:
- Armor Mod Crafting Basics - How to craft mods, perks needed, and examples of materials.
- Advanced Armor Mod Crafting - Each armor category and the mods you can craft for each.
Armor Mod Crafting Basics
You need an armor workbench to mod regular armor and a Power Armor station to mod power armor. Both are found throughout the world, or crafted at your settlement if you have rank 2 Local Leader perk.
Perks
If you want to make the best armor you can, you'll need the right perks.
- Armorer (Str 3) - Allows you to craft mods for armor.
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- Rank 2 - Level 13
- Rank 3 - Level 25
- Rank 4 - Level 39
- Science (Int 6) - Allows you to craft high-tech mods.
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- Rank 2 - Level 17
- Rank 3 - Level 28
- Rank 4 - Level 41
You can also use the Blacksmith perk if you plan on doing melee damage in your power armor.
Materials
Every armor mod needs Adhesive, but the rest depend on the piece. Most pieces of armor use some of the items below.
- Cloth
- Fiberglass
- Steel
- Screw
- Aluminum
- Rubber
Power armor mods usually need extra things like circuitry, nuclear material, and other science materials. Grab anything you come across while exploring, then break it down for materials when you go to a settlement.
Note: If you use an item during crafting instead of breaking it down for materials, you lose any extra materials that the item has that are not used in the recipe.
Advanced Armor Mod Crafting
I'll separate into 2 categories, normal armor and power armor. All normal armor have 2 mod options, vault jumpsuits are different.
Normal Armor
- Mod 1 - This increases the damage and energy resistance. Some armor give extras like improved stealth on leg armor.
- Mod 2 - There are a wide range of mods in this section. They involve reduced armor weight, increasing carrying capacity, reducing certain damage, and more.
Vault Jumpsuits
- Lining - Improves energy and radiation resistance.
Power Armor
All power armor have the same mods for the first 2 slots.
- Model - Increases damage and energy resistance.
- Paint - Changes various stats like resistances, or increased S.P.E.C.I.A.L. stats.
Arm
- Misc Mod - Reduces action point cost, causes unarmed attacks to deal bleeding damage, increases unarmed damage, or add energy damage to unarmed attacks.
Leg
More Power Armor Mods
- Misc Mod - Increases carrying capacity, sprint speed, action point refresh speed, or increase radius for impact landing.
There are many mods for torso and helmet, so I'll list them individually.
Torso
- Emergency Protocols - When below 20% health, speed increases 25% and incoming damaged reduced by 25%.
- Motion-Assist Servos - Increases Strength.
- Kinetic Dynamo - Taking damage recharges Action Points.
- Tesla Coils - Deals energy damage to nearby enemies.
- Blood Cleanser - Reduces chance for addiction from drugs.
- Core Assembly - Increases Action Point refresh speed.
- Medic Pump - Detects hits in combat and automatically uses a Stimpack when health is low.
- Reactive Plates - Reflects 50% of melee damage back on attacker.
- Stealth Boy - Activate stealth field when crouched.
- Jet Pack - Enables jet-assisted boost while jumping.
Helmet
- Targeting HUD - Visor highlights living targets.
- Internal Database - Increases Intelligence.
- VATS Matrix Overlay - Increases VATS hit chance.
- Rad Scrubbers - Removes radiation from consumed food and water.
- Recon Sensors - Sighted Aiming marks enemies with a compass pip.
- Sensor Array - Increases Perception.
You can also change the color of the light while in Power Armor for the helmet.
That's it for my Fallout 4 Armor and Power Armor crafting guide. Don't forget to visit my Beginner Tips and Tricks for more on the game. Let me know if you have any questions!
- Requirements
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Nexus requirements
Mod name Notes More Power Armour Mods (More Power Armor Mods) - Permissions and credits
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File credits
More Power Armour Mods (More Power Armor Mods) by Talkie Toaster
Raider Power Armor Chop-Shopby MadMAX713
Tumbajamba's Spartan Battle Suitby tumbajamba azrael_wtf
Standalone Construction Power Armor by Moore - P1K1
Midwestern Power Armor by NewerMind43 and captain-ultima
Tesla X01 - Automatron Style and Full suit by Captain-Ultima
T-49 - Armor of the Storyteller by DogtoothCG Unoctium
NAVI - Brand New Power Armor by Justice
Tumbajamba's Combat Power Armor
TES-51 Power Armor -Skyrim Inspired- by EdibleGrenade12
T51c AirForce Power Armor by NewerMind43 and captain-ultima
B-35 Combat Power Armor by SpicedSuit
0080 War in a Pocket - Gundam Power Armor by wingzero72
TRAIN POWER ARMOR by Trainwiz
And tons I likely missedDonation Points system
This mod is opted-in to receive Donation Points - Changelogs
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Version 2.3
- MPAM Combined New Armor Patch-Brotherhood Power Armor Overhaul | Added Gipsy Danger Power Armor by VISaberToothIV
- MPAM Combined New Armor Patch | Added Gipsy Danger Power Armor by VISaberToothIV
- Gipsy-MPAM | Added Gipsy Danger Power Armor by VISaberToothIV
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Version 2.2
- MPAM Combined New Armor Patch-Brotherhood Power Armor | Fixed Midwest Lining issue
- MPAM Combined New Armor patch | Fixed Midwest Lining issue
- MPAM=Oswaldo192Custom | Fixed Midwest Lining issue
- Midwestern-MPAM | Fixed Midwest Lining issue
- MPAM-Kaoru2Special | Fixed Midwest Lining issue
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Version 2.1
- MPAM Combined New Armor Patch | Reuploaded for a corrupt record
- MPAM Combined New Armor Patch-Brotherhood Power Armor Overhaul | Reuploaded for a corrupt record
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Version 2.0
- MPAM Combined New Armor Patch |Updated for the 1.5.1 Update, sorry for the delay, Author recoded the original mod
- MPAM Combined New Armor Patch-Brotherhood Power Armor Overhaul |Updated for the 1.5.1 Update, sorry for the delay, Author recoded the original mod
- MPAM-Kaoru2Special | Includes vanilla DLC and several other armors | Requires 2LM version from other page
- T49StoryTeller-MPAM | Corrected record errors
- Midwestern-MPAM Patch | Updated for the 1.5.1 Update, sorry for the delay, Author recoded the original mod
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Version 1.7
- MPAM Combined New Armor Patch 1.7 | Adds the new Raider PA more updates soon
- MPAM Combined New Armor Patch-Brotherhood Power Armor Overhaul I Adds support for the Brotherhood overhaul
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Version 1.6
- MPAM Combined New Armor Patch 1.6 | Add's 'The Knight' Power Armor by m150
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Version 1.4
- MPAM Combined New Armor Patch 1.4 | Forgot to include Naming rule (actually I didn't know I needed to!)
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Version 1.3
- MPAM Combined New Armor Patch 1.3 | Massive cleaning of records (remake allot of it), small issue with Jetpack naming, but working on that.
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Version 1.0
- **********UPDATE*************
NEW!!! Combined patch to reduce plugin load!
Ok I put together and cleaned up a combined 2LM for all the new PA and a MPAM for all of them.
I test built every item successfully even without the required mods Plugin activated (but they were installed).
Additionally I did find conflicts if you don't disable my other MPAM patches, so make sure you do decative them.
I was able to clean up most of the duplications.
Included in this Patch
Combat Power Armor (and 2LM)
Spartan Power Armor (and 2LM)
NAVI Power Armor (and 2LM)
Raider Power Armor (and 2LM)
Construction Power Armor (and 2LM)
T49 Story teller (and 2LM)
X01 Tesla (and 2LM)
The Space Marine (and 2LM on 1.1 version)
Submersible Power Armor -Bioshock Inspired
Known issues:
You will see multiples of the same Secondary AUX mods if your using MORE THAN ONE additional Power Player made Power Armor mod (I have them all for example), I've tried cleaning this up, but until Talkie Toaster or someone with more experince shows me what I'm missing it's going to be an issue.
Changelog:
Added MPAM support for the following:
2M - Raider Overhaul - Raider Chop Shop MPAM Patch 1.0
Raider Overhaul - Raider Chop Shop MPAM Patch 1.0
Midwestern Power Armor by NewerMind43 and captain-ultima MPAM Patch 1.0
StandAlone-MPAM Patch (supports 2LM as well) 1.0
T-49 - Armor of the Storyteller by DogtoothCG Unoctium - MPAM Patch 1.0
Tesla X01 - Automatron Style and Full suit by Captain-Ultima - MPAM Patch 1.0
Tumbajamba's Spartan Battle Suit by tumbajamba azrael_wtf - MPAM patch 1.0
The Space Marine by Matthew Hore - MPAM 1.0
Submersible Power Armor -Bioshock Inspired 1.0 - Liberty Power Armor-MPAM 1.0 Added
- MPPA - 3x Stat Expanded | Includes all new armor and 2LM armors
- **********UPDATE*************
In this Fallout 76 Weapons and Armor Mods we will show you all the types of mods that can be applied to your inventory of weapons, armor and Power Armor. Mods are attachment for your weapons and armor that boost their stats and allow for a wide range of customization.Mods can be crafted by looking at the requirement a weapon or the armor wants, and then crating it on the workbench using the materials you gather. To craft a mod, you will need the right components that make up the mod. These components can range from common to the ones that are rare.Mods can be unlocked by taking Plans, which can be obtained by Events, Daily Quests, and Workshop Defenses. Alternatively, they can also be found when you loot bodies.It is worth mentioning that a weapon can only have one mod equipped at once. If you decide to equip a new mod in a category you already have a mod equipped from, the previous mod will be unequipped and destroyed as the new one takes it place. So be sure to consider your options otherwise you will b wasting precious components.Below we have listed all the types of mods that can be applied to Armor, Power Armor and Weapons in Fallout 76. With our guide, you will get an idea of what mods make the armor the best, and what upgrade it requires to give you the best out of your item.Fallout 76 – Armor Mods
Armor mods do not offer a wide range of customization as you will see in other categories like weapons, but they can offer you enough to provide enough resistance to different types of damage that you may receive during gameplay.Mods not only increase resistance, but can only play a big role in stealth. Some Mods offer you sneaking ability, reducing noise around enemies which can give you a big advantage.Individual pieces of armor tend to have far fewer modding options than full sets (Leather or Metal Armor, for example). You’ll want to keep that in mind before sinking precious components into pieces of armor that don’t have a set. That’s not to say that modding non-set armor is a mistake, but it’s something you should do after first considering your options.Ballistic Weave ModsThese armor mods work best for lightweight armor that does nto have the same potential as other sets that you may find. Ballistic Weave Mods are your main method of improving defense on otherwise low resistance armor.Before you consider applying these mods, you should first consider your options if a armor set truly requires a Ballistic Weave Mods, as often times it is unnecessary. But for any lightweight armor, this should be applied to increase your defenses.Material ModsThere are a wide variety of Material Mods that improve your resistance to different types of damages. These are basic types of mods that are easy to acquire, and best if you are just starting the game.HeadlampsIf you come across mining helmets, they will have a Headlamp attached to them that can act as a replacement for the Pip-Boy flashlight. These headlamps have a more focused and brighter light than the Pip-Boy. However, offer less illumination of the environment than your Pip-Boy.Miscellaneous ModsFor everything that isn’t a Material Mod or Ballistic Weave Mod, Miscellaneous Mods offer a wide array buffs and bonuses not found in their contemporaries. Increased carrying capacity, faster sprinting, longer chem durations: if you’re looking to make a truly specialized set of armor, Miscellaneous Mods are going to be your number one go-to.Fallout 76 – Weapon Mods
From the beginning of the game, you will notice weapons offer a far more superior way to fight enemies, but as the challenges grow on you, your weapons will need to be better and should be dealing out more damage to take down bigger enemies.This is where Weapon Mods in Fallout 76 offer you the ability to change and rework just about everything about a weapon, depending on the type of weapon. This allows you to turn basic guns in widely varied damage dealers, and basic melee weapons into a tactical damage dealer. Lets take a look at the type of mods that you can apply to your weapon to upgrade your weapon.Gun Mods
Guns in their base forms typically lack the punch and utility of a fully modded gun. From automatic Barrels to long-range sniper Sights, mods have the potential to completely rework the way you think about a weapon and how you use it.SightsSights are mods that offer some of the most flexibility in the way you build your weapons. Sights are obviously best for long distance shots and work best on long ranged weapons. From standard, snappy Reflex Sights for close to mid range engagement to vision enhancing Holographic Sights, which will greatly influence your fighting style. Sights or scopes can turn a mid ranged weapon into a sniper rifle if you can attach a 4x or 8x scope onto it.MagazineMagazines affect everything related to reloading, from reload speed to the amount of bullets you can fire before having to switch mags. If you’ve got a powerhouse of a weapon with a small magazine and brutal reload time, try putting on a Magazine with more rounds. If you’ve got a weapon with plenty of rounds, but you could watch yourself age while waiting to reload, try adding a Magazine mod with a faster reload speed.Grips & StocksGrips make for accurate hip firing which works best on SMGs and Shotguns, while Stocks convert any weapon they are onto a Rifle, perfect for mid to long range combat.Jun 20, 2019 Share and download mods and tools for the Saints Row series! Textures, Talk, and Tips - Fuse00. Fuse00 is a proficient retexture artist who has created mods for several different games. Her mods have accumulated millions of downloads across Fallout 4, Skyrim, Witcher 3, and Kingdom Come: Deliverance. Today we are happy to talk to Fuse00 about her work, gaming, and modding in general. BigBizkit: Thank you. Game: Saints Row 3. When logged in, you can choose up to 8 games that will be displayed as favourites in this menu. Empty favourite. Empty favourite. Empty favourite. All mods; New today; New this week; Most endorsed mods; Mods with no tags; Add a new mod; Manage my mods; My download history; Tracking centre; Manage mod rewards; Images. Apr 21, 2017 Saints Row 2 mod Released 2009. The Gentlemen of the Row mod for Saints Row 2 PC is a massive integrated collection of mods, tweaks, and fixes that greatly enhances the game while still staying true to the spirit of the original. The mod has been carefully balanced to be used by either a newcomer or a veteran to the series. Saints row 3 pc mods.BarrelsBarrels (called a Rubber Ball on the Paddle Ball, a Canister on a Broadsider, and a Launcher on a Fat Man) offer some of the most dramatic changes a gun can have. You won’t have access to many automatic weapons without first attaching an Automatic Barrel; likewise, you won’t find a lot of sniper rifles without a Sniper Barrel. Barrels should be considered the foundation of your weapon and should be first on your list when you’re thinking about making a change to any gun in your inventory.MuzzlesMuzzles range from Suppressors, Muzzle Breaks, Compensators, and Bayonets. However you will find little in common between these muzzles. Bayonets increase melee damage with the weapon that t is attached to, while Compensators, Muzzle Breaks and Suppressors reduce recoil at the cost of firing range. Suppressors however, have the added benefit of silencing your shots making it harder for enemies to detect you.ReceiverReceivers are the damage-enhancing part of any weapon (called a Capacitor on most Energy Guns and a Tank on a Flamer). There is a wide variety of Receiver Mods that offer small tweaks and benefits on top of a damage increase—though, some forego a damage increase for other benefits, like an increased critical hit chance. If you want your weapon to hit harder, this is where you should look first.Paint ModsThese are just aesthetic upgrades you can apply to your weapons, as they do not offer any advantage over combat abilities, however, they can offer a personal touch that can make your weapon feel truly yours.Melee Mods
While melee weapons are not the same as Weapons or fall in the same fashion as gun Mods, Melee Mods offer dramatic changes to the weapons that they are attached to. Examples are an extra claw on your Deathclaw Gauntlets, an electrified Security Baton, a Pitchfork with fire jets, the possibilities seem endless.While you may not the level of customization that you will in Gun Mods, you will get more options for radically reworking your melee weapons in the way that Gun Mods cannot achieve.Material ModsThese mods will change the material a melee weapon is made up of to increase its damage. Unfortunately, this only works if a melee weapon allows this type of modification. The weapons that do allow these are Baseball Bat and Rolling Pin, which are both that can be changed to an aluminum material. If you’re planning on using either of those weapons, be sure not to leave without coating them in an aluminum Material Mod first.Upgrade ModsAs mentioned before, you will not get the same level of customization with a melee weapon as you would with a gun, but you will also find singular mods that dramatically change a weapon’s appearance and damage output with Upgrade Mods.Some Upgrade Mods merely boost a melee weapon’s damage output, but others change the damage type entirely. It’s not uncommon to add Energy damage, a bleeding debuff, or armor penetration to a melee weapon with certain mods, though the amount of options you have varies from weapon to weapon.Fallout 76 – Power Armor Mods
Mods that you can apply on Power Armor are not different from Armor Mods that we have covered above, but where you them is. While Armor Workbenches can be found easily, if you do not have the Plans necessary to build a Power Armor Station in your CA.M.P, you can go a long way without ever finding one for yourself. Nonetheless, let’s look at all the mods you can apply to your Power ArmorBase ModsBase mods provide the bulk of the defensive improvements that you will find in Power Armor Mods. If order to take down the the bigger challenges that the game offers, you are going to need a Power Armor, and that too a good one.Even with a full set of the best armor available to you, you’ll still find plenty of challenges that require more defense than your Power Armor’s base stats can provide. Base Mods will allow you to up that defense beyond base values to give you armor that can handle whatever Appalachia throws at you.Head LampsJust like mining helmets, you can also strap a Headlamp onto any Power Armor helmet in the game. it offers the same features as it does like brighter light and more focused beam of light than your Pip-Boy can offer.Miscellaneous ModsJust as in Armor Mods, Miscellaneous Mods provide a slew of benefits beyond improvements to defencec. Adding a Miscellaneous Mods to your arms, for instance can potentially provide incrased melee damage, while adding a mod to your Power Armor’s legs can increase your sprint speed or your carrying capacity.Read more fallout 76 Guides Below:Fallout 76 Beginner’s Guide
Fallout 76 Side Quests Guide – All Side Quests Completion
8 Basic Steps After You Step Outside the Vault in Fallout 76This concludes our Fallout 76 Weapons and Armor Mods Guide. Feel Free to comment below. -