12 Quality of Life Power Armor Mods for Fallout 4


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01:26 – X-01 Invisible Flashlight Remove
02:10 – X-01 Power Armor Helmet Smoothed Eyes
02:48 – Power Armor HUD – No Transparency
03:46 – Transparent Power Armor HUD
04:27 – Better Dials for Power Armor
05:10 – Power Armor HUD
05:33 – Power Armor Map…


38 Responses

  1. Kuro_Neko

    October 3, 2017 10:57 am

    I have a few for you, depending on what you consider quality of life. It's possible you've covered some of these mods in your mod videos, I don't really remember. Apologies if I'm retreading old ground.

    Three obvious ones are:

    An alternative for that jetpack backpack that you mentioned (which strikes me as way too unbalanced and top heavy):
    PA Misc Mods by Daejones – http://www.nexusmods.com/fallout4/mods/17976/?
    This adds a bunch of front, side, and back packs to power armor. There's a version that doesn't have the main back pack if you want a jet pack. Also included are some static weapon meshes so you can have some heavy weapons strapped to you. Only two problems with this mod. There's a minor glitch that unoccupied power armor may occasionally turn invisible, interacting with the armor or quick saving and loading fixes the problem. The other problem is it's abandoned and there's no patches for any of the custom mod added armors.

    P.A.M.S – Power Armor Movement Sounds by ONIXer – http://www.nexusmods.com/fallout4/mods/1544/?
    This makes the movement sounds much beefier, making it sound like you're actually walking around in a wearable tank. Basically the sound version of the 4k texture mod you mentioned. There's different levels of sound, as well as different flavors including hydraulic and robotic.

    Power Armor Frame RECOLORED by archidan85 – http://www.nexusmods.com/fallout4/mods/5894/?
    Recolors the power armor frame to look less plasticy.

    MMP4APA – Minuteman Paint for ALL Power Armors (Gray or Blue) by invock – http://www.nexusmods.com/fallout4/mods/3176/?
    This does just as it says in the name. Also you already covered it in your best Minuteman mods video. Just wanted to include it here for completeness sake.

    The rest of the mods I have actually change how power armor preforms so I don't know if you'd strictly consider them quality of life mods. Many of them probably mess with game balance, at least on default difficulty. Personally the actual combat in the game is the least important part for me. I like the exploration, the lore, the quests and story-lines, and collecting loot. If I want challenging fights I wouldn't wear power armor. After all, it's supposed to be a wearable tank. Combat against most enemies should be easy in power armor to my mind. Unless the enemies are wielding heavy weapons or in power armor themselves, which does make fights harder, especially enemies in power armor, since a lot of these mods affect enemy power armor as well. None of this feels lore-breaking to me at all. On the contrary, I feel it fits the lore of power armor as a wearable tank better than the vanilla behavior.

    First and foremost:
    Configurable Power Armor Fusion Core Drain by RAWberry400 – http://www.nexusmods.com/fallout4/mods/325/?
    This allows you to adjust how fast fusion cores drain. From the get go I felt that fusion cores drained far too quickly, and were made that way simply to balance how early in the game you get power armor. We find these fusion cores around the wasteland still plugged into reactors and powering buildings… for 200 years. And they're still fully charged! Yet we plug them into power armor and they're nearly gone after one protracted battle? Power armor is a serious piece of military hardware sure, and would definitely consume more power than a handful of light bulbs but that still seems excessive. This mod has a bunch of different flavors depending on how much you want to bother with fusion cores. I use the balanced setting which reduces jetpack use to 50%, 5% of normal power draw for running, and 10% of normal for action point usage.  I haven't actually clocked it but this seems to give me about four in-game days per core, or there abouts. That sounds about right to me.

    PPA – Powerful Power Armor Expanded by Thirdstorm I Original file by oOMexOo – http://www.nexusmods.com/fallout4/mods/16688/?
    Vanilla power armor is pretty weak HP wise. A single battle with a bunch of raiders firing .38 and 10mm at you and your power armor needs repair. That does not strike me as the wearable tank power armor should be. Ideally I'd like power armor to be immune to small caliber rounds altogether but this mod combined with the following one is the next best thing. This mod triples the base DR, ER and HP of all power armor. This mod author is very good about patches so every custom power armor under the sun is supported. Note I said 'base', the upgrade boosts for the higher models aren't affected. This means the more upgraded the PA is the less the multiplier gets. Model A starts at 3x but by model F it's a little less than 2x. Still definitely more tanky though. This does affect enemy power armor as well.

    Better Power Armor – A Power Armor Overhaul by Zzyxzz – http://www.nexusmods.com/fallout4/mods/7515/?
    With regular armor, you get shot and while armor negates some of the damage you still get hurt. This makes perfect sense. Even if the armor actually stopped the bullet (or whatever) the kinetic force would do damage. This is much less true of power armor. The rigid frame and powered servos and gryos would prevent that from happening, short of very heavy weapons. So that's more or less what this mod does. It prevents you from taking damage while the armor is intact. So before your HP can start dropping the enemy first has to destroy your armor. Additionally this mod makes it so damage is only taken if you're shot in a place where the armor has been destroyed. So if you lose the armor on your right arm for instance, you only take damage if you're then shot in the right arm. If you're shot in the chest nothing happens but the chest armor takes some HP loss. This combined with the above mod makes you very tanky. This also applies to enemy power armor.

    Hermetic Power Armor (No radiation damage from water) by Mcgan – http://www.nexusmods.com/fallout4/mods/7238/?
    This does exactly what the name says. As long as your power armor is intact you don't take rad damage from water. Makes perfect sense to me. You only take rad damage from water from being in it, standing next to it does nothing. So in a sealed suit of power armor, since the water isn't actually touching you, should be the same thing. Additionally this mod adds some poison and fire resistances. You won't take poison damage from most enemies, as long as you're wearing a full power armor. Legendary enemies are unaffected, as well as molerats in Vault 81!! See recommended mod below! You will be immune from small/average fire hazards, and take a lot less damage from dangerous fire hazards (any weapon causing fire damage is considered as a dangerous fire hazard), as long as you're wearing a full power armor.

    Vault 81 Molerat Disease Immunity with Power Armor and Hazmat by ParasiteX – http://www.nexusmods.com/fallout4/mods/5646/?
    Didn't really make sense that a disease transferred via bite could infect you when you're in a sealed suit of power armor. If it was a deathclaw maybe, but a molerat? I highly doubt it. So that's what this mod does. Makes you immune to being infected by the molerate disease while in full power armor. Each missing piece of armor gives you a 10% chance of getting infected, up to 60% with just the bare frame. Also gives Hazmat suits an 80% defense against infection as well.

    More Power Armour Mods (More Power Armor Mods) by Talkie Toaster – http://www.nexusmods.com/fallout4/mods/6982/?
    Patches for every custom armor under the sun by Thirdstorm – http://www.nexusmods.com/fallout4/mods/15355/?
    This allows you to add a second power armor mod to each section of the armor. This could be considered lore-iffy depending on what combos you have but fits well enough for me.

    S.P.E.C.I.A.L. Power Armor Rings by Coffee Cats – http://www.nexusmods.com/fallout4/mods/6651/?
    This last one might be considered cheaty, though I don't think so. It adds craftable rings that can be equipped to power armor and give a +5 boost to the special stat of your choice. I ran around in regular armor for the first 35 levels of my play through and had a full set of legendary armor. When I climbed into my power armor, everything other than raw defense and strength dropped like a stone. That's rather annoying, especially to heavy vats users. Even more since legendary power armor pieces are so very rare. So this allows you to recoup some of those losses. I rationalize this by saying that the power armor has been optimized for a specific role. More responsive servos and better gyros to give better agility; bigger servos and a thicker frame to give more strength; thicker armor and a more robust life support system to give more endurance, and so on. This can also increase playablity since you can spec power armor even more.

    Hopefully someone finds this useful considering how long it took to type up and organize. Cheers.

  2. Raptor Jesus

    October 3, 2017 10:57 am

    The one thing I dislike about Bethesdas change to PA is that for some reason, every power armor apparently uses the same frame when I think it is safe to say power armor that has been in development for a significantly longer time and is so much more advanced than armor hastily cobbled together and rushed into combat use with MANY cornerss cut and many issues early on such as mobility. Bethesda are telling me that PA that had been in development for barely 2 years uses the same frame as the most advanced piece of power armor the military produced (X-01). Now I could understand this because it would make maintenance easier and spare parts for the base frame more common, unfortunately the frame is lucky to have had 2 years of development time because the T-45 PA was made in only 2 years. Now yes I know X-01 PA was experimental back then and the T-45 armor was used as a test-bed for power armor research, but even then it still doesn't explain why suits like the T-51 and T-60 use the same frame despite being MUCH more advanced than the T-45.

  3. D J

    October 3, 2017 10:57 am

    I do love the change to power armor it makes complete sense like it should of been like this all along not just armor you where but actual power armor

  4. Nihtgenga1990

    October 3, 2017 10:57 am

    I installed "Carry More with Power Armor" by Gunshot08 a couple of days ago and I'm loving it. You mentioned in this video that you can carry more when wearing power armour, but… that's simply not true if your clothing and armour is modded with deep pockets- even less so if you're using a backpack! Getting into power armour and suddenly being overencumbered by a load that was fine before is annoying and immersion breaking. It just doesn't make any sense! This mod simply boosts your carrying capacity when in PA by 100-300lbs (depending on which setting you choose when installing). I'd definitely recommend it for anyone who likes power armour.

  5. Lateralus1988

    October 3, 2017 10:57 am

    I'm surprised you did not mention the 'Better Power Armor'. This mod makes it so that each individual part of the armor absorbs all incomming damange until it gets destroyed. Meaning that your character will not take damage as long as the part is intact. In my opinion this is how the armor was supposed to work from the start. After all, what is the point ot have fully upgraded PA, only for you to be shot with a couple of .32 bullets by a raider on a higher difficulity. Makes no sense.

  6. Señor Don Filio

    October 3, 2017 10:57 am

    the transparency makes sence cause it robaby would work as a lightbox camera, using a prism to imprint and enlarge the reflection of the HUD located in the neck maybe into the user's vie point think of it as the SLR cameras viewfinders work

  7. The Wandering Dovahkiin

    October 3, 2017 10:57 am

    They didn't reinvent power armour they just made it more lore friendly also if you say anything about power armour training Nate was in the military and plus Fallout 1 and 2 didn't require power armour training it was a silly thing put in fallout 3 by Bethesda

  8. Dan J

    October 3, 2017 10:57 am

    thanks again for another 'fix' type showcase. I really really like these videos, because I mod m y games in order to remove the dumbed down crappiness that game are nowadays. Immersive and fix mods are my favourite. Thanks.

    I will have to say, in my opinion, I couldn't see any difference with the PA map fix mod. I won't be needing that one lol.

  9. The Void

    October 3, 2017 10:57 am

    Tech speaking.. When it comes to the light coming from the X-01. How it illuminates for you should actually illuminate everywhere your eye can go. Since its the full eye pieces. ( Talking about the first person view of it )

    So in that part it actually makes no sense at all. I know this is a older video now but still. It is something that has always bothered me with this mod and the videos you have uploaded using it. Something I am shocked has not bothered you considering you tend to be bothered a lot by the minor details.. and this detail is.. well a bit bigger than a minor one considering.

  10. Nico No Chill

    October 3, 2017 10:57 am

    Oxhorn the reason you can carry more while in power armor is because it increases your strength. So you're strong enough to lift more items, and it does NOT need pockets


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