

*The reason of why the helmet is unbreakable has to do with the top hair flag disable, it was going to be anoying with how you won't know how damaged it is, just to find out in a hard situation it's totally broken, this is also the reason why it's the weakest armor-giving piece. All pieces have 200 health except for helmet, helmet is unbreakable >PA pieces' health has been changed to fit better the real needs, and goes as follows: >Visor can be toggle on/off in your local PA station for no cost

>Level requirements for most of the armor mods were removed >There is no longer a "hood" version available (It can come back if requested enough) >Camos textures were removed, this choice was made because of the Mesh change, and since they were just some stock camo patters you can find in the internet, and they only took me like 2-5min to (poorly) make. >Rearranged the folders and file names to make it more intuitive (because I was going to have a heartattack if I had to guess again what phong05 was) >"No hood" version is now the standar version (the way it was always meant to be) I think it was a good idea, but a poor execution making it anoying more than anything. >Armor Upgrade "Coating" (armor level) 3 and onwards no longer requires the previous upgrade for it to become available for crafting. Should now minimize the previous bug of "invisble front" to almost 0* >Body recieved a front change, but only to it's size. >Most of the arm's mesh was changed to make it more fitting to the rest of the PA (and be more true to it's inspiration source) >Coatings (or rather armor levels) now also increase parts healthup to +125 each piece

>First person arms are now less intrusive when aiming down sights >PA Voice alteration is now available for the "no hood" version If you’d like to check this mod out, you can find the PC version over at NexusMods, and the Xbox One version is on .->PA helmet's durability should display at all times now But hey, who wants to live with all those wastelanders anyway? The vertibird isn’t a settlement, so you can’t recruit anyone to live there, or set up trade routes to it. To power the vertibird, you’ll need to fuel it up with craftable coolant, and every time you move it, it uses up that coolant. You can even summon it to you to keep from having to make your way back to it. Anywhere you place a beacon, you can travel to with your new rotor-driven home. You’ll also be able to craft beacons that you can place anywhere in the world. You won’t actually see it fly, but after the screen fades, you’ll hear the rotors kick in, and you’ll be at the new location instantly. Place those, and you can fast travel in the vertibird to those locations. Once you’ve crafted the vertibird, you need to craft landing pads to place at your settlements. First, you can’t just fly this thing wherever you want. While that sounds cool, there are a few caveats.
