ssskoopa Posted January 22, 2018 Share Posted January 22, 2018 Yeah, good luck with that, that clearly worked out so well before. Link to comment Share on other sites More sharing options...
devinpatterson Posted January 23, 2018 Share Posted January 23, 2018 Yeah, good luck with that, that clearly worked out so well before. Nearly all nexus members (even the youngest) understand that projects may not work out. Modders are volunteers that devote their time for free, and most of us have demands on our time, like friends, family, work etc. etc. Why this is such an problem for *you* I don't know, but it's your issue to deal with. Link to comment Share on other sites More sharing options...
ttc1980 Posted January 6, 2020 Share Posted January 6, 2020 Yeah, good luck with that, that clearly worked out so well before.Nearly all nexus members (even the youngest) understand that projects may not work out. Modders are volunteers that devote their time for free, and most of us have demands on our time, like friends, family, work etc. etc.Why this is such an problem for *you* I don't know, but it's your issue to deal with. It's such a shame this mod never took off, having a non-combat version of the Lonesome Road ED-E (especially if it sacrificed itself in the end) live on would bring some warmness back to an otherwise sad ending. :'( Link to comment Share on other sites More sharing options...
devinpatterson Posted January 22, 2020 Share Posted January 22, 2020 It's such a shame this mod never took off, having a non-combat version of the Lonesome Road ED-E (especially if it sacrificed itself in the end) live on would bring some warmness back to an otherwise sad ending. :'( Well if you have some time to do some playtesting and bounce some ideas back and forth, I think I could find some time to at least work up a basic companion....and maybe something more. Link to comment Share on other sites More sharing options...
Mktavish Posted January 23, 2020 Share Posted January 23, 2020 Well you have 7 months left for it to be a 7 year itch thing :laugh: This thread inspired me to make a "Junk E bot " At first I wanted it to spit out med boxes with the ole Rock-it launcher from Fo3 ... but found out that is not present in FNV , not even it's projectiles. So looking into having it drop them like bottle cap mines. And what is inside will be a bit of a pot luck.Its other function for combat , was going to make it use the mezmetron projectile ... stunning enemies or temporarily adding them to its faction as a friend. Which I would make that a pot luck reaction or some kind of challenge based on the target ?And then for healing followers , your Idea of a proximity heal sounds good , but could add a heal my target command also. So going that route , no need to script all possible followers in I figure. Link to comment Share on other sites More sharing options...
devinpatterson Posted January 28, 2020 Share Posted January 28, 2020 It looks like there are a few hit's for "rock-it" mods. If your still intrested in going that route. As far as making a med box projectile (or other junk projectile) I don't think that would be very difficult....at least the unique projectiles I made weren't overly difficult. Link to comment Share on other sites More sharing options...
Mktavish Posted February 3, 2020 Share Posted February 3, 2020 It looks like there are a few hit's for "rock-it" mods. If your still intrested in going that route. As far as making a med box projectile (or other junk projectile) I don't think that would be very difficult....at least the unique projectiles I made weren't overly difficult. Ah ya ... I guess I don't really need the rock-it launcher weapon , since I could make any weapon fire a projectile with the med box art .nif ?Then it's just a matter of adjusting the physics and finding a good sound for it. Although I still want it to act like an explosive with a timer ... to then use the "Placed Impact Object" for swapping in the container. At least I hope it will work that way ? Link to comment Share on other sites More sharing options...
devinpatterson Posted February 3, 2020 Share Posted February 3, 2020 Ah ya ... I guess I don't really need the rock-it launcher weapon , since I could make any weapon fire a projectile with the med box art .nif ? Then it's just a matter of adjusting the physics and finding a good sound for it. I think you could probably just use the grenade projectile from the grenade launcher with some modifications. swap in a mesh in nifskope, remove the damage from the explosion in geck etc. Although I still want it to act like an explosive with a timer ... to then use the "Placed Impact Object" for swapping in the container. At least I hope it will work that way ? This is for swapping it with the projectile so you have a usable med kit? Link to comment Share on other sites More sharing options...
Mktavish Posted February 4, 2020 Share Posted February 4, 2020 Ah ya ... I guess I don't really need the rock-it launcher weapon , since I could make any weapon fire a projectile with the med box art .nif ?Then it's just a matter of adjusting the physics and finding a good sound for it.I think you could probably just use the grenade projectile from the grenade launcher with some modifications. swap in a mesh in nifskope, remove the damage from the explosion in geck etc. Although I still want it to act like an explosive with a timer ... to then use the "Placed Impact Object" for swapping in the container. At least I hope it will work that way ?This is for swapping it with the projectile so you have a usable med kit? Ya the projectile med kit blows up , and a med kit container with a lvled list appears at its location where the explosion timer expired is what I'm hoping to achieve .The med kits will be ammo the medbot shoots at player enemies . 1 every 5 sec about ?Low damage on impact , but a knock down. And the med kits will bounce off flying every which way ... having to be found.Going to put a script on it for disable / delete ... that works from a timer I guess would be best ? Also the wiki says this about using the placed impact object. "Placed Impact Objects will spawn 2 of the selected item if the explosion does not have a mesh. If you want an explosion with no visuals, use meshes\effects\fxnullexplosionart.nif to avoid this issue." Do I need to swap the mesh in nifskope ? Can't I just swap the art file on the projectile ? Link to comment Share on other sites More sharing options...
devinpatterson Posted February 4, 2020 Share Posted February 4, 2020 Do I need to swap the mesh in nifskope ? Can't I just swap the art file on the projectile ? When I did custom projectiles I used nifskope because I could just paste the mesh branch and all the rest of the projectile would be intact (for example collision mesh), it worked out well for what I did. But give it a shot (just changing the art) and let us know how it goes. Link to comment Share on other sites More sharing options...
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