PzKpfwIV Posted April 5, 2009 Share Posted April 5, 2009 I just got this idea, and maybe this is a request due to my lack of modding capability. Have anyone ever played Star Wars: Republic Commando? Its cool isn't it in FPS to have your eyes rather limited view in the clone helmet. Now what I have in mind is that is it possible to implement such vision limitation in Fallout 3 in FPS mode? Like when you're inside a power armor's helmet, there are 'dark' or at least 'technologically textured' outlines that limits view. (like what you wear is what you 'see' through it.) Or when your character's equipped with a sunglasses the area became a little bit darker, so to speak. Now, is that possible? Just suggesting ideas, thanks! Link to comment Share on other sites More sharing options...
Cipscis Posted April 5, 2009 Share Posted April 5, 2009 Or when your character's equipped with a sunglasses the area became a little bit darker, so to speak. Now, is that possible?That would be very possible - just use a scripted object effect and a "night vision" ImageSpace Modifier with a script like this:Begin ScriptEffectStart if GetIsReference player ApplyImageSpaceModifier <NightVision> endif End Begin ScriptEffectFinish if GetIsReference player RemoveImageSpaceModifier <NightVision> endif EndI don't think this approach can be used to block certain sections of the player's view, but a mod like that was made for Oblivion, so I imagine that it would be possible, assuming that Fallout 3 has the required functionality. Cipscis Link to comment Share on other sites More sharing options...
Relativelybest Posted April 5, 2009 Share Posted April 5, 2009 I haven't played Republic Commando, but I have played a lot of Metroid Prime, which uses a similar "visor-view". It does add a lot to the mood, thought it could also be toggled. Link to comment Share on other sites More sharing options...
Deleted1084753User Posted April 5, 2009 Share Posted April 5, 2009 Or when your character's equipped with a sunglasses the area became a little bit darker, so to speak. Now, is that possible?That would be very possible - just use a scripted object effect and a "night vision" ImageSpace Modifier with a script like this:Begin ScriptEffectStart if GetIsReference player ApplyImageSpaceModifier <NightVision> endif End Begin ScriptEffectFinish if GetIsReference player RemoveImageSpaceModifier <NightVision> endif EndI don't think this approach can be used to block certain sections of the player's view, but a mod like that was made for Oblivion, so I imagine that it would be possible, assuming that Fallout 3 has the required functionality. Cipscis The sunglasses dimming the view is an awesome idea, would add some nice atmosphere. May even do that myself.Also, I wonder if it'd be possible to use a similar system to the weapon scope, where a mesh is used to modify the screen. A custom mesh that simulates the helmet would need to be made of course. Link to comment Share on other sites More sharing options...
Rafahil Posted April 5, 2009 Share Posted April 5, 2009 Such a mod already exists: http://www.fallout3nexus.com/downloads/file.php?id=2900 Link to comment Share on other sites More sharing options...
TGBlank Posted April 5, 2009 Share Posted April 5, 2009 That does the lenses. But it doesn't do the helms. Link to comment Share on other sites More sharing options...
Cipscis Posted April 6, 2009 Share Posted April 6, 2009 Also, I wonder if it'd be possible to use a similar system to the weapon scope, where a mesh is used to modify the screen. A custom mesh that simulates the helmet would need to be made of course.I created a sample script for a "night vision" scope a while ago, but I never had anything to use it with. It's not quite the same as blocking part of the view, but the "skeleton" can be used to apply an effect only when the player is looking down the scope of a weapon. Here's the code if you're interested:ScriptName NightVisionScopeSCRIPT short sIsIModActive Begin GameMode if player.IsWeaponInList NightVisionScopeList if IsPlayerActionActive 9 != sIsIModActive if sIsIModActive RemoveImageSpaceModifier NightVisionScope else ApplyImageSpaceModifier NightVisionScope endif set sIsIModActive to sIsIModActive == 0 endif endif EndThe "NightVisionScopeList" is a Form List containing all weapons with the effect. I've used this approach so that the effect can be applied to multiple weapons, and I don't need to use FOSE's GetEquippedObject.Such a mod already exists: http://www.fallout3nexus.com/downloads/file.php?id=2900That's funny, when I was searching through my PM archives for the code that I posted above I found some PMs that CrazyAce had sent me about the scripting in that mod. What a small world! Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 Didn't the old oblivion one worked by changing the 1st person skeleton to make helmets visible?. Link to comment Share on other sites More sharing options...
Cipscis Posted April 6, 2009 Share Posted April 6, 2009 No, it had to be done for each different helmet so it wasn't done this way. If I remember correctly, it was done using shaders, which I am pretty clueless about. Cipscis Link to comment Share on other sites More sharing options...
TGBlank Posted April 6, 2009 Share Posted April 6, 2009 If that's so, then it can't be done for fallout until we have a shader editor.The one with fomm is broken i believe. Link to comment Share on other sites More sharing options...
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