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Crafting power armor piece at power armor station without power armor piece


Qrsr

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Without any power armor pieces/parts BUT with a power armor frame the power armor station UI is blank.

How can i force the game to call for the UI menu?

Im experimenting with the power armor frames present in the ARMO object class but so far i could not get it to work.

If its possible we can use the station to craft power armor pieces without the need of creating new crafting furniture.

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It's probably easier to make new furniture, and therefore new havok animations. The vanilla power armor crafting machine is a static frame. I don’t know what exactly can be done with it, other than putting power armor there. At the most, you can make an animation of welding work or other work. Something like this...

https://youtu.be/kr_I73wiokw?si=4edMoCUAZjfU_A05

 

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Interesting.

Well i think i will add invisible power armor parts to the player char which in turn force the power armor station to load the crafting UI, then i can add whatever "ma" keyword or "ap" keyword i would like and allow for crafting armor pieces. I couldnt find any other workaround yet though.

The only thing is that im stuck at is how to add a working WorkshopShaderOutline for the "fake" armor piece for no piece at all as base piece. For the specific power armor model i would simply use the model itself. The base piece however should outline the power armor frame part instead.

Besides i noticed opening and closing the game multiple time will cause the outline to sometimes disappear, and sometimes to appear only as said without the entire shader on the armor part.

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It's just easier for different people to do what they know how to do. It is easier for some to run various scenarios using scripts. I find it easier to implement everything from the havok annotations. For example, you can make one actor animation (entry, loop, exit) for armor crafting, one model with gamebryo armor frame sequences. Switch the model to an invisible state in the entry animation. Export loop animation with different annotations, with different animObject for all armor types.The problem is that I would have to use custom furniture for each specific armor. Each armor has its own personal workbench station.

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Man this is smart. I would be interested to see this in action.

So to get this right, you can technically use the same workbench and force the UI to be different based on a keyword. The keyword for arm would force the arm animation and workbench UI to appear and vice versa for Legs the UI and animation would change too, correct?

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7 hours ago, Qrsr said:

Man this is smart. I would be interested to see this in action.

So to get this right, you can technically use the same workbench and force the UI to be different based on a keyword. The keyword for arm would force the arm animation and workbench UI to appear and vice versa for Legs the UI and animation would change too, correct?

no, I don’t know how to run multiple animations for one piece of furniture. It's probably possible, but I don't know how.

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10 hours ago, Qrsr said:

So to get this right, you can technically use the same workbench and force the UI to be different based on a keyword. The keyword for arm would force the arm animation and workbench UI to appear and vice versa for Legs the UI and animation would change too, correct?

So animation is tied to a keyword, but thats all that keyword does. Oddly the power armor station's animation keyword isnt directly linked but set by the extra PowerArmorWorkbench Script attached. The workbench UI and what it does is typically controlled by "WBDT - Workbench Data" then "Bench Type" (Alchemy being the type used by all cooking, chem stations, any custom bench that makes stuff).
Thinking about it tho, overhauling the PowerArmorWorkbench Script to switch over keywords and open the alchemy ui instead of playing "WorkbenchPowerArmorNoArmorMSG" when no armor is present might be a rather clean way to go about it.

Edited by lilkandeekid
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