devinpatterson Posted March 16, 2014 Share Posted March 16, 2014 I concur. And to our great lord of scripting, Devin - Is there a function in the GECK with NVSE to bar the player from entering doors when they put on a set of armour? Or would we have to take the quick-and-dirty route and enable all doors in the Wasteland to automatically lock when the player wears the armour? I'm not really a script guy, but there is a function called isInInterior that can determine if your in a interior cell and another called isPlayerMovingIntoNewSpace that can determine if a player is transitioning to a new world space. So it might be possible to cause the armor to unequip if a door is activated. Ideally it would be nice if disablePlayerControls had a special flag just for activations, but it's grouped with movement, so it's not of any use to us. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 17, 2014 Share Posted March 17, 2014 Problem is, when unequipped, it needs to drop in the exterior worldspace, not the interior. Is the 'isPlayerMovingIntoNewSpace' function activated upon activation of the door, or upon emerging into the new cell? Link to comment Share on other sites More sharing options...
jesterskull25 Posted March 17, 2014 Author Share Posted March 17, 2014 What about if we could only get out at certain places, like at one of the many gas stations, or something simliar, That would solve some stuff right. (remember robots could need a power source in the wasteland, most likely for long traveled road) Else we really need to find a script guy for this kind of thing, the only few I know for this, have not been on for years and all other possible canditates have there own problems, Link to comment Share on other sites More sharing options...
devinpatterson Posted March 17, 2014 Share Posted March 17, 2014 a no rolloverTextFlag might work (don't know if it prevents just the text from appearing, or actually prevents activation). It's also possible, maybe, to add a script to the base objects of the doors that would unequip the armor if it's equipped and the activator is used. We won't be locking all doors in the wasteland, that's a lot of ref objs. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 17, 2014 Share Posted March 17, 2014 I'll test the rolloverTextFlag in 10 or 15 minutes. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 17, 2014 Share Posted March 17, 2014 OK just tested it, should work fine for what we want. Can't activate a door (or any activator), can't pick anything up, can't bring up dialog or a companion wheel etc. Here's the esp if you guys want to test it. It will load automatically in game if you have it selected in your launcher (of choice). Don't save in that state or you'll have to revert to an earlier save or I'd have to make another script to enablePlayerControls. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 17, 2014 Share Posted March 17, 2014 well cr*p, I'm not happy at all with the enclave power armor as a base, even with extensive modifications. I *think* I could make a really good robotech-esque mech out of geonox's restored riot armor, but it would not be lore friendly at all. Another alternative is liberty prime. The meshes aren't in FONV though, so they have to added by the player from their FO3 bsa, they can't be included in the mod. But it's very, very lore friendly. Link to comment Share on other sites More sharing options...
irswat Posted March 17, 2014 Share Posted March 17, 2014 could be possible using a mechanism like XREs' cars. Very clever way he did that. Would be difficult and time intensive to create the pseudo physics engine. I have noticed the game is lacking is certain critical functionality. Thank God for creativity! Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 17, 2014 Share Posted March 17, 2014 (edited) The big problem with Liberty Prime - for legal reasons, whoever was going to play this mod would need Fallout 3. The Nexus is weirdly specific about that. So I'm heavily disinclined to use LP as a base (partially because I don't have FO3 myself on PC). Not to mention, explaining it with canon would be rather difficult. I'd suggest we take a page out of the Colossus XV book and start chopping together different armour meshes. Could get messy, but easier than making full custom meshes and textures for everything. A bit of work and it has the potential to look lore-friendly. Alternatively, we just put together a placeholder mesh and texture until we can get proper artists on board. There're a few people around the Nexus who have exactly the design aesthetic I'm thinking of, so we might look into contacting them. For now, our priority needs to be getting the basic structure down right. Hell, worst comes to worst, we can release this thing as a modder's resource and hope that someone picks up our ideas in the future. Edited March 17, 2014 by MarchUntoTorment Link to comment Share on other sites More sharing options...
devinpatterson Posted March 17, 2014 Share Posted March 17, 2014 could be possible using a mechanism like XREs' cars. Very clever way he did that. Would be difficult and time intensive to create the pseudo physics engine. I have noticed the game is lacking is certain critical functionality. Thank God for creativity! It's beyond insane to recreate. If I remember right he had to split his code into two script because they were two large, the limitation was like 65k characters or something. XRE is a monumental work. Link to comment Share on other sites More sharing options...
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