devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 Obviously, this thing would need to be fitted with -100 Sneak for starters to avoid sneaking. Crouching might be viable for more dynamic combat, however - would it be possible to remove the [Hidden]/[Detected] marker from the top of the screen while wearing this? It's no problme to add add an object effect to teh armor -100 sneak. Hidden and detected has been removed. In any instance, while wearing the armour, the player's normal hotkeys would need to be invalidated to prevent the player from drawing conventional weapons. Is there a script function for that? taken care of, they'v been disabled. I'd be inclined, for later multi-weapon mechs, to see if a script could somehow be used to automatically bind weapons to hotkeys. However, this would necessitate having a pipboy, which could make things very, very tricky very quickly. NVSE has functions for making "new hotkeys" that can equip a new weapon, bypassing the pipboy. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 We may want to give some thought to HUD/visor overlays for players that play in 1st person. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 18, 2014 Share Posted March 18, 2014 https://docs.google.com/document/d/1FPIuZGoh5acg433cywGo1vi1dNFTJPXG6rNRgzCUoyc/edit?hl=en&authkey=CNicvuIF Here you go! It's the PN team's guide to visor overlays. And yeah, definitely wanting visor overlay. I primarily play in first-person, so it'd be very useful. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 Yep I'm familiar with it, have been for quite a while. I meant we might want to start discussing how it should look. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 (edited) OK I'm going to work on teh robotech like model a bit, I'll try to get a rough model working by tomorrow. Edited March 18, 2014 by devinpatterson Link to comment Share on other sites More sharing options...
Uragan907 Posted March 18, 2014 Share Posted March 18, 2014 (edited) No worries. Edited March 18, 2014 by Uragan907 Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 And yeah, definitely wanting visor overlay. I primarily play in first-person, so it'd be very useful. BTW can you send me a link to what enclave symbol you want for the tat. Might as well make those while I'm in blender. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 So this is sort of what I'm shooting for in the robotech style. Stylized anime body parts (big forarms, big calves, small upper arms and thights, narrow waist, large ribcage etc). I can't use this one, since I screwed up some parts, but it can be a rough demonstration of the style. Pic; http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/robotechStyleMech_zpsda3ac6fd.jpg I may play around with making another one later, but for now I'm just going to use some power armor and get the mod working without worrying about the model. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 18, 2014 Share Posted March 18, 2014 Model looks good! We'll go more in-depth with a high-detail custom model further down the track. As for the logo - http://fc04.deviantart.net/fs71/f/2011/316/6/7/fallout_enclave_logo_by_titch_ix-d4fytdg.png Why the hell the picture's in about the highest resolution known to man, I cannot say. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 Model looks good! We'll go more in-depth with a high-detail custom model further down the track. A higher detail custom model is probably beyond my pay grade and patience. But I may be able to cobble something together until a real artist can put together a model. In the meantime I need to change the body part data, blood decals, gibs and the meat caps, so that debris and mechanical parts are exposed on dismemberment and wounding (instead of flesh and blood). I'v done it before on this protectron armor. These are actually armor-from gorow333's monster costumes , not protectrons, which is why they can use revolvers and lever action rifles (sunset park assets). We'll do the same for the mechs, so there will be no sign of any "biological" wounds. Video; https://www.youtube.com/watch?v=CodIZGjdzlI Why the hell the picture's in about the highest resolution known to man, I cannot say. No worries, any rez just gets scaled down to 128x128 for the bicep tat. Link to comment Share on other sites More sharing options...
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