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Giant robots (ridable)


jesterskull25

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Excellent! Can't believe I didn't think of how necessary that step would be myself. Might also be worth seeing if we can somehow pull together a sort of heavy metallic 'clang' for when the armour gets struck (perhaps by something that breaks its DT, if that's possible to script?).

 

Anyway, I'd say we're well on-track to getting this thing working properly.

 

Thank you so much for the logo, by the way!

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Might also be worth seeing if we can somehow pull together a sort of heavy metallic 'clang' for when the armour gets struck (perhaps by something that breaks its DT, if that's possible to script?).

I think there may be some sound profiles associated with the armor.

 

Here is a quick alpha #2 (same drill, unrar into data directory, select in launcher of choice). The mech is located at freeside's east gate, near the gun runners, it's 20' tall so it's kinda hard to miss. I have to script a change in the game settings for 3rd person camera, as right now it's too close to the head to see much. Also the world model I made needs a different col mesh or needs it's branch edited, as the model should be immovable.

 

Right now there is no exit key (won't be until I implement NVSE's hotkey function).

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Confirmed - works perfectly!

 

Feels fine in every conceivable way, movement speed's perfect due to the scale, and I just feel like I'm in the seat of a massive armed-to-the-teeth mecha.

 

By the way, the Peacekeeper from Shogo Heavy Industries made a perfect weapon for this - a giant 20mm machine gun felt like the ideal armament. I went around, killed a few people, all worked perfectly. Balance will be an issue, obviously, but we can handle that further down the track.

 

Fantastic work, Devin!

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Good Progress, I had few errors with other mods, so I need to do some more mod rearranging before I test more, but Today kinda busy with life.

 

Overall I thought it was good progress, This is the first great step for Giant Robots in FNV, but now comes the giant tower of "stuff", CHARGE!!!!

Edited by jesterskull25
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Confirmed - works perfectly!

 

Feels fine in every conceivable way, movement speed's perfect due to the scale, and I just feel like I'm in the seat of a massive armed-to-the-teeth mecha.

Good deal, that will save us some work since we don't have to burn time tweaking it.

 

By the way, the Peacekeeper from Shogo Heavy Industries made a perfect weapon for this - a giant 20mm machine gun felt like the ideal armament. I went around, killed a few people, all worked perfectly. Balance will be an issue, obviously, but we can handle that further down the track.

I am not having any luck at all googling a pic of the Peackeeper. Could you drop it in game and upload a pic? I'm curious what it looks like.

 

 

Good Progress, I had few errors with other mods, so I need to do some more mod rearranging before I test more, but Today kinda busy with life.

 

Overall I thought it was good progress, This is the first great step for Giant Robots in FNV, but now comes the giant tower of "stuff", CHARGE!!!!

Sorry brother, I'm not quite following. Is "giant tower of stuff" weapons?

 

On the subject of weapons I believe it would be best to have just built in weapons, customized to each mech, as part of their arm. This would alleviate the illusion breaking behavior of having a weapon holstered (although that can be prevented by script too, I think), reloading sequences, etc.

 

And based on what kind of weapon the mech has it would greatly influence their combat behavior. Ie is it a smaller faster mech with a machine gun, a larger lumber mech with a recoiless rifle, or a mech that hugs cover and has a fire and forget cluster missile launcher, with homing rockets?

 

It would be non lore, but it could allow a sort of mechwarrior type game mechanic/strategy, which would be fun.

 

Built in weapons is also good for differentiating mech from armor in general, and the further we can do that, the stronger the illusion that the mech is a vehicle and not a giant outfit.

 

Another aspect can be weapon, armor and other upgrades that can be applied to the mech via quests. For instance lets say your mech has a massive tesla cannon built into it's arm. You have a certain amount of ammo before your energy is temporarily depleted (think recharger rifle, which is the same script I'll be using). This affects your combat style. Heavy hitting weapon but you can't afford to miss to waste that ammo or you'll be defenseless for a little bit. However if you can recover a tesla coil (ala FO3) then you could have unlimited ammo.

 

And I'm sure we can think of about a billion different possible upgrades. Electrified armor, emp protection, cluster bomb projectiles, etc etc.

 

And of course we don't want to forget melee weapons. Even for mechs that don't have a "proper' melee weapons, there should still be some pretty massive melee damage when a 100 ton bot/mech decides to b*tch slap you.

 

I'm sry Dev. Am I understanding correctly you just whipped together a perfectly good mech machine for NV?

perfectly good (or even just good) is highly debatable. But so far we've been able to accomplish most of what we wanted, in order to create the illusion. Still quite a few details to work on though. But shockingly enough, I don't see any major obstacles.....yet.

 

LOL nice devin ... giant power armor >> great idea makes my weapons huge too ... it needs access to inventory too --- but it was fun to test out my followers are dwarfed I'm afraid I'd step on them! :ohmy:

 

I like this dev thx it made my dreary day!

Good deal brother. But in regard to inventory access it's something we want to shut out. We don't want any of the players items to be accessible, nor do we want the pipboy HUD to pop up. We don't need a giant derby on our mech. The one exception to this would be healing, but I don't see an easy way to to enable that category and disable all others. Plus it helps to balance the power of the mech. If you have a 60+DT armor and healing, combat becomes fairly pointless. But without healing at least it becomes possible for armor piercing heavy weapons to wear the mech down.

 

I messed around a bit with the enclave shock trooper (think it's unused or cut content) to make a rough model of an enclave mech. Kinda reminds me of a transformer for some reason. Shot for the anime look (giant forearms, calves & ribcage, little quads, upper arm & head). Pic;

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/enclaveMechSmall_zpsbb22ce47.jpg

 

 

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/enclaveMech_zps66f1b299.jpg

 

 

 

I may barrow ST's robot race hands to replace teh enclave gloves.

 

misc stuff;

 

I was also thinking that it would be kind of cool to have a little bit of shaking going on. There is a function called TriggerHUDShudder. I think it's a long shot, since at the moment I can't think of a easy way to sync the shudder with the footsteps. But I think it would really reinforce the illusion of a bot weighing 100(s?) of tons tromping about. If we do get it working, I'd love to have a small radius around the mech (maybe 20' or 30') that causes a knockdown effect on other actors. BOOM...BOOM...BOOM, yeah you'll know when it's coming you way.

 

We can also change the armors sound profile to make some loud booming footsteps.

 

In the same vein I'd like to make a very small radius (just a few feet from the center, that approximates the length of the mechs stride) that inflicts a large amount of damage. This would be to simulate getting stepped on.

 

Visual effects. I can script the mech to start "smoking" at a certain health, and to actually start flaming when the armor's health is very low. I think that would reinforce the illusion of it being a mech/vehicle.

 

It's also possible to change the DT formula on teh fly. The way it's calculated now some damage will get through (small amount) with small arms like pistols and rifles....even if you have a 100DT. It's not much, but it's a bit. Might be worth altering.

 

EMP damage. If there is a Achilles heal to the mechs, EMP damage is probably it. I'll include it in any formlists for emp weapons. It may be possible to have an upgrade that reduces damage by shielding/hardening the circuitry.

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makes sense ... how about try to hot key the meds and or rad away

 

 

yeah and i agree with big booming building quaking while on the move ... my Sharl with PPA is pretty loud and sneak is nearly impossible but is moot since I have good DT and great weapon damage

 

 

should make it blow up if hit by ap shells in the power plant --- along with the warning sirens & flashing red lights to eject bc of eminent danger of explosion!

Edited by alienzerox
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