alienzerox Posted March 18, 2014 Share Posted March 18, 2014 is the shoulder mounted weapon a mod or dlc content ... I dunno bc I have so many weapon plugs installed ---- was thinking that you may want to try to attach one of these to the Mecha if it is at all possibe? Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 makes sense ... how about try to hot key the meds and or rad away well we've disabled the built in hotkeys, it was necessary otherwise your mech could be equipped with a giant version of any normal armament, and we definitely don't want that. It does make sense that the pilot should be able to use healing, radaway and other consumables (assuming s/he isn't tied into a lot of hardware or in a special suit). But we dont' want any other inventory items to be accessible. Putting your best dress hat on the mech from inside the cockpit really destroys the illusion. However NVSE has hotkey functionality that can allow any code to run. So it is possible to use it to hotkey (not your standard hotkeys, different letters/numerals) medX, rad aways etc. But there is a balance issue. I'd probably have to drop the armors health to compensate or the player will be practically invulnerable. 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 Sorry is "PPA" a type of power armor? 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! Yep it can be made to explode on crit hit by a high damage weapon, but I'm not sure that would be the best choice. Kinda like a tank that could blow it's turrent with a lucky shot. Not a minor design flaw. Maybe it could overload though if energy use is too high. Or if it's been heavily damaged and the armor health is down really low (and it's already flaming, so the player has a visual cue, both in 1st and 3rd person POV) it could explode upon reaching 0 health. is the shoulder mounted weapon a mod or dlc content ... I dunno bc I have so many weapon plugs installed ---- was thinking that you may want to try to attach one of these to the Mecha if it is at all possibe? There is at least one in lonesome road, the shoulder mounted machine gun. Because it's automatic (ie the animations have a loop) I'd guess it could be used with any ordinance...with a bit of editing. But don't quote me on that, the loop may force us to use only automatic weapons (but I doubt it). Link to comment Share on other sites More sharing options...
alienzerox Posted March 18, 2014 Share Posted March 18, 2014 hotkey other than the standard is used in a lot of the mods I have loaded configured thru the HUD mods so yeah that is what i meant PPA is short for the Powered Power Armor mod from imp --- I'm pretty sure that the louder footfalls come from his mod bc of the overhaul he made to make PAs much more believable ur call on the expoding mecha part bc ur the creator >>> just throwing it out there bc I like big explosions :laugh: and that I go out of my way to shoot abandoned vehicles with intact nuclear cores just to see them blown up :ermm: I use the weapon wheel so I was able to cycle my guns without the need of the pipboy or hotkey interface ... huge honking weapons FTW! LOL ... seriously tho I would have to refrain from using that feature for immersion ... maybe lock out 1st person view for further immersion ... seeing everyone else tiny helps. Link to comment Share on other sites More sharing options...
Skyviper086 Posted March 18, 2014 Share Posted March 18, 2014 I'm not sure if this means anything to anyone but I'm in contact with a modder who is in fact working on a Mad Cat mech complete with weapons Its in its finishing stages I believe. . Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 I'm not sure if this means anything to anyone but I'm in contact with a modder who is in fact working on a Mad Cat mech complete with weapons Its in its finishing stages I believe. . It definitely can for the alternate method (scrip attached to a creature), but unlikely for the armor/outfit method as it's doubtful (but not impossible) the modder would use a human skeleton. But if rigged to a human skeleton (which to me looks like it would be pretty tough, assuming we're keeping the same proportions of the madcat) then it'd be fine. Anyway if you get the chance check with him or shoot me his contact info and I'll ask. Plenty of people would love a madcat regardless of how well it fits into the fallout universe. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 hotkey other than the standard is used in a lot of the mods I have loaded configured thru the HUD mods so yeah that is what i meant Yes it's done through a NVSE function. PPA is short for the Powered Power Armor mod from imp --- I'm pretty sure that the louder footfalls come from his mod bc of the overhaul he made to make PAs much more believable OK I'll take a look at it. Every armor can have a sound profile, so you can alter the audio file to increase the volume and make it a new profile (or take audio from another source, what have you). ur call on the expoding mecha part bc ur the creator >>> just throwing it out there bc I like big explosions :laugh: and that I go out of my way to shoot abandoned vehicles with intact nuclear cores just to see them blown up :ermm: Yeah explosions are fun, I just don't think it should hinge on a critical hit. There are probably going to be a lot of cannon fodder peeps trying to take the mech down. With so many peashooters in use someone is bound to get a crit on teh mech and that makes it too easy to kill. But other situations like 0 armor health are a viable posibility. I use the weapon wheel so I was able to cycle my guns without the need of the pipboy or hotkey interface ... huge honking weapons FTW! LOL ... seriously tho I would have to refrain from using that feature for immersion ... maybe lock out 1st person view for further immersion ... seeing everyone else tiny helps. I can reduce or eliminate that by causing the mechs weapon to reequip in teh uneqiup block. The effect should be instantaneous, with no msg, so it appears that it was never changed. Link to comment Share on other sites More sharing options...
Skyviper086 Posted March 18, 2014 Share Posted March 18, 2014 I'm not sure if this means anything to anyone but I'm in contact with a modder who is in fact working on a Mad Cat mech complete with weapons Its in its finishing stages I believe. .It definitely can for the alternate method (scrip attached to a creature), but unlikely for the armor/outfit method as it's doubtful (but not impossible) the modder would use a human skeleton. But if rigged to a human skeleton (which to me looks like it would be pretty tough, assuming we're keeping the same proportions of the madcat) then it'd be fine. Anyway if you get the chance check with him or shoot me his contact info and I'll ask. Plenty of people would love a madcat regardless of how well it fits into the fallout universe. I'll see what I can do. From what they're telling me its a script attached to creature custom script, custom model, etc. They've been working on this for a while. Its a little taller than the Good Springs saloon building. I'll check again and will back to you. And you're right a Mad Cat no matter lore breaking would be appreciated. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 18, 2014 Share Posted March 18, 2014 Model looks great - my only request with model size would be a slight decrease of torso size and slight increase of size on the shoulder pads. In my opinion, it'd make the model look a little better, although it's your business, Devin. Other than that, though, it's awesome! Definitely fits with Liberty Prime's proportions. Anyway, I'm disinclined towards standard healing items. Maybe, further down the line, the player is able to repair it with scrap metal...? Not sure how coding that would work, though. I'm of the opinion that it should cause a nuclear explosion when destroyed. Maybe also massively increase the head's HP (can that be toggled separately from the rest of the mech's HP?) and script it to explode when the head is crippled, or something, but I'm not really concerned about that. And yeah, I'll get you a pic of the Peacekeeper shortly. It might be a little big, though - given that it's nearly as large as the player model, on the mech, it looks like it'd be a 60mm autocannon (which, while about a million different kinds of awesome, isn't what I'd call 'realistic'). Would weapons be one-handed or two-handed? Link to comment Share on other sites More sharing options...
jesterskull25 Posted March 18, 2014 Author Share Posted March 18, 2014 Can we do a different head thats a robot instead of the power armor head? Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 18, 2014 Share Posted March 18, 2014 Hmmm... Sentry Bot head might be good here, if we could avoid the clipping issues. Link to comment Share on other sites More sharing options...
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