Skyviper086 Posted March 18, 2014 Share Posted March 18, 2014 By the way did you guys know that there is a liberty prime mech mod? It needs some serious tweaking to the scripts though. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 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 am too, and I think there is a lot of sense in keeping things simple. But if it comes down to it, I guess it's possible to administer healing baring some other explanation. But I'm still inclined to ignore it. 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. Yeah we could do a nuclear explosion. Doing separate body part data really wouldn't be worthwhile in my opinion. We have to use human body part data, so I'm not sure we could do much with the head's health. 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'). I doubt we'd be able to use it (although Brothershogo is a pretty altuisitic guy if I remember right. I think he helped me out quite a while back, maybe let me use one of his resources....can't remember for sure), but if we did, I can scale the model separately from the mech so they fit. Would weapons be one-handed or two-handed? I'd recommend the weapons being built into teh mech (part of the arm, on the shoulder etc) so I'd lean toward one handed animations, but since we're using the human skeleton we can use any animation, we have no limitations. I just feel that artistically speaking (and in regard to trying to promote the illusion) having embeded weapons fits better than a giant sized assault rifle. Can we do a different head thats a robot instead of the power armor head? Sure, I can make a custom model for you. What did you have in mind? ST's robot race has a bot noggin; http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/roboNoggin_zpsd8c5e3e5.jpg Or did you want something else? If it's really good, might even make it the default. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 By the way did you guys know that there is a liberty prime mech mod? It needs some serious tweaking to the scripts though. yep, but there are issues with teh assets. Liberty Prime's meshes aren't included in FONV and unless they are made from scratch (no indication of) your talking about a whole bag of hurt. Also Hardkopy is a good guy, and I'd rather not draw attention to that mod for the reasons mentioned above. Link to comment Share on other sites More sharing options...
Skyviper086 Posted March 18, 2014 Share Posted March 18, 2014 All right. I'm still waiting on a response about the Mad Cat mech and will get back to you the moment they get back to me. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 18, 2014 Share Posted March 18, 2014 All right. I'm still waiting on a response about the Mad Cat mech and will get back to you the moment they get back to me. There's no rush Skyviper086, it's not important for what we are doing here (we're using a method based on armor/outfit), It's just idle curiosity on my part.....no rush or great importance. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 19, 2014 Share Posted March 19, 2014 (edited) Alright, just a nuclear explosion upon destruction, then. Besides, a mech having a glaring weak point doesn't really work in my opinion. Maybe PM Brothershogo and ask if we can use some of his assets for this mod, or at least open up a dialogue - there's a lot of his stuff that could be handy for this. It's all got the right design aesthetic. Idea spam! This is all for the final build, by the way. Let me know if you see any obvious problems. Mecha Loadout - Right Arm - Laser cannon (inclined to use the X-42 Giant Robo-Scorpion's laser tail with a Tesla Cannon model replacing the forearm) - Left Arm - Gauss machine gun (three Gauss Rifle barrels, fires roughly 240 gauss rounds per minute) - Shoulder - 20mm Autocannon (scaled Peacekeeper model if we can get one, otherwise maybe whip something up involving a Grenade Machinegun) Design Ideas - Some sort of fusion plant on the back (not sure how to represent) - Tesla backpack cylinder (a single of the glowing blue things on the back of Mk II Tesla Armor) on each forearm - Several pipes around the legs (T-51b knee joints?) - Arm weapon models replacing forearms (animation there might be tricky) - Maybe a little hatch for the pilot (could use the little wheel texture from the back of the T-51b armour for that) in the upper chest just in front of the head - Ladder up one leg of mecha - If we get our hands on Brothershogo's models, maybe use some of the back models from his Aerial Assault power armour on the back of one of the more advanced mechas (can't think of a purpose, but it'd look damned cool and give a very advanced feel to it). Can write up a more advanced mecha design if you like, but I lack any artistic talent whatsoever, so I can't draw it for you. Edited March 19, 2014 by MarchUntoTorment Link to comment Share on other sites More sharing options...
jesterskull25 Posted March 19, 2014 Author Share Posted March 19, 2014 (edited) That head look good, but now it looks like the Iron Giant. What does everyone else think about it? Edited March 19, 2014 by jesterskull25 Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 19, 2014 Share Posted March 19, 2014 Looks good to me. Since the robot's pretty damned close to 'working', does anyone want to get onto the business of making the quest? I might have a crack at it if nobody else will, but first I'll have to go through a whole heap of GECK tutorials and learn how to use it. Link to comment Share on other sites More sharing options...
jesterskull25 Posted March 20, 2014 Author Share Posted March 20, 2014 remember we need two robot models (not two of the same kind)(enclave and brotherhood) Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 20, 2014 Share Posted March 20, 2014 We can use an altered Brotherhood T-51b mesh for the second robot, much as we did with the Enclave Shocktrooper Armor. The coding will be basically identical between them, at any rate; it's just a model swap. For now, I propose breaking up the workload between us. We can't let poor Devin do all the work, now can we? Link to comment Share on other sites More sharing options...
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