MarchUntoTorment Posted March 26, 2014 Share Posted March 26, 2014 Try it now - corrected the font. Sorry, it was copy-pasted from a Notes document and things got kinda weird. Let me know if it works for you now. Link to comment Share on other sites More sharing options...
alienzerox Posted March 26, 2014 Share Posted March 26, 2014 face palm ... renamed crashy to mech2 and all is well ... I was able to travel to GS (very quickly in fact, this is a great vehicle since it can climb mountains with no problems at all) was able to kill with equipped weapons ... hitting tab to try to access pipboy did not CTD me nor does hitting hotkeys so that it working for me .... I exit the mech with all armor equipped too so that works also ... the mech falls down upon exit (I can enter/exit as many times as I want but it will fall each and every time) end of report Link to comment Share on other sites More sharing options...
alienzerox Posted March 27, 2014 Share Posted March 27, 2014 okie here is a weird one for you .... (using the renamed crashy) I can go into VATS and after I do that I can sneak ... I zoom out to 3rd person and the mech reverted back to a PA (sizewise normal PA) I exit with N key and the Mech is back as a Behemoth Link to comment Share on other sites More sharing options...
devinpatterson Posted March 27, 2014 Author Share Posted March 27, 2014 Don't sweat the neck falling when exiting n that I'll fix with a new collision mesh. Vats needs to be disabled completely (IMHO), I'll check the menumode vide to kill it Link to comment Share on other sites More sharing options...
devinpatterson Posted March 27, 2014 Author Share Posted March 27, 2014 The post is better, light Gray, but I can make it out Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted March 27, 2014 Share Posted March 27, 2014 What do you think? Also, a random thought - Maybe we should consider asking the maker of the Radar Mod (forget his name) if we can integrate his mod into this? I think it'd fit quite well for our giant mecha to have a radar system in it. Making it only turn on when the mecha's being used might be tricky, though. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 27, 2014 Author Share Posted March 27, 2014 It would look pretty dang cool Link to comment Share on other sites More sharing options...
alienzerox Posted March 27, 2014 Share Posted March 27, 2014 (edited) it would be cool ... I already have the radar among my HUD displayed item so that doesn't change when I enter the Mech so if you want to go and make a dedicated HUD just for the Mech then I would also implement armor condition .. heat .. fuel capacity .. mech weapon condition .. distance to target .. nav points .. etc .... edit I forgot to mention that while in the mech my vision is blurry also i looked @ the authors page ( there are 2 ) invalidfate was the original he is not active but gives permission on his profile Edited March 27, 2014 by alienzerox Link to comment Share on other sites More sharing options...
devinpatterson Posted March 27, 2014 Author Share Posted March 27, 2014 BETA 4, this increases the mechs mass to 14000000000 lbs (or whatever weight system units fallout uses), essentially making the go model immobile. Remove the old ones and replace them with the esp and bsa in this archive. This is a model change (not a change to the esp), so the new BSA must be used. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 27, 2014 Author Share Posted March 27, 2014 I forgot to mention that while in the mech my vision is blurry No idea what is going on there, take a screen shot and maybe it will be a clue also i looked @ the authors page ( there are 2 ) invalidfate was the original he is not active but gives permission on his profile OK I'll take a look at that over the weekend. Link to comment Share on other sites More sharing options...
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