Rulerian Posted May 12, 2014 Share Posted May 12, 2014 This sounds awesome, shields were pretty thin, the goal was to deflect attacks rather than absorb them. Link to comment Share on other sites More sharing options...
HumiIiation Posted May 12, 2014 Author Share Posted May 12, 2014 If you have the source files for the Breakable clothes scripts, I could really use them?Go to RBU92's modpage and check out his clothes mod. It uses the same scripts and he uploaded them in the misc section :) Link to comment Share on other sites More sharing options...
HumiIiation Posted May 12, 2014 Author Share Posted May 12, 2014 I can also add that the shield now is in game and works well, accept the fact that I messed something up screwing with the meshes so they went into ninja invisible mode for me...But It worked for a while :P Link to comment Share on other sites More sharing options...
eksynn Posted May 13, 2014 Share Posted May 13, 2014 (edited) do you suppose this could be used on armour as well as swords, to create some kind of breakability to the game? o. Osay, a "life" gauge for the armour.. based on light or heavy. then you'd have to have it repaired at a forge or pay, say, 20% of the armour's value to a vendor for them to fix it... would this be doable? also. how's the status on this mod? xD Edited May 13, 2014 by eksynn Link to comment Share on other sites More sharing options...
HumiIiation Posted May 14, 2014 Author Share Posted May 14, 2014 do you suppose this could be used on armour as well as swords, to create some kind of breakability to the game? o. Osay, a "life" gauge for the armour.. based on light or heavy. then you'd have to have it repaired at a forge or pay, say, 20% of the armour's value to a vendor for them to fix it... would this be doable? also. how's the status on this mod? xDThis could absolutely be used for both armor and swords aswell, Im still working on this but it will take some time to get everything to work as planned Link to comment Share on other sites More sharing options...
deamon2000 Posted May 20, 2014 Share Posted May 20, 2014 Easiest way is to use the in game damage system for items and make seprate models for each set of damage and when destroyed make the item harvestable then rebuild it from the harvested broken parts. however there is a occasunal bug when item is equiped it will not update but quickiest way is ugliest too a quick script to unequip reequip item Link to comment Share on other sites More sharing options...
HumiIiation Posted May 31, 2014 Author Share Posted May 31, 2014 Easiest way is to use the in game damage system for items and make seprate models for each set of damage and when destroyed make the item harvestable then rebuild it from the harvested broken parts. however there is a occasunal bug when item is equiped it will not update but quickiest way is ugliest too a quick script to unequip reequip itemThats pretty much the plan :) Link to comment Share on other sites More sharing options...
VanKrill Posted June 10, 2014 Share Posted June 10, 2014 Easiest way is to use the in game damage system for items and make seprate models for each set of damage and when destroyed make the item harvestable then rebuild it from the harvested broken parts. however there is a occasunal bug when item is equiped it will not update but quickiest way is ugliest too a quick script to unequip reequip itemI've got this working. Only for a specific, custom set of Dueling Shields. But it works. I've figured a way to make the last step, sometimes ( random chance ) cause the shield to fling off of the wearer's arm in a shower of shards or just as a shield that is now a moveable static, not an equipable piece of armor. The Havoc engine presets to start at the players arm, and then to launch it out in a semi-random direction took some time, but it works now. There is a slight hesitation after the blow that triggers the total failure of the shield, before it goes flying off, but I doubt there is a way to completely get rid of it. Still, it looks cool, particularly when you're both in a dueling ring, and you destroy each other's shields at exactly the same moment, and then flash turn for a killing move. I had it happen once where my return stroke was a decapitation. Really wish I was video recording the action, it was very graphic and unique. Link to comment Share on other sites More sharing options...
HumiIiation Posted June 11, 2014 Author Share Posted June 11, 2014 Easiest way is to use the in game damage system for items and make seprate models for each set of damage and when destroyed make the item harvestable then rebuild it from the harvested broken parts. however there is a occasunal bug when item is equiped it will not update but quickiest way is ugliest too a quick script to unequip reequip item I've got this working. Only for a specific, custom set of Dueling Shields. But it works. I've figured a way to make the last step, sometimes ( random chance ) cause the shield to fling off of the wearer's arm in a shower of shards or just as a shield that is now a moveable static, not an equipable piece of armor. The Havoc engine presets to start at the players arm, and then to launch it out in a semi-random direction took some time, but it works now. There is a slight hesitation after the blow that triggers the total failure of the shield, before it goes flying off, but I doubt there is a way to completely get rid of it. Still, it looks cool, particularly when you're both in a dueling ring, and you destroy each other's shields at exactly the same moment, and then flash turn for a killing move. I had it happen once where my return stroke was a decapitation. Really wish I was video recording the action, it was very graphic and unique.Thats awesome! Any chance you would share? I could make meshes/textures and you could provide the scripts : ) Link to comment Share on other sites More sharing options...
Windikite Posted June 12, 2014 Share Posted June 12, 2014 Wow, this is the coolest idea I've heard all day. Would absolutely love to see this in my own warrior playthrough. What would you have to do about enchanments, behind the scenes and actually repairing them? Link to comment Share on other sites More sharing options...
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