EssGeeDee Posted September 21, 2010 Share Posted September 21, 2010 (edited) [MOD IDEA - ARMLESS WANDERER]**** Discontinued, for whoever clicks on my sig****So, by some incident while growing up, you've lost an arm. What happened? Disease? Accident? Radroach attack? I don't know. ----------------------------------------------- What I'm trying to do, is create a race where the player doesn't have a right arm as an adult. ************************************* Uses the Robotic arm from TUMBAJUMBA'S CYBERNETIC ARM VAULT SUIT mod: http://www.fallout3nexus.com/downloads/file.php?id=14676************************************* http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/blender2010-09-2118-56-54-99.jpg Basically, there'd have to be some scripts in place to prevent you from being able to attack. You'll have to flee past every enemy you encounter. That is, until you receive a note from a mysterious scientist who tells you he can fix you up with a cybernetic arm, for a fee. This arm would remove the non-attack scripts from you, and enable you to fight back. It would run on Fission Batteries, which you could either scav in the Wasteland, or buy from the scientist for a hefty price. http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/blender2010-09-2119-09-59-36.jpg TUMBAJUMBA'S WORK, NOT MINE! I can't model and rig worth crap, so I borrowed his mesh, with his permission of course. For more caps (and maybe for doing a few favours for this scientist guy), you could purchase upgraded cybernetic arms. For example, one might raise your Strength, but lower your Agility because it's so large. Another might have an inbuilt electronic lockpick extension, raising your Lockpick skill to 100, but it's not built for combat so your combat potential suffers - minus 20 in all weapon stats. And so on. ----------------------------------------------- But the thing is, I have to make a custom race without an arm, which would include making an armless version of every armour and item of clothing in the game (not to mention potential mod armours and clothing). I'm open to feedback, and I really would appreciate some help in how I should tackle this mod! Edited June 27, 2011 by EssGeeDee Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 21, 2010 Share Posted September 21, 2010 Sounds cool. It also sounds like you have a good idea of the problems. My only suggestion would be to make it the other arm that's missing, that way you could still use 1 handed weapons.To block equipping, you could script each item with an OnEquip block that pops up a message about your handicap and then unequips the item. Of course items added by mods would need this added too. It's not a small task. Link to comment Share on other sites More sharing options...
EssGeeDee Posted September 21, 2010 Author Share Posted September 21, 2010 Thanks for the input, Quetzl. I was considering the other arm, but I reckon I'd run into a bunch of trouble with the Pip-Boy. I would have wanted to be able to use 1-handed weapons, but I think ultimately all the issues with the Pip-Boy would probably drive me (or anyone else who attempted this) crazy. Hence, why I decided on the right arm. There would be references in dialogue during the encounter with the scientist to the fact that the PC is unable to defend themself, such as "An expensive arm is better than no arm at all, I guess... Never could hold a gun with my left hand". Plus... It would make for an interesting mod. How many actually inhibit your combat abilities and pretty much make you useless in battle? Though you could always hire followers to do the dirty work for you, I suppose. :P With regards to the race's mesh, what I think I could do is shrink the right arm's meshes until they're microscopic, so they're not actually removed from the model. I'd do that myself, but really I'm very new to race and bodymesh editing. It should be possible though, right? I tried editing the upperbody.nif in Blender and swapping mesh parts in Nifskope, but it just won't do it. It's worked before, with weapons, but not with this body.All the parts of the body are NiTriShape, rather than the NiTriStrips that Blender exports as. And this means I can't copy the blocks over. I don't know if I'm doing something elementary wrong here, but it's frustrating to be hitting snags this early. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted September 21, 2010 Share Posted September 21, 2010 Good point about the pipboy, I didn't think of that.To change nitrishape to nitristrip, right click on it and choose mesh->stripify (or mesh->triangulate to go from strips to shapes).There are different ways you could go about making the nub, but remember you have to do it on every armor. I don't know what the best way would be. Link to comment Share on other sites More sharing options...
Nadin Posted September 21, 2010 Share Posted September 21, 2010 Try editing the skeleton instead of the mesh. That should automatically alter everything else--I think.I also get the impression this was inspired by the work of tumbajumba.... Link to comment Share on other sites More sharing options...
EssGeeDee Posted September 22, 2010 Author Share Posted September 22, 2010 Thanks again Quetzl, it worked. I knew I was missing something simple... But still. It did work, and I have a rudimentary playable character with no right arm. And here he is! Keep in mind that the mesh is extremely rudimentary, this is a 'Proof-of-Concept' phase here. I also created a 'missing' right hand too. Just have to do the 1st Person hand, then I have a working concept. BUT, I don't know how to make him playable. I've Duplicated the Caucasian race, and the 'Playable' box is ticked, but it doesn't show up in the racemenu when I'm in-game. http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/GECK2010-09-2209-53-18-60.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/GECK2010-09-2209-53-42-20.jpg And yeah Nadin, this is based off tumbajamba's work. I even said so in the first post. :P I thought there was a major lack of bionic enhancement and messing with the human body, interactions with Pinkerton nonwithstanding. And then I found this mod by tumbajumba and... Wow. :P Link to comment Share on other sites More sharing options...
Nadin Posted September 22, 2010 Share Posted September 22, 2010 Hrm. Maybe replicate the lack of a right hand by forcibly holstering the weapon at all times? I mean, there's no left-hand weapons, right? And that way you'd still have the pip-boy. Link to comment Share on other sites More sharing options...
EssGeeDee Posted September 22, 2010 Author Share Posted September 22, 2010 (edited) Yes, I will do that. There's either a FOSE script for it, or something in the GECK that can enable/disable the use of weapons. If I recall correctly, when you first enter Lamplight Caverns it locks your ability to use weapons. I need to find out how I can put this race in-game, so far it doesn't appear at all in the racemenu. Anyone have any ideas? EDIT: Never mind, turns out it was a mistake on my part.Welcome Mr Handicapped to the Wasteland, will you? http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2215-34-37-34.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2215-34-41-20.jpg And also, the cybernetic arm I'll be using. Taken from Tumbajumba's mod: http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2215-35-07-05.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2215-35-10-57.jpg ----------------------------------------------------------- What I need now, is to be able to display a custom mesh for each armour that player will put on. For example, I need to make a Leather Armour that will have no arm for the Armless race, but still have both arms for the normal races. How would I do that? Edited September 22, 2010 by EssGeeDee Link to comment Share on other sites More sharing options...
Nadin Posted September 22, 2010 Share Posted September 22, 2010 I don't know. Nice job though--the shrunken portion of the mesh really makes it look---lost. :P Link to comment Share on other sites More sharing options...
EssGeeDee Posted September 22, 2010 Author Share Posted September 22, 2010 Well, I hope there's some way around it. Otherwise I'll have to create custom armours, that you can only buy from this crazy doctor, which will check what race you are and say "You can't wear this, it doesn't fit right". Either of those options above requires me to create a custom mesh for the appropriate Vanilla apparel. May as well get started. All I have to do is edit the Arms mesh right down to the shoulder, shrink the limbcap and bodycap on that side, then make sure the Biped Model List in the GECK is set to NONE. And presto, compatible armour! :D It took me a while to create a workable Leather Armour, but that's because I had to work out the procedure first. I know there will be a lot of apparel to cover, but it seems like I could accomplish it. See: 1-Armed Leather Armour with toggleable Basic Cybernetic Arm.http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2222-40-49-54.jpg http://i307.photobucket.com/albums/nn291/FullMetalPatriot/Videogames/Fallout/Cybernetic%20Arm/Fallout32010-09-2222-40-51-79.jpg ----------------------------------------------------------- I got a list of Basegame, Vanilla-only apparel from the testqaitems cell, however I need lists for the DLC armours and clothing. If anyone knows how to find them...? If anyone knows an easy way to find and extract all the armours I'll nee'd, I'd be grateful if you could show me how. Manually picking through the Meshes BSA sucks. Link to comment Share on other sites More sharing options...
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