MarchUntoTorment Posted February 19, 2015 Share Posted February 19, 2015 On the Securitron Vault, I think I agree. Having such an advanced manufactory would just be too powerful for the player to have access to at a moment's notice. With reinforcements, I wasn't suggesting a mass-migration; more the addition of a few old veterans of the Brotherhood. With the Midwest and East Coast chapters, since both seem to be quite well set-up where they are, I think we'd be more seeing ambassadors from them at HELIOS and/or the Lucky 38. Maybe a Super Mutant Paladin from the Midwest? That could be interesting, I feel. My concern with the T-51b is that the chemical suits worn by the workers who became the Ghost People corroded and sealed, and I highly suspect that T-51b undersuits would suffer the same fate. On the other hand, power-armoured Ghost People could be a fantastic new gameplay mechanic... that might actually make for a very interesting quest. The player has to go in and discover the fate of a Brotherhood team who were lost exploring the Sierra Madre? Regarding the Knights of HELIOS, as I said, they were a compact group - I imagine a squad of around five people. Not some sort of big splinter faction. As for why McNamara didn't go back for them, he likely assumed that they were dead - without a radio on them, he'd have had no means of even knowing that they'd survived the onslaught. I get the impression that the retreat from HELIOS wasn't exactly an organised affair. I like the cybernetics thing a lot! We can use the port of tumbajamba's Fallout 3 mod for the cybernetic limbs, since he gave permission for anyone to use it. As for biomedical tech, I'm not sure what you want to do there - maybe they artificially 'enhance' their Paladins? Or maybe some sort of quest where the player has to bring back some troops to be healed? I'd love to do some quick character analyses on various characters - I absolutely love the idea of 'humanising' the Brotherhood. For instance, a lot of the Brotherhood lost family and friends at HELIOS - that would still weigh heavily on them, and I think we should do more with it. A few quick ideas on how to humanise some major figures, in line with their current characterisation - Hardin - A bitter but strong, and profoundly professional soldier. Lost his wife, also a Paladin, holding the line at HELIOS; for this reason, he has an invariable hatred of the NCR, and any who associate with them (including the Followers). When he was younger, he lead Brotherhood recon units on their first incursions into the Mojave, and saw the horrors of what Raiders could do firsthand; this made a strong impression on him, and he swiftly came to the conclusion that outsiders could never come in line with the Brotherhood's ideals. Quite young - not older than 40 - but years of harsh combat have rendered him old before his time, and is undergoing therapy for cancer, hence his thinness of hair. He's desperately trying to keep this a secret from everyone, only grudgingly going to Schuler about it. McNamara - Formerly old friends with Hardin, the two of them were competing for the position of Head Paladin before the Battle of HELIOS. With their chain of command disintegrating under fire, McNamara and Hardin took command of the situation and ordered a breakthrough action. However, upon their fallback to the bunker, Hardin, incensed over the loss of his wife, demanded that the Brotherhood launch a counterattack; McNamara, however, had never seen the Brotherhood lose a battle so badly, and felt that he was at an overwhelming strategic disadvantage. He couldn't bring himself to lose any more friends, and so he commanded the lockdown; he and Hardin had a falling-out, and the two more or less refuse to talk anymore. Much like Hardin, he's only 35, but his hair has been whitened by the stress of becoming Elder. Ramos - A powerful, pragmatic man with a deep interest in the group's history, as illustrated about his knowledge of the Brotherhood's past and the precedent for removal of Elders. He believes deeply in its ideals, and is fascinated by its past; he grew up reading stories of the Brotherhood's past, and a part of him wishes that he'd become a Scribe instead of a Paladin. He was on the front lines at HELIOS, and his skill in battle caused him to earn great loyalty among the troops; he's considered among the Brotherhood's best fighters, which is why he's in charge of manning the gate. Closeted gay, but hasn't told anyone; he knows full well that he could lose the loyalty his men possess if this was known, due to stigmas within the Brotherhood. Schuler - Among the more well-respected members of the Brotherhood; despite her status as a Scribe, she took up a rifle during HELIOS and sprinted along the battlefield, tending to fallen Paladins as best she could. The fighting there scarred her, however, and she's long suffered from trauma relating to the horrific wounds she saw; while previously compassionate, she's become much harder and colder ever since HELIOS. Much more concerned with helping people than with the Brotherhood's ideals; she wishes that she could share at least their medical technology with the Wasteland, and for this reason, disagrees with the codex. She needs help for her PTSD, but refuses to get it, seeing herself as the only person in the bunker qualified to deal with psychiatric issues. A close confidante of McNamara; despite her anger over Taggart being appointed instead of her, she still possesses great internal respect for McNamara (note that she's angry at Taggart over the appointment, but never McNamara). He's pretty much the only person she talks to about what she saw, and vice-versa. Doesn't get along at all with Hardin, though - nevertheless, despite her dislike, she still takes care of his cancer, and keeps his secrets. That's just a few ideas I came up with for how to extrapolate out their characters, from what little we see in-game. Let me know if you like any of them! I'd love to do it for others, too. Again, writing is kind of what I do. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 21, 2015 Author Share Posted February 21, 2015 For convenience's sake, I'd just have the place fortified when the player gets there. Manual fortification would be a nightmare to code. If we want to get a little more creative, we can have multiple 'in-progress' incarnations of the fortifications on a timer & To code the HELIOS fortification would be a nightmare most likely, but I've noticed that the mod Nipton Rebuilt uses that same delivery system and that modder stated he was inexperienced with scripting. The Nipton rebuilt mod lets you actually manually place things like fortifications? I'v never played it, so I'm very curious how they went about it, if that's the case. Regarding manual placement, it *could* apply to any and all of the Viva NV mods (since they will all have things like fortification as an option). There is a mod called Feng Shui that is a "An item placement helper". I'v never used it, but lets say for the sake of argument it makes it fairly easy to place items in a more controlled manner than just using grab and dropping stuff. I could see making a sort of tool set of objects the player can move around and then once s/he is happy with the setup s/he could "finalize" the layout. Finalzing the layout would essentially consist of swapping out via script the objects in teh toolkit for real world objects that are immobile. This would essentially let a player really micro manage fortifications and other area enhancements. This is a more advanced project for later down the line, but I'd be curious to hear what kind of interest there is for something like this. But again your right on that it isnt about making more work for yourself and for convenience sake having HELIOS already beefed up would save a lot of f***ing around. The time delay sounds effective but then again as you said, do we really need to go into depth with minor features like that. For adding stuff on a timer that's no problem, just one extra line of code. Easy to implement if we want to go that way. As for Vertibirds, I can assume that the Enclave Remnants took the only working one in the vanilla game with them. However there is the crashed Vertibird near the Nuclear Test Site and there are additional ones on the Long 15 if nuked. Yeah Vertibirds are tricky. The BOS *may* have gotten the plans for them long ago (the chosen one could have passed them to a bos operative, but that operative is killed shortly after by Frank Horrigan). The BOS don't have the facilities to produce them in any case. From what I gather enclave forces scooped them all up post war, then began producing more. Some BOS chapters may have some captured ones (just like the NCR does) but the rest should have gone with the enclave survivors that bugged out. Re: the crashed one, it might be possible to fix it. Do we want to? It could be a good way to make long trips feasible for quests. Re: the Remnants vertibird, if the player can get the bos in the bunker, I don't see why the brotherhood couldn't eventually bypass any security and commandeer it. Of course that's with teh caveat that it's still there, adn the implications for stealing it in re: to the surviving remnants. If you havent read my earlier post, make sure you check out the mod Silverpeak Bunker. It's no longer on the Nexus, but, can still be found on fileplanet. The reason I bring that up is because they have so many elements that correlate to Dawn of Steel and directly relate to Knights of Helios, here I'll point out a few I seriously doubt I'll have any time to play through it, so I'm glad you summarized the mod. Some strange choices in the mod though. For instance the circle of steel is pretty well defined in FONV as hardliner BOS using typical BOS armor adn equipment (Christine is an example). It seems odd that they would be equipped as per the KoH, and wear enclave armor. Another odd choice is making the player Star Paladin for completing Eyesight to the Blind and If I Could Make You Care. New Vegas steel is a good idea though, maybe the same could be said about reactivating a rail yard. Theres also another mod that was integrated into NVEC where you could wield Protonic Swords. Although it contradicts some of my earlier comments regarding the BOS producing new high tech weapons, proton (and Protonic inversal) axes and swords would look very cool. Might be worth making an exception for. OWB's protonic weapons would be invaluable in teh research. For ranks here is a listing copied from the wiki; Military Rank; Elder The Elders form the Brotherhood's ruling council. Individual Elders are occasionally leaders of localized splinter chapters of the Brotherhood. Under normal circumstances, the ability to become an elder is reserved for Paladins, although there are exceptions, such as Elder Elijah, who was a scribe. General Generals control all of the Brotherhood's military. They report to the High Elder and the Elder Council and will only make a move if it's approved by them. They obtain the title of General by showing outstanding performance in military tactics and combat. They help decide the titles of the most promising recruits from Initiates and Squires all the way up to the Head Paladin and Head Knight. Sentinel Sentinel is a rank used by the Capital Wasteland division, ranking between Paladin and Elder. The only member of the Brotherhood to have achieved this rank at the time of Fallout 3 is Sarah Lyons, who leads the Lyons' Pride elite unit. Head Paladin The Head Paladin is responsible for dealing with the paladins in the same way the Head Knight does, but the Head Paladin chooses which paladins should lead each knight squad and which areas may prove to be suitable HQ's. The Head Paladin holds meetings with the High Elder, Elders, Head Scribe, Generals and Head Knight and both the Head Knight and Head Paladin report to the High Elder and Generals, no one else. The Head Paladin and Knight don't tend to go out into the field of battle, although they may in critical circumstances. When they do enter a battle it is almost certain that they will have a huge army protecting them and will very rarely be seen on the front line, they normally sit back with the Generals and help plan strategic maneuvers. Head Knight The Head Knight is responsible for allocating knights to missions ( i.e. to defend bases or to secure areas of interest.) The Head Knight is also responsible for reporting all incidents involving the knights to the Generals, Elders or High Elder (depending on the severity of the situation.) The Head Knights are also present at meetings with the High Elder, Elders, Head Scribe, Generals and Head Paladin, like Knight Commanders and Knight Captains in the Midwestern and Capital Wasteland branches. Inquisitor The following is based on Fallout Tactics and some details might contradict canon. The highest rank held by active soldiers. An Inquisitor is a special rank of the Midwest Brotherhood, and they are usually extremely sadistic. They're in charge of interrogation and intelligence within the Brotherhood, and are not restricted by very many of the Brotherhood's code when it comes to their job. The Inquisitors appear in Fallout tactics Barnaky's alternate ending and were to appear in the canceled sequel to Tactics. End of information based on Fallout Tactics. Paladin Commander Paladin Commanders control squads of paladins and group together in the A ring to discuss battle plans, they also report directly to the Head Paladin. Knight Commander Knight Commanders control groups of knights in the brotherhood and group up inside the A ring to discuss battle plans and such at a round table area. They report to the Head Knight. Star Paladin Star Paladin is a rank held in the Capital Wasteland division. It is ranked below Sentinel, but above Paladin. Star Paladin Cross, who can be recruited by the player, is presumed to be the only holder of this rank in Fallout 3. The rank of Star Paladin appears to be very similar to the Paladin Lord rank in other Brotherhood of Steel cells, due to what Star Paladin Cross says about Elder Lyons "allowing her to pursue separate projects" (like following the Lone Wanderer). Paladin Lord Paladin Lords are paladins who lead special operations outside of the main BoS military. They only report to the High Elder and Head Paladin. Their operations are sometimes kept secret from the Generals, because they often clash with Brotherhood military regulations. They are given specially selected squads that will follow the Paladin Lords without question, and are forbidden to talk about their missions to other members of the Brotherhood. Knight Captain Knight Captain is a rank used by the Capital Wasteland division. In Fallout 3, there are four known members of the brotherhood who have achieved this rank, which are Knight Captain Dusk, Gallows and Colvin from Lyons' Pride as well as Knight Captain Durga. They have full command of a company of knights and paladins under their command, taking orders only from a Sentinel or Elder. As leader, a Knight Captain is free to take part in major operations or a large field of leadership. Knight Sergeant Knight Sergeant is a rank used by the Capital Wasteland branch, denoting a position above Paladin and below Knight Captain. The rank gives a command of two to three squads of knights and paladins, as well as the command of a base or outpost like the GNR building plaza. Knight Sergeant Wilks is the only Brotherhood of Steel soldier known to acquire this rank. Senior Paladin Senior Paladins are Paladins which show promise to become Paladin Commanders, Paladin Lords or Sentinels. They are very well respected among other Paladins and Knights, and can increase the morale of soldiers greatly. Senior Knight Senior Knights are Knights which show promise to move up to be Paladins, Knight Commanders or Knight Captains. They are very well respected among the other Knights, and in the western Brotherhood of Steel they are some of the top mechanics and engineers. An example of a senior knight is Lorenzo from Fallout: New Vegas. Paladin Fo1 BoS Paladin Insignia Insignia of the Western Paladin Caste. Paladins are a class of members of the Brotherhood of Steel. They are likened to the Scribes and Knights of the Brotherhood as being on the same level, but with a different purpose. They are the protectors of the Brotherhood, fighting and protecting its interests across the wasteland, equipped with power armor and an array of lethal weapons. As mentioned in Chris Avellone's Fallout Bible 8, "the scribes develop technology, the knights build it, and the paladins use it." Contrary to the original Brotherhood, Owyn Lyons has changed the rank system - Paladins are no longer a separate caste, but a rank (albeit a high one) instead. Operations Officer The only known person of this rank is Operations Officer Edwards in Fallout 3. Knight Knights are responsible for manufacturing and repairing the weapons and other pieces of technology. After many years of service and experience, the best Knights are promoted to Paladins - the pinnacle of the Brotherhood military. The next rank is Senior Knight, and finally the leader the order is the Head Knight. As all Paladins are also Knights, the Head Paladin is usually also the Head Knight. Knights wear mostly power armor. The large gear in the Brotherhood of Steel symbol represents the Knights. In the Capital Wasteland and Midwestern divisions, "Knight" is a strictly military rank and the Scribes are the ones responsible for manufacturing technology there. This rank is most likely the equivalent of real-life non-commissioned officers (corporal to sergeant). The Lone Wanderer becomes a Knight after the quest "Take it Back" is completed if the Broken Steel add-on is installed for Fallout 3. Icon disambig For the NPCs in Fallout 3, see Knight (Fallout 3). Junior Knight Not much is known about this rank only that it is higher than Journeyman Knight. Journeyman Knight Journeymen Knight is the one small step rank before becoming a full fledged knight. It is where an initiate decides after his/her advancement whether to continue as a knight or scribe. It is an important step in advancement as they continue to serve the Brotherhood. Senior Squire Senior Squires are Squires which are ready to become Knights and are taught all the requirements and oaths to be a Knight of the BoS. Squire The only member of the Capital Wasteland branch who holds this rank in 2277 is Arthur Maxson, which would imply that the rank is reserved for children and is lower than Initiate. It is possible that this rank is used similarly in the original Lost Hills Brotherhood. Squire was originally a title which ranked above Initiates and were to receive training out in the field unlike the Initiates. The following is based on Fallout Tactics and some details might contradict canon. In the Midwestern Brotherhood, Squires are one step above Initiates and are the least experienced and trained of the Brotherhood active military. End of information based on Fallout Tactics. Senior Initiate Senior Initiates are Initiates which have completed basic training and move on to more advanced training. Initiate Initiate is one of the lowest ranks in the Brotherhood of Steel's rank system. The precise definition of the rank appears to vary between the regional chapters. The West Coast division uses the term to indicate a mere trainee as having been initiated into the Brotherhood, whereas the other two reserve that title until the recruit has completed initial training. The most plausible explanation lies in the fact that the West Coast division is significantly more insular than the others; the bulk of its new recruits are the offspring of existing members, and only rarely are outsiders accepted into the organization. By contrast, circumstances have forced the other two divisions to actively recruit from among the local population. Both the West Coast and Midwestern divisions divide the rank into "buck" Initiate and Senior Initiate. It is not known whether the East Coast division follows this practice. In the West Coast division, Initiate is the base rank of one who has only just been accepted into the Brotherhood as a trainee. After completing initial training, Initiates are slated to become either Scribes or Knights, and are promoted to Apprentice in the appropriate branch. Initiates on the West Coast were also not allowed to leave the Lost Hills Bunker and experience field combat. They would have to be promoted to Squire before they could actually fight. Unlike in the other BoS divisions, East Coast Initiates may even be issued power armor if their assignment merits it (as in the case of the ill-fated Initiate Reddin of the Lyons' Pride). They were also sent out into the field of battle to experience fighting the mutants for real, because of the low numbers of soldiers. The following is based on Fallout Tactics and some details might contradict canon. In the Midwestern division, Initiates are members who have completed initial training (and are thus one step above recruits), and the lowest rank that can be assigned to combat duty. Initiates may advance to the rank of Squire. End of information based on Fallout Tactics. The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources. In the Texas division, Initiates are members which are accepted and must prove themselves on the field. They receive basic training in the use of weapons and in combat. Shortly after their training was completed, Initiates were sent on missions to prove their value to the Brotherhood. End of information based on Fallout: Brotherhood of Steel. In the Mojave Wasteland Brotherhood of Steel, the ranks are the same, however there is one unique Mojave rank, Apprentice. The only person with this rank is Apprentice Watkins. Hopefully there's not to many formatting errors there. So there's a lot of ranks which could benefit us in a couple of ways. It will add character to the NPCs, and it's possible if we don't choose to have the courier at or near the top, that s/he could have some quests to move through the ranks. Players seem to enjoy climbing rank. Note there is also a high elder that presides (or presided) over the council of elders. The former High Elders were; Roger Maxson (2077 - 2135) Maxson II (2135 - 2155) John Maxson (2155 - ?) Rhombus (? - 2208) Jeremy Maxson (ca. 2231 - ?) Here is the civilian listings (ie scribes); Civilian ranks by level of position Head Scribe The Head Scribe is the highest ranking civilian class of the BoS. The Head Scribe is responsible for choosing which Scribes work on which project and which scribes should be assigned to each order. The Head Scribe also chooses the High Scribes or Proctors of each order and must also oversee the projects each order is working on. The Head Scribe is a highly intelligent person who has mastered the orders of the Sword, Shield and Quill, and may also take on a project of their own interest, as Head Scribe Rothchild did with the Liberty Prime Project. The Head Scribe is one of the people who must attend the meetings with the High Elder, Elder Council, Generals, Head Paladin and Head Knight. The Head Scribe Reports to the High Elder and Elder Council only. High Scribe The High Scribes are the Proctors of the Orders. There are three High Scribes: one of the Sword, Shield and Quill. They oversee and approve of each project that the Scribes in their order are working on, and assign the proper Scribes to the right projects. Each High Scribe must report to the Head Scribe on each project and to get approval to move ahead with a new project. The High Scribes often work on their own projects, which are usually completed very quickly because the High Scribes can prioritize them and assign Senior Scribes to them. In some cases, High Scribes have been called to meetings with the High Elder and the Elder Council; The Capital Wasteland BoS tend to have their three High Scribes (Peabody, Jameson, and Bowditch) in every meeting with Elder Lyons. Senior Scribe Senior Scribes are some of the most advanced Scribes. They are always chosen for the most important projects and are the next in line to become proctors of orders when the old proctor retires or dies. They often take on the most promising Journeyman Scribes to be their apprentices and choose what order they should be in (usually, it is the same order that the Senior Scribe is in). Senior Scribes teach their apprentices everything they know and will continue to teach them until they are nearly Senior Scribes themselves. On rare occasions, the Senior Scribe will be promoted to Head Scribe and their Apprentice to High Scribe. When this occurs, the apprentice will be given special treatment and the Elders usually separate the two to remove any impression of impropriety. One example of a Senior Scribe is Linda Schuler, from the Mojave Wasteland Brotherhood of Steel. Scribe Scribes are tasked with creating and keeping records of the technology used by the Brotherhood. The attitude of many scribes in the Brotherhood can be described as techno-centric. While a great number study history and culture, the majority of scribes focus their studies on subjects related to the acquisition, repair, or creation of technology. It is implied by the Fallout Tactics Manual that some scribes, at least in the Midwest chapter, organise themselves into unions similarly named to American labour unions[1]. Journeyman Scribe Journeyman Scribes are Scribes-in-training. They are often taken in by one of the Senior Scribes and made apprentices, where they are then taught to be full Scribes. If they are not apprenticed by a Senior Scribe, they are often chosen to work on projects that are very insignificant. Journeyman Scribes start off in no order but will either pick an order themselves, or their master will choose for them. One example is Veronica Santangelo, a Journeyman Scribe of the Mojave Wasteland Brotherhood of Steel, and a possible companion in Fallout: New Vegas. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 21, 2015 Author Share Posted February 21, 2015 With reinforcements, I wasn't suggesting a mass-migration; more the addition of a few old veterans of the Brotherhood. With the Midwest and East Coast chapters, since both seem to be quite well set-up where they are, I think we'd be more seeing ambassadors from them at HELIOS and/or the Lucky 38. Maybe a Super Mutant Paladin from the Midwest? That could be interesting, I feel. Yeah I think that is the best way to handle it. Re: the SM I can do one in power armor. The toughest part is there traps/neck, but it's easier in power armor than other outfits. Also there are some midwest power armor(s) as modders resources. My concern with the T-51b is that the chemical suits worn by the workers who became the Ghost People corroded and sealed, and I highly suspect that T-51b undersuits would suffer the same fate. Well the power armor is air tight (they even have reclamation processes) but I could see it still affecting even power armor. I could envision power armor being the best defense against the cloud but still succumbing in due time as servos failed and seals cracked. But I could also see it being relatively immune for short exposures. So I guess whatever we need it to be for the story line is fairly plausible. On the other hand, power-armoured Ghost People could be a fantastic new gameplay mechanic... that might actually make for a very interesting quest. The player has to go in and discover the fate of a Brotherhood team who were lost exploring the Sierra Madre? Yeah, fun stuff, plus not that hard to set up. The ghost people skeleton is very similar to the human skeleton, they have an extra bone for the vent/exhaust in front of the face, but I think that was about it. It's just the animations that give them their character, so I don't think it'd be to hard to pull off. As an interesting game dynamic we could essentially make them respawners by making them immune to dismembering. That would challenge teh courier. There's also a hint (at least in my mind) in the ghost people wiki that makes me believe that some of the people dragged away by the ghost people are used to increase their numbers, so this would fit in that theme. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 22, 2015 Author Share Posted February 22, 2015 I like the cybernetics thing a lot! We can use the port of tumbajamba's Fallout 3 mod for the cybernetic limbs, since he gave permission for anyone to use it. So just peeked at Tumbajamba's cybernetic arm, it's a really decent model. I think with a re-texture it will be perfect. Pic; http://static-6.nexusmods.com/15/mods/120/images/14676-1-1284833129.jpg For teh cybernetic eye I was thinking of using this texture on the eybot screen (made it for a request, based on HAL) as a eye replacement. Pic; http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/HAL2_zpsddd88b07.jpg Cybernetic replacements for the torso or other parts of anatomy can be done with te-textures. I do, however need a leg model if anyone comes across one. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 22, 2015 Author Share Posted February 22, 2015 Just rememebered I have permission to use SmileyTops ST Robot Race so we have a good leg (and alternate arm) model. Pic; http://static-8.nexusmods.com/15/mods/130/images/43732-2-1316413141.jpg Link to comment Share on other sites More sharing options...
devinpatterson Posted February 23, 2015 Author Share Posted February 23, 2015 OK just read through the character portraits and in general I liked them. I had a few points and questions. re: Hardin, loosing his wife (assuming paladins don't have restrictions in re: to marriage) is partially plot point to reinforce/explain hatred of the NCR? If so, I wonder if also loosing a limb would help to amplify that even more, or would adding a cyber limb to a existing character (that previously didn't have one) be too jarring for the player. re: McNamara, I think there were some details I ran across in the wiki in regard to the battle and chain of command. I'll try to find them again. re: Ramos, and homosexuality. I'm not sure if it's a problem in and of itself, I think it's more to do with progeny. In other words I'm not sure the brotherhood has a problem with orientation, they just want pure blood (non muties, untained) kids and need numbers badly. At least this is the impression I had with Veronica, but I'll see if I can dig up some more info. re: Schuler. Of the character studies in your post, I like this one the best. It also makes me wonder if there should be special sub divisions for scribes, in this case a scribe that specialized medical being the equivalent of a field medic. Re: the cancer I'm not sure though if it's an issue for the autodocs or a well equipped physician. I'll try to find out more. Link to comment Share on other sites More sharing options...
Degby1 Posted February 24, 2015 Share Posted February 24, 2015 Would anyone object to me putting some Concept Art on here. I'm working on a new set of Recon Armor that would suit the BoS, I'm doing a few weapons too. Link to comment Share on other sites More sharing options...
devinpatterson Posted February 24, 2015 Author Share Posted February 24, 2015 Would anyone object to me putting some Concept Art on here. I'm working on a new set of Recon Armor that would suit the BoS, I'm doing a few weapons too. Sure, go ahead. Could be good inspiration. OK so I put together Tumbajamba's cyber arm in BOS power armor. It was an armor addon which I'v been working with, so not hard to put together. Just snipped some of the mesh. pic; I still want to re-texture it the same color as the power armor, but that's the basic setup. I'll do the same with SmileyTops arm and we'll see which looks better. I also made some variants in case we want a cyber hand only (flesh earm) or a cyber arm wearing a normal glove/gauntlet (of any type). Link to comment Share on other sites More sharing options...
Degby1 Posted February 24, 2015 Share Posted February 24, 2015 (edited) Would anyone object to me putting some Concept Art on here. I'm working on a new set of Recon Armor that would suit the BoS, I'm doing a few weapons too.Sure, go ahead. Could be good inspiration. OK so I put together Tumbajamba's cyber arm in BOS power armor. It was an armor addon which I'v been working with, so not hard to put together. Just snipped some of the mesh. pic; http://i1066.photobucket.com/albums/u404/devinlpatterson/FONV%20Mods-works%20in%20progress/BOScyberArm_zpspz3xvzsi.jpg I still want to re-texture it the same color as the power armor, but that's the basic setup. I'll do the same with SmileyTops arm and we'll see which looks better. I also made some variants in case we want a cyber hand only (flesh earm) or a cyber arm wearing a normal glove/gauntlet (of any type). Do you still want the Cowboy hat with the Power Armor? Re-texturing the arm to match the colour of the Armor is an easy photoshop re-saturation and hue job. Also how many BoS troops have Cyborg limbs? I dont think every soldier in the chapter would have an artificial limb somehow. Here's an example of a gun I did https://drive.google.com/file/d/0B-PWhq_b9OyqazVfT2ZDVTBEUG8/view?usp=sharing Edited February 24, 2015 by Narmz Link to comment Share on other sites More sharing options...
devinpatterson Posted February 24, 2015 Author Share Posted February 24, 2015 Do you still want the Cowboy hat with the Power Armor? Don't worry about extraneous items, the pic's function is simply displaying the cyber arm. Re-texturing the arm to match the colour of the Armor is an easy photoshop re-saturation and hue job. I'v done a bit of texture work, I'm not unfamiliar with teh process. Also how many BoS troops have Cyborg limbs? I dont think every soldier in the chapter would have an artificial limb somehow. I don't believe anyone has suggested every soldier has a cybernetic limb. The battle @ HELIOS One was a particularly bloody conflict, and some veterans of that battle may have lost limbs. The BOS has the medical/cybernetic technology to aid those unfortunate few. Link to comment Share on other sites More sharing options...
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