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Looking for ideas for my mod...


TallgeeseIV

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Wow looks awesome man can't wait to see it in action!

I'm assuming you'll need some kind of training to use it?

And maybe a new faction that wears it..

But my god man, if it does all you say it does, thats insane.

Kudos and well done.

 

Hah I just noticed the rusty old shack he's standing in! He must be Macguyver.

"I built this suit out of some rusty planks, radioactive goo and a paperclip."

Edited by adman85
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Haha, it's the BoS safehouse. i have 1 central .esm that contains all my work and test scripts, etc. called the "Brotherhood of Steel Weapons Testing Facility" that's basically an addon for the safehouse that has an underground bunker with respawning npc's to test weapons on that are trapped behind a firing range. it has extra containers and tables to put weapons, armor and ammo in/on too. i built the perfect place for development before i started developing.

 

there's 3 versions of it: broken (same green glow but the texture has scars all over it and looks worn, and there's electricity sparks around it. in that mode energy doesn't recover as quickly, and you can't use overcharge mode.

 

there's the primary mode which you see here and has all abilities.

 

then there's the overcharge mode. in overcharge mode, all the green turns to red and the energy core on the back turns orange and eventually (hopefully) will have electricty radiating around it. i just have to figure out how to get texture transform controllers to work on my models in nifskope. in overcharge mode it doesn't recover energy but it has a looot more, so you can use skills for much longer. when you use all the energy it reverts to the damaged version. repairing the damaged version brings it back to the normal version, which can be overcharged, etc. etc.

 

the only training it requires is power armor training but i might change that. i should mention that ALL of this is subject to change.

 

oh, and if you're REALLY outnumbered. the overcharged version can be dropped and the reactor can be set to detonate. you lose the armor but you have 8 seconds to escape before a nuke goes off. the effect on the dropped armor before it goes off is pretty cool, i think everyone will like it.

 

i HAD an idea called quantize but i'm having problems getting it to work. basically it would set your run speed to somewhere in the thousands and play a shader effect of your body turning to small green pixels as it disappears, then it would set the global time modifier to almost 0. at the same time it locks the controls while pressing anything other than W, A, S and D. (because you'd be getting your gun out for 20 minutes if it didn't.) then you would move at seemingly normal speed while time is essentially stopped. then when you run out of energy or it turns off, you'd go back to normal and reappear, in a different place, as if you went into another dimension momentarily. buuut like i said, getting that to work is a bit of a challenge.

 

i still have to make the effects for night and thermal vision, make some new shaders, bug fix some problems with energy consumption on active camo, and a few other things. also still building the hold for run ability and switching energy weapon ammo to use reactor power.

 

i already made it amp up your speed with weapons so you reload and shoot/swing faster while wearing the armor. also FINALLY got shields to work correctly.

 

Oh, you might notice that gun is new too. it's the anti material rifle from Vanquish as well. in vanquish it has glowy parts but at the time i was making it i hadn't learned how to do glow textures and materials and stuff in nifskope so i'll be redoing that before release.

 

i also have a pretty cool katana model that i made a long time ago based on one from a gundam. i think it would go along with this armor really well, what do you think?

 

http://img.photobucket.com/albums/v231/TallgeeseIIII/gerberastraight2-1.jpg

 

it's not as high-poly as it looks, i'm just using a fancy rendering light (not really, pretty basic actually, i think i made this 7 years ago or something)

 

if i just changed the colors around, added some nice textures and a couple glow effects, it could match up well, i think.

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Again, looks awesome.. Hopefully it will be complex enough to not be completely OP,

The sword design looks good, like you said the colors and stuff need to match up, and yeah maybe a FO3 shocksword style blade look, that changes color to match the suit? I'm sure you've thought of that already.

I hope you can make it so you have to kill the guy wearing it to get it, or maybe just a really bad defense system around it.

There needs to be lore around its insertion right?

Well maybe not in the beta lol

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Oh, it's a ways off from release for now. but yeah, i'm already planning the event for how you get it. i don't want to spend weeks on a dungeon or anything but what i'm probably going to do is make an npc in a hard to reach location named "Graham Sideon" (take THAT copyright laws!) who's a good guy. you can ask him about the armor he's wearing and he'll tell you all it's capabilities, but he won't be attackable. through dialog you can basically say "sooo can i have that armor?" and he says "sorry, but it's DARPA property" then you have the option to accept that or say "haha, i don't think you understand what's happening here... i'm taking the armor..." and he says "hah! over my dead body!" and you say "...i can live with that..." and the fight starts.

 

he'll be super fast, use active camo and have shields. he won't use the night or thermal vision because... he's an npc, what's the point. i haven't decided if he'll use enhanced reflexes or not. he'll have the sword and the rifle, and probably a heavy pistol from vanquish as well. he'll probably use overcharge at low health then beating him means taking down his shields. you'll have to take his shields down at long range because when he dies (and the regular armor does this when you're wearing it too) it explodes and a nuke goes off there. then you walk over and take the damaged version from his corpse. repair it with any power armor and you've got the armor.

 

it won't be too OP because it will lower your health when you're wearing it, to somewhere around 20% of it's normal total. basically when your shield goes down you'll only be able to take a few hits before you die, so you have to be careful and use the abilities it has.

 

oh, i should mention. because it has all these extra abilities mapped to other keys on the keyboard that could conflict with other mods. it has an aid item that is given to you along with it that lets you remap each abilities key. i've already scripted that out. it even saves it with your game save.

Edited by TallgeeseIV
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Very cool with the button mapping. I guess it makes Advanced Recon Gear basically obsolete, so I could remove that mod once i get the armor I suppose (it has button remapping for nightvision and thermal) That would be the only major conflict yeah? I could still have damage and armor value mods right?

I'm assuming the suit has a DT after its shields as well? or is it all about the shields and stuff?

The reason i ask is becuase i'd most likely have to manually change its DT to suit other armor values in my mod, which is far from a problem, I'm just trying to picture your mod fitting in with the ridiculous amount i already have. (the picture looks good by the way, I seriously can't wait)

I'd love to see this alongside a mod that removes fast travel entirely, so you have to sprint around instead, consuming power etc. (But looking really cool jumping off cliffs and over bighorners LOL)

You'd probably need to use one of the mods that removes invisible walls as well if you're gonna have improved jump, for obvious reasons.

 

Love the idea with the guy that you get it off.. Maybe a chick character can "convince" him to take it off before killing him or stealing it :D

Or a REALLY persuasive guy............

Edited by adman85
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Very cool with the button mapping. I guess it makes Advanced Recon Gear basically obsolete, so I could remove that mod once i get the armor I suppose (it has button remapping for nightvision and thermal) That would be the only major conflict yeah? I could still have damage and armor value mods right?

I'm assuming the suit has a DT after its shields as well? or is it all about the shields and stuff?

The reason i ask is becuase i'd most likely have to manually change its DT to suit other armor values in my mod, which is far from a problem, I'm just trying to picture your mod fitting in with the ridiculous amount i already have. (the picture looks good by the way, I seriously can't wait)

I'd love to see this alongside a mod that removes fast travel entirely, so you have to sprint around instead, consuming power etc. (But looking really cool jumping off cliffs and over bighorners LOL)

You'd probably need to use one of the mods that removes invisible walls as well if you're gonna have improved jump, for obvious reasons.

 

Love the idea with the guy that you get it off.. Maybe a chick character can "convince" him to take it off before killing him or stealing it :D

Or a REALLY persuasive guy............

 

it does have dt, and condition. the stats aren't crazy high, it's supposed to be comparable to other power armors, except you aren't a tank while wearing it, you're more of a fast attack vehicle. it reverts to the damaged version at less than 25% condition and goes to normal when it's repaired to over 25% condition. none of the stats are crazy and it gives a minor boost to small and big guns, and a point to agility. that's subject to change though. also the jump heigh is only doubled.

 

what i'm likely going to do is get permission from the creators of other mods and make this mod dependant on theirs, assuming they're ok with it. this mod already requires the NVSE and will work better using the readius pipboy, and other modders have spent a great deal of time and effort making beautiful thermal and night vision effects. so i'll just make my mod use theirs and not have those abilities available if they aren't there. i won't package their mods with my own of course, just post links to their mods in the description. it's a great chance for them to get more people downloading their mods, and allows me to skip trying to top their work, haha.

 

also i like your idea of having a high enough speech skill to get the armor without a fight. i may do that, depending on how much effort i put into that fight. if making the ai takes a long time or the fight turns out to be epic and something you really shouldn't miss, i might make it mandatory, haha.

 

what i REALLY want is to make that thruster mode work. basically have a pose of you in the same boosting position from the game, and put thruster energy with an animated texture coming from the thrusters on your thighs. then make you move crazy fast while consuming energy. animations are just sooo hard to deal with, then setting your position properly is even harder. this will be far be the hardest thing to make and i'm going to have to check out other vehicle mod's scripts to see how they did it, then make my own.

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How about this idea... Rather than making the reactor deplete over time, what if when wearing the armor, the player doesn't give the armor time to cool down (while battling hundreds of undead minions or what not) the armor overheats causing it to explode into a huge nuclear blast??? Thus forcing the player to fight smart and not harder.
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