Jump to content

Recommended Posts

Posted

I think a good and immersive idea (even more so for hardcore mode) is that when ED-E gets shot in stead of just dying, you can then repair, just as you did before. say that some shot him and that cuts off his power supply to his anti-grav generator, you must then find replacements.

Posted
So basically instead of ed-e being essential, once s/he/it is killed you get the damaged model you see in the Mojave express, then you repair him/her/it? That's a good idea. Although there is probably a few caveats, like making sure to move everything to a empty cell or vendor chest upon death so the inventory isn't lost. I think that's something I could probably whip up if your willing to devote some time to testing it in game.
Posted

So basically instead of ed-e being essential, once s/he/it is killed you get the damaged model you see in the Mojave express, then you repair him/her/it? That's a good idea. Although there is probably a few caveats, like making sure to move everything to a empty cell or vendor chest upon death so the inventory isn't lost. I think that's something I could probably whip up if your willing to devote some time to testing it in game.

 

Can't just take all of an NPC's inventory when they die anyway?

Not sure if you need to move it, as it also stay available after upgrading Ed-E. ^^

Posted

Can't just take all of an NPC's inventory when they die anyway?

Not sure if you need to move it, as it also stay available after upgrading Ed-E. ^^

Read the OP's (and my post) again, I think you may have missed the point. When Ed-e is killed "you can then repair, just as you did before". It's a static model in the Mojave express, before Ed-e is repaired (not a corpse). The static model can, however, also be a container, but inventory has to be transferred from the dead ed-e to that container (or a temporary container) before the dead Ed-e is disabled.

 

There could probably be other options as well. For instance if you didn't have the parts to repair Ed-e currently, picking Ed-e up and carrying the bot with you in inventory might be handy. Two new static models and some scripting (swapping out models & ensuring inventory and all upgrades are preserved).

Posted

But you wouldn't need to swap to the static model at all, I see that being quite messy.

 

Can't you just have an activation script on ED-E that presents a repair option if he's activated while dead?

Posted

But you wouldn't need to swap to the static model at all, I see that being quite messy.

 

Can't you just have an activation script on ED-E that presents a repair option if he's activated while dead?

 

I think you could, but it would limit some of your options, right out of the gate. For instance picking up Ed-e and carrying the bot in inventory wouldn't be available. I'm essentially taking a page from teh developers as they used this method (the static model). What parts do you see as messy?

Posted (edited)

Although I guess a token could perform teh same function for inventory. I do however like the idea of a fully havok'd movable static to simulate a dead ed-e. But yeah either method could probably work fine.

 

Edit; Ooops I mean token for adding ed-e to inventory if you need to carry the bot until you had parts for repair.

Edited by devinpatterson
Posted

Well, messy primarily because of the issue you mentioned yourself with moving the inventory.

 

Also because you're going to have to position that static model somewhere by script when ED-E dies.

 

As for carrying him around in your inventory, I don't think that is necessary. I also have some issue with just plopping a huge hunk of metal with antennaes sticking out down into your pocket. :tongue:

Posted

Well, messy primarily because of the issue you mentioned yourself with moving the inventory.

 

Also because you're going to have to position that static model somewhere by script when ED-E dies.

I'm not to worried about either. A little block onDeath to move the items to a temporary container in an empty cell, and get the xyz for a placeAtme for the static. But your right, it would be simpler to just add a activation script, and less work is a good thing. Did you want to throw it together Ladez or should I knock it out?

 

As for carrying him around in your inventory, I don't think that is necessary. I also have some issue with just plopping a huge hunk of metal with antennaes sticking out down into your pocket. :tongue:

As opposed to carrying a 50lb wood chipper and several full suits of power armor without breaking a sweat :blink:

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...