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A dynamic repairing presentation...


ilDuderoni

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Okay, first, lets get up to speed. a lot of overhauls (and I'm sure atleast some indie mods) in some way disable you from reparing your gear during combat.

But I find a tiney pop-up not very immersive.

So, instead of some silly pop-up, how about something else?

 

Here's my idea:

Clicking the repair-hammer will

  1. exit inventory menu
  2. (maybe) let a script do disableplayercontrols
    (I'm not a console savvy, just imagine the opposite of what enableplayercontrols does)
  3. Change the Camera to Third Person (if this is not already the case)
  4. Animate the Player Character to do this pose, effectively presenting the sword.
  5. (Optional) if the Camera won't be freely controlled by the Player, you can let it do a 180 degree spin (making you face the sword and your PC's face)
  6. Present the repair menu
  7. You do...your thing.
  8. Exit the menu
  9. (maybe) run an animation where your PC moves back to a normal pose
  10. Enable player controls again with enableplayercontrols

 

Consequences:

  • Repairing gear in combat will let the attacking NPC's have a free-for-all on you. Would you want that?
  • If you're just a bystander in a fight (OOO/FCOM will not make every combat revolve around you) you'll be able to repair your gear while still being entertained.
  • If you think your companions can handle the battle on their own / You're confident that the level of your foes are so poor you can handle the blows, you can still repair and boost your PC's ego. (or think by yourself it will :P)

 

This way, instead of disabling repairing during combat, we make it less attractive, but still possible.

Fiddling with player-controls is tricky, so I think, for the sake of a failsafe, a seperate script (or whatever) should run on a timer, immediatly enabling your controls again after, say, thirty seconds. (I'm assuming the picture I linked to is an animation that probably doesn't run very long)

 

I'll gladly hear your thoughts on this!

Edited by RJ the Shadow
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Now to find someone to do this!

I'm not a real modding savvy, I've never modded myself, but I've coded on an amateur basis before and roughly can 'estimate' how a mod works. So if you ask me, doing this wouldn't be very hard, unless there are complications.

And there's the risk any "animating" mods could conflict, like mods who alter the standing pose and such.

 

This could be one of those mini-mods that became big after big mods like Umpa's inspired them...Of course, in this case, I could be credited instead. :whistling:

 

Still, it's something I'd like to see happen, or implemented in TES5.

Edited by RJ the Shadow
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The most difficult parts are first, interrupting what the game usually does when you do the repair menu. It may or may not be hard-coded (Although a solution would be to replace all repair hammers with one that has a script for it on it). The next is the 3rd person and camera spin thing. I'm not sure if there are commands for that.
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The camera spin indeed seems unlikely, but I think its possible to automatically switch to third person.

And yeah, I too think that scripting the hammers self will be a requirement. But aren't they anyway when using a mod that disables repair during combat?

If not, it could be that the the repair dialog first looks for a condition before letting you do an actual repair, being that you're out of combat.

 

We could replace this no-combat condition with the requirement of your PC being in the 'ready' state, being the pose I described.

In order to get your PC in the 'ready' state, you could use a special activator item.

This item will:

  • Check if your weapon is drawn (I'm not sure Oblivion scripts can force the drawing of a weapon)
  • DisablePlayerControls
  • Immediately start the animation
  • Run a 30 second failsafe script, whereupon end it'll EnablePlayerControls and stop the animation
  • After commence of the 30 seconds timer, open the Repair Menu for you
  • (optionally) pressing Exit will immediatly stop the animation and EnablePlayerControls, and cancel the 30-second failsafe script
  • (If above option not taken) We let the 30 second timer run out and do its thing.

 

Like I said, I understand scripts and mods in concept, but for the love of God (or Buddha :laugh: ) don't ask me what script commands I'd need to have that all happen. I got the vision, not the skills. :biggrin:

This would also be purely for Roleplaying and "visual reality" purpose. Or the illusion of it, at least.

Edited by RJ the Shadow
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I believe the IsWeaponOut command can be used like

Set Player.IsWeaponOut to 1

But don't hold me to that. Theres also some commands used in 28 Days and a bit 2: ZOMBIES!!!! edited by Eccentric (although it might be in the original by Ryuujin.) that make the player go into third person. If its when its transforming into a zombie, then I know its not in the original, as it was added by ddmlink.

Edited by Guest
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