ROoonneth Posted July 2, 2015 Share Posted July 2, 2015 (edited) My request is quite straight forward. Iv'e been playing this game serie for a looong time. And everytime a new amazing new Armor/outfit Mod comes out and im not really happy with the stats it has.so why can't we just create a "tool2 or bypas the stats of a piece that is wearing, but showing the desired outfit from another piece?Even more, making the diferent outfits, weightless so its jsut a cosmeticthing. I was unable to find something like that =( any ideas? PS: I also thought on creating a method to add stats to diferent outfits so we dont have toCHOOSE between style/cosmetic and eficiency. Edited July 2, 2015 by ROoonneth Link to comment Share on other sites More sharing options...
devinpatterson Posted July 2, 2015 Share Posted July 2, 2015 Well it's easy to change all the stats in the weapon forms through the geck (including the models). So I'd really recommend you DL and fire it up. Providing a interface for the player to do it in game is a whole different story. There are some functions like setArmorDT (for DT), SetBipedModelPathEx to change the model of the armor, setWeight etc. So some of the basic building blocks are there, but tying it all together is a lot of work. Link to comment Share on other sites More sharing options...
Danny159 Posted July 2, 2015 Share Posted July 2, 2015 Like Devin said, just edit it yourself in the GECK ^^ Link to comment Share on other sites More sharing options...
ROoonneth Posted July 2, 2015 Author Share Posted July 2, 2015 yeah GECK its a good solution but only if I want to cheat. I was thinking on a system of construction of the outfits. may be outfits without anything. no weight, no stats. nothing. an d using a workbench, binding some stuffs together, creating a reinforced lether strap that you can attach to other stuffs, again using the workbench, resolting in a nice outfit with the sts you want (depending on the parts you used) so for erxample: just like any recipe mod, to create an Wastlander Outfit, you need: 2 leather belt2 animal hide ( dog, coyote, gecko, etc)1 Rope with that you get a Wastelander outfit in your inventory. again inside the Workbench, you cn find a Recipe for Hardened Wastelander Outfit: 1 Wastelander Outfit4 hardened Leather (made before from normal animal hide in a fireplace fopr example or + a lighter or whatever) output= Hardned W. OutfitNow it has more DT There you go.. a Crafting system for clothing. that's for the crafting thing. Now the cosmetic issue.I think that those outfits could be wheightless and statless. so you can wear it on top of something.so basicaly, you grab any armor with it's own Stats and DT etc, and take away the textures and all so it looks like you are still naked. later you just put the item you want to wear as a cosmetic outfit (how you really want to look) and on top of the STAT armor/clothing. so basically you have 2 seperate things: -Stats = weight, DT, CD,AGL STR etc-Clothing = How you look; Clothing, jackets, armor, powerarmor, bikini armor etc I see it like if your Underware gives you all the stats and conditions AND the cloting gives you your look. You can improove your clothing with more stats and stuff like resistance to poisons and Radiation aswell but you choos how to look no matter what you dress. honestly, using GECK it kills the game. my idea is to gamify this feature. not to cheat every time I want to "improove" my gear. so scavenging is more fun and many other "junk" out there has a new meaning. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 3, 2015 Share Posted July 3, 2015 yeah GECK its a good solution but only if I want to cheat. Not at all, the things your describing with your recipes would be built in the geck, you'd still adventure/quest to achieve the ingredients needed. I was thinking on a system of construction of the outfits. may be outfits without anything. no weight, no stats. nothing. an d using a workbench, binding some stuffs together, creating a reinforced lether strap that you can attach to other stuffs, again using the workbench, resolting in a nice outfit with the sts you want (depending on the parts you used) This seems like far more of a cheat, since the vanilla outfits and armor are better balanced than "a nice outfit with the sts you want (depending on the parts you used)". But it's your request and my opinion isn't really relevant per se. I'm not the mind police and you can ask for anything you want. just like any recipe mod, A recipe based mod is much more do-able than changing stats of base forms from within game. However depending on how many items you want (ie can you alter every outfit/armor, can you create every outfit/armor available in game, etc?) it too could be a task. Now the cosmetic issue. I think that those outfits could be wheightless and statless. so you can wear it on top of something. Once again something you could do yourself in geck. It's one of the easiest alterations to make. so basicaly, you grab any armor with it's own Stats and DT etc, and take away the textures and all so it looks like you are still naked. There is no "naked" under the model of an outfit or armor, the outfit is the model, whether you take away the textures or not the mesh is the model. You would swap out models. later you just put the item you want to wear as a cosmetic outfit (how you really want to look) and on top of the STAT armor/clothing. I wouldn't recommend it, besides the atrocious clipping there is no need for it, you'd be better off altering stats of existing armors which have their own models. Alternately if you want power armor that looks like underwear, you change the model on the armor form, right from inside the geck.....where you can select any model of outfit/armor. But if you must select a new model from within game, your looking at the SetBipedModelPathEx I mentioned in my first post. so basically you have 2 seperate things: -Stats = weight, DT, CD,AGL STR etc -Clothing = How you look; Clothing, jackets, armor, powerarmor, bikini armor etc Both categories of which can be easily change from within the geck, and are far more complicated to change on teh fly from within the game. I don't think you'll find anyone to put together the infrastructure to do so. So that leaves changing these items in geck. You can make them the result of recipes or alternate armors/outfits. You can ask someone to do it for you, or you can fire up the geck and customize exactly what you want to the Nth degree. honestly, using GECK it kills the game. my idea is to gamify this feature. not to cheat every time I want to "improove" my gear. so scavenging is more fun and many other "junk" out there has a new meaning. I'm not sure how it would be cheating whether you do these changes in geck or someone else does, especially if they rely on you getting items in game to do so. Anyway, there's not much I can add. For me personally I wouldn't be interested in developing something like this, but best of luck on your request. Link to comment Share on other sites More sharing options...
ROoonneth Posted July 3, 2015 Author Share Posted July 3, 2015 well .that's a lot of common sense and information ididn't had in mind. It's true that I am kind of dreaming about this feature and yes. you are right in this. It could be adapted more than created from the scratch. I'll take some thouhts on this and maybe, coming later with something more reasonable and rounded up.Thanks for your answers. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 3, 2015 Share Posted July 3, 2015 Hey, here is an idea. I know it's not what you asked for (different function and whole different justification/philosophy) but it does fulfill at least one of the functions you asked for. How about a Chinese disguise suit. It is essentially based off of the Chinese stealth suit, but instead of projecting a holographic image of what's behind the suit (ie a stealth field), it projects a holographic disguise.....ala total recall 2012 (at the end) and in about a billion other movies, books and games. I'd use the Chinese stealth suit as a base, but pimp it out a bit (maybe more of the projector discs and possibly a new texture, some minor mesh edits, etc). The way it would function is that the stats for the suit would never change, but the model would (via the NVSE function I listed above). So you would always have the same DT 12, sneak +5, item health etc as long as you wore the armor, but you could have it *appear* to be anything from power armor to your skivvies. In addition this could have the advantage of being a faction disguise (ie like wearing NCR armor is to the NCR). Perhaps as an advanced project there might be a way for the helmet to change face presets so you could potentially appear as other characters as well as other outfits/armor. Link to comment Share on other sites More sharing options...
ROoonneth Posted July 5, 2015 Author Share Posted July 5, 2015 well that's a nice outcome to all this idea development! Im up with that deffinitely!!! I'll gewt into it as soon as I can and we might have a try on that (if you are interested, ofcourse) sounds less chalenging than the first idea and quite doable imho. What you think? Link to comment Share on other sites More sharing options...
devinpatterson Posted July 5, 2015 Share Posted July 5, 2015 well that's a nice outcome to all this idea development! Im up with that deffinitely!!! I'll gewt into it as soon as I can and we might have a try on that (if you are interested, ofcourse) sounds less chalenging than the first idea and quite doable imho. What you think? Yeah, could be fun and in terms of game balance it doesn't really change the dynamics much (adds faction disguise but doesn't pump up DT, health etc), so I don't think it's overpowered. I think the armor is do-able if the function (SetBipedModelList/SetBipedModelPathEX) is reliable and works the way I believe it does. There will be details to work out. For instance merging the faction armor scripts with a var to determine the disguise, or using removeScript & SetScript. So it's hard to say before doing any research if all functions will be available, but I'd like to think it's possible (although very challenging). I might be able to integrate changing other aspects like sex, race and hair as well. Those aspects may rely predominantly on the helmet, but I'd like to include them as well as face presets so one can masquerade (at least visually) as some (maybe most) of the games major NPCs. Fallout2am mentioned to me that the MatchFaceGeometry may be a gimped function, and she's pretty knowledgeable about all things fallout, so we'll see. Oh and probably change it from Chinese disguise suit to Chinese infiltration suit. But yeah, should be a lot of fun to use if a workable solution is put together. We should have all the functions we need, it's just a question of tying everything together. I'm not a scripter, but I might be able to stumble through it, and maybe it's a good enough idea that we could get help from a more capable scripter if needed. Link to comment Share on other sites More sharing options...
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