Jump to content

mod Idea: Calling in your power armor


abandonator

Recommended Posts

I have been working on something like this for a couple days now, so far i have a somewhat functional power armor NPC that's called in with the synth relay grenade but until i can figure out how to add/modify scripts an NPC is about all i can do. Not to mention i have no idea how to make it use the player power armor.

Link to comment
Share on other sites

I have been working on something like this for a couple days now, so far i have a somewhat functional power armor NPC that's called in with the synth relay grenade but until i can figure out how to add/modify scripts an NPC is about all i can do. Not to mention i have no idea how to make it use the player power armor.

yeah, the synth option seemed the simplest to do to me as well.

 

the hardest thing will indeed be, how do you make the power armor use npc like behaviours ( even the drop animation is npc-animated) without an npc in it?

Link to comment
Share on other sites

 

I have been working on something like this for a couple days now, so far i have a somewhat functional power armor NPC that's called in with the synth relay grenade but until i can figure out how to add/modify scripts an NPC is about all i can do. Not to mention i have no idea how to make it use the player power armor.

yeah, the synth option seemed the simplest to do to me as well.

 

the hardest thing will indeed be, how do you make the power armor use npc like behaviours ( even the drop animation is npc-animated) without an npc in it?

 

The empty Power Armor "Furniture" already has some pretty intricate animations which makes me think it uses the same skeleton as the Power Armor "NPC", with that in mind i don't think it would be TOO difficult (for someone experienced) to move some animations around and make it work properly when empty.

 

The hardest thing will probably be getting it to use the player's Power Armor, and getting said armor to despawn/teleport when called in. Maybe a script to track and copy the inventory of tagged Power Armor?

Link to comment
Share on other sites

 

 

I have been working on something like this for a couple days now, so far i have a somewhat functional power armor NPC that's called in with the synth relay grenade but until i can figure out how to add/modify scripts an NPC is about all i can do. Not to mention i have no idea how to make it use the player power armor.

yeah, the synth option seemed the simplest to do to me as well.

 

the hardest thing will indeed be, how do you make the power armor use npc like behaviours ( even the drop animation is npc-animated) without an npc in it?

 

The empty Power Armor "Furniture" already has some pretty intricate animations which makes me think it uses the same skeleton as the Power Armor "NPC", with that in mind i don't think it would be TOO difficult (for someone experienced) to move some animations around and make it work properly when empty.

 

The hardest thing will probably be getting it to use the player's Power Armor, and getting said armor to despawn/teleport when called in. Maybe a script to track and copy the inventory of tagged Power Armor?

 

 

my idea was to make you "store" your armor in a specific location. like maybe for the institute, after you build the signal interceptor, make it repairable. after that you can store a power armor in the machine, and this way have it known what power armor should be spawned in. For the BoS way there could be another way to do it, but I think the most feasible way would be to have you store the armor away somewhere where the mod/game can read what power armor should be spawned.

This way it would also be balanced a bit, that in order to have a power armor on demand, you have to put it away.

Link to comment
Share on other sites

Hello there from Germany,

 

nice idea but there is another problem to solve: Most people want to use more than one PA. So you should think about an option to target more than one.

 

Another idea: What about a magic ring? You make a ring with 10 slots. Then when you have a PA you point at it and use a spell, that copy the Obj-ID from that armor to one of the empty slots of the ring. When you need your PA, the ring makes somekind like the console command: "Obj-ID-PA.moveto 14" and the selected PA is teleporting to you.

 

Of course it would be not so lore-friendly (oh god - i hate lore-friendly solutions), but it would be much easier to realize. And would work even deep in dungeons, where neither vertibird or NPCs could reach to.

 

Sorry my bad english, hope you understand what i mean.

Link to comment
Share on other sites

With the ventibird there is another problem: You can not say which consequences it have, when a player saws a ventibird the first time generated by your mod.

 

Believe it or not, i am lvl 64, played over 300h and didnt even start the main quest. I have still no contact to the instutute, have made only the first BOS quest, and didnt see father or a ventibird yet.

 

But i have really very huge settlements and almost all of them. :laugh:

Link to comment
Share on other sites

Hello there from Germany,

 

nice idea but there is another problem to solve: Most people want to use more than one PA. So you should think about an option to target more than one.

 

Another idea: What about a magic ring? You make a ring with 10 slots. Then when you have a PA you point at it and use a spell, that copy the Obj-ID from that armor to one of the empty slots of the ring. When you need your PA, the ring makes somekind like the console command: "Obj-ID-PA.moveto 14" and the selected PA is teleporting to you.

 

Of course it would be not so lore-friendly (oh god - i hate lore-friendly solutions), but it would be much easier to realize. And would work even deep in dungeons, where neither vertibird or NPCs could reach to.

 

Sorry my bad english, hope you understand what i mean.

well, the institute way would work basically everywhere. And I on the other realy want things like these to be lore friendly, or as "realistic" as possible within the game.

But I think it should be possible to have multiple armors stored, and an item to configure wich power armor you will be calling in.

Link to comment
Share on other sites

Love this idea, was actually thinking of something exactly like this earlier.

 

My idea was to tie it to the main quest. and eventually base it completely on teleportation tech. Then like you said use the relay grenades to call in your armor, Adjust some thing based on faction for flavor and you have an immersive way to call in armor. as far as multiple armors make it so you can craft your relay grenades, and make an armor mod thats a "Relay ID" that is tied to a specific grenade and you can craft grenades for your armors.

 

You could build on this idea by adding in different effects when your armor arrives such as:

 

Brotherhood: Surface drop, armor is in a pod and warps in in the sky above grenade, pod has rockets that propel it to the ground and has an amplified aoe fire effect similar to the leg mod. pod the opens revealing armor. "think something along the lines of Halo ODST"

 

Institute: suit warps in and has an aoe shockwave that pushes everything back and knocks them down.

 

Railroad: pod similar to brotherhood only it warps in underground and has a bit drill on top and comes up then opens to reveal armor

 

Minutemen: ??? cant think of anything for them but you guys get the idea.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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