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Off the Wall Personal Mod Req. -- a Shield. a patriotic Shield


PoppaSmirk

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Remade the handles to match those used in the movies better and to suit better for the power fist animations, and made few tweaks to the textures (will probably replace the handle textures with smoother leather).

 

http://i.imgur.com/mC8OW4J.png

 

Hi-res: http://imgur.com/W3AVeLG

 

Really a great job. Love the fact that you gave the shield a less than pristine but still very durable look. I think you matched the Cinematic version of the arm straps perfectly. I will have to use a Power Fist in-game to see what the 'ani-motions' entail so I can have an idea of what sort of body motions my Player Hero will have when using it.

 

I'm still amazed that you were able to create the textures so quickly, even though I have done some textures before for other online venues, I just never had the opp to delve too deeply into the 'art' of the draw *grin* Sadly I no longer even own PSP X6, but needless to say I think the images of the Shield are spot on.

 

I guess now I am juggling numbers and scenarios in my head to try and get a reasonable figure for what the DT of such a item might be. While the Shield may...or may not be made of an elusive and one of a kind alloy (It could be a re-creation, made to exact size/weight/coloring of the original, but using a lesser metal alloy so it could possibly have been a "museum piece") .... If this shield is "The One True Shield" ,,, then it would probably need a DT rating of ohhh, maybe 60. If it is a re-creation made from lesser metals, then I think the DT would be only 20-25. Since Fallout 4 is once again using DT and DR, in a backhand sort of way; the next question becomes.."Should the proposed DT be modified by the Users skill in using the item?

 

Or to put it more simply, If a Hero carries an invulnerable adamantium shield.... but he/she can't raise it in time to deflect the hail of slugs coming at Him/Her...then should the Hero get any of the (for example) 60 DT bonus?

 

Should the proposed DT bonus be modified downward to reflect that nobody is going to use the Shield as effectively as the "real"..lol Captain America. So should the proposed 60 DT be pushed downward to a more 'human norm' of 35 DT ( and a lowered DT of 15 if the shield is a museum quality replica made from lesser alloys) ?

 

As far as the reference you made to a Power Fist, I hadn't considered how much damage the shield might do in an Offensive 'Bash'.... Bear in mind that my prime motivation for asking for the Shield as a MOD was to have to it ....add to the feel of my game, rather than be asking for a "god mode' time of game breaking weapon/defense. So for my tastes, gaining any minor usability for the shield beyond a mere cosmetic and aesthetic value...is completely phenomenal.

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Made the basic components of the mod, including forms for the weapon itself, mods and their constuction and misc item forms. I was able to import the mesh as .nif using outfit studio, however for some reason the mesh is missing some parts which degrades the .nif below usable condition for me. This hasn't prevented me from using it for testing positioning and few other things. There however are some issues that are caused by (surprise surprise) the weapon animations. I've tested the model with most of the seemingly usable weapon animations with the following conclusions:

 

Overall:

- There's varying amount of clipping with every possibility, even without armor or clothing.

 

Power Fist:

+ Currently best candidate.

+ Least amount of wrist twisting, strikes in fairly direct manner.

+ Interesting body blow power attack.

- There is slight holdup before returning the weapon after punch.

- Static position isn't the ideal in first person due the shield being held horizontally.

- The weapon clips with the character head in third person.

- The character uses left hand to block (whilst the shield is in right hand) in third person.

- The first person block crosses the hands in way that wouldn't be possible.

Boxing Glove:

+ No hold-up like with Power Fist.

- Some of the striking animations aren't ideal.

- Static position isn't the ideal in first person due the shield being held horizontally.

- The weapon clips with the character head in third person.

- The character uses left hand to block (whilst the shield is in right hand) in third person.

- The first person block crosses the hands in way that wouldn't be possible.

 

Rolling Pin/Machete/most of medium speed weapons:

 

+ The shield is held vertically in first person.

+ blocking is done correctly with the shield actually giving some cover.

- Striking animations are mainly overhand, slicing or bashing attacks which aren't ideal for the shield.

- Noticeable clipping with the arm when striking.

I've also been working with the textures, trying to add some chipping and wear to the paint (with not necessarily the best results):

http://i.imgur.com/ht38V5s.png

Few more screenshots taken during the testing: http://imgur.com/a/gE7Zm

Edited by Junnari
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The mod is ready for most parts including the visual aspects, I'm currently still working on a bit more interesting way to access the shield than crafting, purchasing or spawning with console would be. Whilst I could release the mod in it's currently form, I'll spend bit more time on it, so it should be ready to be published probably on Monday or Tuesday. I was able to set passive Damage & Energy Resistance bonuses for the shield, but having the block increase the effect proved to be more trickier like expected. I was able to find two condition functions that might be the key, but haven't been able to get either of them working yet.

 

http://i.imgur.com/zypRyQV.png

 

More screenshots: http://imgur.com/a/OPikK

Edited by Junnari
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Junnari, I really am impressed. I can see that there are issues that will be harder to tackle than others. I do like the last pic set you posted (just above this post) with the 'surface degradation' of the shield' just showing as really....just a dirtying and scuffing, and less of a 'chipped paint look' as one of the earlier sample pics you posted showed.

 

With the incredible progress so far, I wouldn't mind if it didn't come out until next friday....lol I spent most of the casual time I had this weekend with prep and actual Valentines Day date with my girl, so not much FO4 playtime this weekend. So I won't have a ton of playtime again until next weekend. Just saying that so you don't feel rushed. I have hope and exhilaration at seeing the progress you have made so far. I am fine with the DR being a passive and not too concerned over boosting it while performing a block maneuver.

 

I had envisioned the Epic & replica versions of the shield to have a generalised DR rating to reflect that it won't be used at maximum efficiency every single time a shot or blast comes the way of the Player/Hero. The one true Epic Shield I thought would be well represented by a 35 DR vs PHYS, a 40 DR vs Energy, and an overall 10 DR versus Radiation. The Replica version of the Shield I thought would carry a DR of 15 vs PHYS, 10 vs Energy, and 5 DR vs Radiation.

 

 

If you do decide to make it a quest to get the shield, I might be able to help with dialogue lines or plot if you need any 'second viewpoint'.

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+1 for giving me a *ping*..

 

If someone could make this..and so kindly make a riot shield as well that either gives high Damage protection or stops bullets. With or without also wielding a weapon. I would be the most thankful person on the nexus.

And some extra large ones for Power Armor? No such thing as too much armour, even if it makes you a walking tank carrying another tank.

 

Now if only the AI could be bright enough to use it...

 

 

 

Now, on a mechanical level. Could you use weapons with this shield? Melee only, or also pistols? (Reloading?) If also ranged weapons, would it disable ADS mode in favour of block mode? I imagine you can't really aim down the sights very well while carrying a shield.

 

Edit: Disregard post. Phone decided to not let me see the second page of the thread until I posted.

Edited by Athanasa
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@PoppaSmirk

 

I've currently made a 4 tier mod upgrade system for it that rotates around using four different materials for the shield; steel, aluminium, titanium and vibranium with somewhat realistic effect on the shield's stats. These mods don't have effect on the visual of the shield, as I have set three separate material swap mods for that purpose.

 

I've made a fairly simple unmarked treasure hunt quest that however doesn't have actual quest form in the .esp. It's executed with several notes that direct the player forward towards the next location, but I wasn't able to get it as immersive as I wanted as FO4Edit apparently doesn't allow using more than 255 characters for the note despite that there exists several notes with far greater character count. I should be able to make it into a proper quest once the GECK is around, and possibly even at this point with FO4Edit but I don't see much point in trying to scramble it together without ideal tools.

 

 

@Athanasa

 

There exists a mod that allows to set weapons as visible left hand accessories using the ring slot, so it should be possible, although it might require a left hand version of the model or some other modifications. Having the block replace ADS might be possible but also could not necessarily work due lack of animations for ranged weapon blocks.

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