xzanderain Posted March 31, 2016 Share Posted March 31, 2016 You know like the ghouls that dive at your feet, The assault trons that crawl to attack you. The protect trons that blow up in a huge blast radius. The death claws that pick you up and throw you. all them goodies..... and how about the legendary versions that mutate mid combat??? How about them apples! Total retro fitting of this kinda thing would be awesome. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 31, 2016 Share Posted March 31, 2016 You know like the ghouls that dive at your feet, The assault trons that crawl to attack you. The protect trons that blow up in a huge blast radius. The death claws that pick you up and throw you. all them goodies..... and how about the legendary versions that mutate mid combat??? How about them apples! Total retro fitting of this kinda thing would be awesome. I don't think those are really AI packages per se that are the problem, it's more of the animations for teh ghouls, assaulttrons and deathclaw attacks. Without someone to create those animations (we can't lift them FO4), I don't think we can implement them. The protectrons blowing up is fairly easy. I suspect the mutation wouldn't be too difficult. Honestly I didn't pay a lot of attention to it when playing FO4, so this could be wrong, but in regard to the visual aspects there's a special effect and didn't the size change? Both those are do-able with an obj script on the critter. Link to comment Share on other sites More sharing options...
Fenryr3001 Posted March 31, 2016 Share Posted March 31, 2016 Legendary enemies are normal enemies,only that they take about 3-5 50cals into the face,and then they "mutate",which gives them all their health back,makes them even more bullet-spongey and they emit a slight orange glow.Once they are dead,they drop a regular weapon that,for some reason,has a special effect,like that the bullets explode or that it deals more damage against a specific type of creature. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 31, 2016 Share Posted March 31, 2016 Legendary enemies are Sounds do-able. Although it might be best to wait since IIRC the geck for FO4 comes out in April. Then one could model teh mutations much more accurately (ie, percentage chance of a mutation etc). Link to comment Share on other sites More sharing options...
xzanderain Posted April 4, 2016 Author Share Posted April 4, 2016 Honestly I prefer playing newvegas to fallout 4. But, I would like the best of fallout 4 to be retrofitted to newvegas. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 4, 2016 Share Posted April 4, 2016 Honestly I prefer playing newvegas to fallout 4. But, I would like the best of fallout 4 to be retrofitted to newvegas. Some are do-able right now, some are going to require new animations (and that's very iffy) and I think I listed or detailed those above. Other aspects will simply be out of our reach due to changes (advances) in the game engine between teh two. Once we have the FO4 geck it will be interesting to see if settlement building's scripted functions are within FONV & NVSE's scripting set. I don't know if copying the script(s) is considered the same as taking a game asset like a model etc, from FO4 (and thus prohibited). But if it's not, I think a lot of people will enjoy settlements (even though I just find them annoying, and needy). I started on gun bashing for pistols, vid ; https://www.youtube.com/watch?v=Qo1eIGo9A8s&feature=youtu.be Link to comment Share on other sites More sharing options...
xzanderain Posted April 22, 2016 Author Share Posted April 22, 2016 I Think if you copy the scripting for settlement building and such You will probably just need to write down the name of the original coder as the source. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 22, 2016 Share Posted April 22, 2016 I Think if you copy the scripting for settlement building and such You will probably just need to write down the name of the original coder as the source. No that wouldn't be the case unless specific permissions were given with those parameters. As an example I can't use Millinia's weapons in my mods regardless of whether I cite his work as a source or not. And we're talking about a copyright work (FO4), so restrictions are even more restrictive. But I don't think that's the main issue. We have plenty of coders that can do essentially what is done in FO4. Pms for the shader, some of the trig functions to have the objects hovering in front of the player, some record keeping to make sure the basic ingredients are present and subtracted during creation etc. Off hand I don't see anything we can't emulate except for the placeAtMe restrictions. Creating a bunch of items in wholesale for that function, is supposed to significantly increase game save bloat....and you can bet FONV players will be just as prolific in their creation of settlement items as FO4 players. So what I'm really curious about is if they have some new function like placeAtMe that doesn't add to save game bloat or some crazy jury rigged solution (ie a cell with 1000 waterpumps, a cell with carrot plants etc that they move items in and out of.....and which would have already been found if it existed...I would think). And if it is a new function, can a similar function be created for NVSE (unlikely since they are dynamically created, they have to be saved somewhere and that somewhere probably has to be the players save). Or is there a refinement of the game engine in FO4 that allows us to add to our save games size without repercussions. Alternately, the last explanation is that I may have misunderstood the issue in general or placeAtMe limitations. We should know soon as the geck/creation kit for FO4 is slated for release any time now. Link to comment Share on other sites More sharing options...
devinpatterson Posted April 22, 2016 Share Posted April 22, 2016 Also as a quick aside to your request in regards to molerat type animations, where they burst through the ground. I think all that's needed there would be a friendly animator to help out. We already have something similar in FONV with the tunnelers. Sometimes you can swap in a KF, but since the tunnler and molerat's skeletons are so different I don't think that is an option. Link to comment Share on other sites More sharing options...
braigus09 Posted April 23, 2016 Share Posted April 23, 2016 What about the Deathclaw and Yao Guai Roar and Stomp, that can cause your character to flinch. Maybe also add some heavy footsteps to Adult Deathclaws or unique ones like the Mother, Alpha, Legendary, Blind or maybe even Rawr. Link to comment Share on other sites More sharing options...
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