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Weapon Changing ED-E idea?


Mahare

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So. How does the weapon upgrade on ED-E work? I know someone (I believe it was Madcat) made the Plasma Packin' ED-E mod...and others have given him other weapons too.

 

So. How difficult would it be to set up an option where your ED-E can change its weapon? Say a dialogue menu, where you can give it the option between laser, plasma, flamer, electric (with Lonesome Road), EMP and alien (with weapons upgrade) options? I did notice in the G.E.C.K. that ED-E specifically has a weapon, but I don't know if the weapon model is attached to ED-E itself or if it's a separate object.

 

Just throwing the thought out there.

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So. How does the weapon upgrade on ED-E work? I know someone (I believe it was Madcat) made the Plasma Packin' ED-E mod...and others have given him other weapons too.

 

So. How difficult would it be to set up an option where your ED-E can change its weapon? Say a dialogue menu, where you can give it the option between laser, plasma, flamer, electric (with Lonesome Road), EMP and alien (with weapons upgrade) options? I did notice in the G.E.C.K. that ED-E specifically has a weapon, but I don't know if the weapon model is attached to ED-E itself or if it's a separate object.

 

Just throwing the thought out there.

 

Pretty damn annoying apparently see this post in the mod author forum (I'll qoute a little bit of it below if you can't view it). If you do find a way to do it without essentially creating a new ed-e model for each weapon, let me know. I'm working on a eyebot companion named K8-E. I wanted to be able to change her hat and revolver via dialog or just at random.

 

http://newvegasnexus.com/imageshare/images/1320939-1306341663.jpg

 

Just in case your not a mod author I'v quoted some the message from that post for you;

 

 

I have several bots (mostly protectrons, but others as well) that use human attire (hat's, belts, shoe etc), wigs & weapons. I have made a kind of a tool set in blender of various items rigged to the bots and I was curious how I can change the weapon models and attire through script. This way the bots can appear to equip different items.

 

As a concrete example I have K8-E a cowgirl eyebot. I'v rigged all 6 cowboy hats and all revolvers to her (except police pistol). So for example under the modellist tab I'll check lucky and K8-E will be holding her unique 357. I'v set up each item as two separate nifs. One being just the item rigged to the skeleton (no bot) and the other being the bot and the rigged item. I'd like to use the first nif so I don't have to make models of every combination (ie 6 hats multiplied by 7 revolvers is 42 models...PITA and sucks up the MB's)

 

Since she's a companion (or soon will be) I need to have some way for her to switch guns, hats etc in game. So if the player gives her a 44 mag she can use her 44mag model (that I already have in her eyebot sub directory) and remove her lucky model (simulating unequipping and equipping the item).

 

I also have multiple embedded weapon's, one for each revolver and I was wondering if anyone had a few lines of script or suggestions on how to synchronize the embedded weapons when their appropriate models are equipped. As well as ideas in re: to making the embeded weapon use up ammo (which they don't appear to be doing) and having increased damage for the various ammo types (SWC etc). So in the example above when a 44mag and 40 rounds of SWC is put in K8-E's inventory she can equip her 44mag model fire it with x 1.2dam, - 6dt for 40 shots, just like a human npc.

 

EDIT oh and any suggestions on using the companion wheel to force her to equip her bowie knife when melee only is selected.

 

Thanks for any help

 

 

 

I'd like to use the first nif so I don't have to make models of every combination (ie 6 hats multiplied by 7 revolvers is 42 models...PITA and sucks up the MB's)

 

sorry but. . . unless you do that, ur outta luck i think. BTW, I think you'll need to use all new entries for the NPC completely. I realize yo have embedded weapons and things, but there are variables like sound, damage, ammo, and those things. I really think you'll need to be making a whole slew of new combined entries to pull this off. I think you realize it too, but naturally instead of doing the tedious gruntwork, you are looking for a simple workaround. That's exactly what I would do too. I know its gonna take up a lot of your time to pull this off, but i can see your mod is going to be WORTH the effort. I may not be the top modder around, but I'm really not seeing any workaround to the two problems you are presented with.

Edited by devinpatterson
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