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Use Terminals with the Pip-Boy


CapCoop

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I'm not shure if anyone else has requested this yet but as a weirdo who likes to play a character with a different height than everyone else I've noticed that this makes using Terminals exceptionally difficult. It would appear Bethesda hadn't really intended for this at all and each time a character with a different height (via player.setscale X.XX) interacts with a Terminal their view is distorted by that amount.

 

I'm not totally shure how difficult this would be for someone but a friend had an idea of replacing that awkward path finding to access terminal with the animation for hacking a robot where you pull out the Pip-Boy's aux cord. Then the contents of the Terminal is simply displayed on the Pip-Boy.

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Well, you'd need to create new textures for the various terminals to show the 'port' for the Pipboy aux cord, otherwise it's just gonna look wierd sticking it into nothing. Then you'd need to create brand new animations for the process of seeing the player attaching the aux cord to the terminals (different animations depending on the type) followed by a script (possibly using the robot hack one as a template)

You'd also have to do some work in nifskope to impliment what was originally the terminal display, to appear on the PipBoy screen.

So probably not too difficult for someone who knows what they're doing, but certainly time-consuming for something which is a bit 'niche'

It'd probably be much easier just to tweak the animation for accessing a terminal the regular way.

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correct me if im wrong here, but... from a modders perspective, wouldn't it just be easier to add the keyword "FurnitureScaleActorToOne" to every terminal in the game? this keyword should scale the player to 1.0 when using the terminal, and then return them to their actual scale when they exit it.

 

Just a thought there for people wanting a mod to fix the terminal issue for scaled actors.

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Well, you'd need to create new textures for the various terminals to show the 'port' for the Pipboy aux cord, otherwise it's just gonna look wierd sticking it into nothing. Then you'd need to create brand new animations for the process of seeing the player attaching the aux cord to the terminals (different animations depending on the type) followed by a script (possibly using the robot hack one as a template)

You'd also have to do some work in nifskope to impliment what was originally the terminal display, to appear on the PipBoy screen.

So probably not too difficult for someone who knows what they're doing, but certainly time-consuming for something which is a bit 'niche'

It'd probably be much easier just to tweak the animation for accessing a terminal the regular way.

To be fair when hacking robots I'm not shure where you stick that sucker on an Assaultron. oco

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Well, you'd need to create new textures for the various terminals to show the 'port' for the Pipboy aux cord, otherwise it's just gonna look wierd sticking it into nothing. Then you'd need to create brand new animations for the process of seeing the player attaching the aux cord to the terminals (different animations depending on the type) followed by a script (possibly using the robot hack one as a template).

There's already a 'plugging in pipboy' animation from the very start of the game. A possible cheaty alternative would be to start playing the animation, then bring the PipBoy up in front of the screen so that it hides the rest of the animation.

 

If that doesn't work due to how the animations are (eg can't run animation and bring up pipboy), perhaps start the animation as before then fade-cut before actually plugging it in (avoiding that mess). Fade to black/blur massively, stop animation, bring up pipboy, fade back in.

 

You could do a similar thing on exit - animate lowering the pipboy, blur/black, and play a zipping sound to suggest the cord retracting back into the pipboy.

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There's already a 'plugging in pipboy' animation from the very start of the game. A possible cheaty alternative would be to start playing the animation, then bring the PipBoy up in front of the screen so that it hides the rest of the animation.

If that doesn't work due to how the animations are (eg can't run animation and bring up pipboy), perhaps start the animation as before then fade-cut before actually plugging it in (avoiding that mess). Fade to black/blur massively, stop animation, bring up pipboy, fade back in.

You could do a similar thing on exit - animate lowering the pipboy, blur/black, and play a zipping sound to suggest the cord retracting back into the pipboy.

Yes, that was why I didn't consider that (Vault111) animation due to it probably looking 'off' - however your suggestions to cover it with either the PipBoy up close, or fade to black and then reveal the PipBoy would do a good job of hiding this if implimented.

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