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Mad Science V2


Ruadhan2300

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Mad Science was my most popular mod for FNV. Obviously I'm going to take advantage of the better tools fallout 4 gives me!

 

I've been working on it off-and on since the creation kit was released and finally got a firm handle on Papyrus yesterday.

 

I've got documents exploring the range of stuff I want to make, the breakdown of tasks. And now the knowledge base. Time to get started in earnest!

 

For your enjoyment, I present test footage of The Blink Gun. Easy, controllable pseudo-teleportation in the palm of your hand

 

 

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I did some more work on the Blink Gun.

Successfully split it into two modkit variations. Direct and Deferred (to use my Creation Kit terminology)
The original video shows Deferred, you place marker locations using the gun, and use Aid type items to step through the target locations.

The new mode is Direct mode.
Where you aim, you immediately Blink to. sometimes it takes a moment, sometimes it's a little glitchy. but by and large, player-mobility is up by several hundred percent :P

Here's some playtesting footage!

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@ruadhan2300

there we go! this is some of your best work yet!

Inb4 Petard reviews this stuff hehe.

 

this is top stuff, it's right up there with previous projects such as

the Portal gun, the teleport grenades,

and Any Door to Any Where.

not to mention, JetSteele's stuff too.

 

so fast and seamless; is it only within the same cell?

I am wondering how you implemented it hehe,

I will definitely be using this while in protectron disguise, to sneak up and teleport synths to new lands,

and from there, to Covenant cells... muahaha.

all without any compromise to stealth or faction rating.

 

 

 

I'm looking forward to seeing your approach to

playing animations on decals (TV's, lava-y lava lamps), and on elevators ref'd to any door to any where instances

(think quicksand Dark Souls style)

not to mention, holograms and the like.

 

there is something special about

liquid metal doorways, rad forcefields

or elevators that appear out of 'solid rock' wall etc (hologram disguise hehe).

the texture keyframes and opacity manipulation, combined with toggleable collision,

is how you get that to happen.

 

Soundproofing your hidden elevator, and preventing AI from pathing to it

(thus ruining your secret surprise)

have proved trickier than anticipated...

 

not to mention, having hidden elevators on your moving elevator settlement;

vault 666 and the scrap-scraper mobile settlement etc.

 

----

any chance of some collabs on vehicles with BlahblahDEEblahblah?

it'd be neat to see VerasCETA's airship become a landing site for a vertibird,

I'm having trouble with the gangway target hehe.

 

I'm also wondering if your new insights could help with the Tardis project,

as it is a moving any-door-to-any-where flyable vehicle, which paths to a new lands.

being able to teleport from anywhere to that tardis interior would be very awesome.

 

 

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The movement is actually the TranslateToRef function for the most part. with the direct teleportation, that's all I need. you can't usually aim from one cell to another anyway.
With the Deferred version I made it so that if you're not in the correct cell it uses MoveTo instead, which will jump you there, using loading screens as necessary.
Originally I was looking to make this a true teleport, using institute Relay effects whenever you moved. but the MoveTo function was too slow for in-combat travel. it usually uses the loading screens instead.

But I think Dishonored-style Blink movement is fun too :)

interestingly, with the two different systems, they have subtle differences in how they can be used.
For example, Direct will take you where you aim, so if you aim at the ceiling of the room, you'll end up on the roof or on the floor above, provided the ceiling is thin enough.
While Deferred will drop you to the ground underneath the hit-point, so if you aim at a wall, you don't end up half-way up it and fall.

Deferred is therefore slower and safer, while Direct can take you places more easily.

These aren't actually properties of the functions I'm using, it's because I spawn a physics-enabled object as a target marker. and on deferred it has time to fall to the ground from wherever it appeared.
Fun :P


We are however thinking along similar lines.
The gun, blast effect at the impact, and the teleport itself are all completely silent as far as the NPCs are concerned. and even shooting someone with the gun will not make them aggressive.
So this is entirely suitable for stealth runs.

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thanks for the insights into the making-of, Ruadhan2300.

 

this could help get me out of a few sticky situations while mod-testing,

when folks forget to put collision on stuff hehe.

 

yup,

I'm going to call my one "Extraordinary Rendition"

and use any mod any weapon, to make it look like K's J-frame...

either that, or the 'neuralyzer'.

or the tricorder from "Soong of the wasteland"

 

this mod is perfect for those 'what if's"

- what if I abducted that annoying settler, and introduced them to falling off the top of Trinity tower?

-hows about a sudden spritz to the bottom of boston bay?

-no,no,no... general garvey deserves his one-way ticket to the rad-wastes of the glowing sea.

now try marking crud on a map!

(cue Garvey being "Mr Bean'd" into the middle of the glowing wastes...)

 

heck, you combine this mod with "abducted teleport"

and you could teleport them to the "transporter realm"/ Theta-Tan dimension...

those Hubbardologists were onto something.

or, site-to-site teleport to BlahblahDEEblahblah's "sketch-topia" new lands mod.

 

-----

thanks again ruadhan2300

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  • 4 weeks later...

Not Dead

I've been working on a Shrink Ray!
Currently it sets the scale of the target to a random value between 0.1 and 0.9, wearing off after 30 seconds and reverting them back to normal size.

I'm still working out how best to scale their health and weapon-damage down appropriately. as is, making them smaller only helps to slow melee enemies down, apart from that, it just makes them harder to hit.




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more brilliant ideas from the mind of RuadHan2300.

dang that's cool!

a nice nod to 2D-3D! and, it didn't take forever to appear hehe

 

is it possible to change the scaling coefficient to be say 0.5 etc?

and, conditional set to a door or other...

 

Imagine how you can use that.

"We noticed you liked settlement building... now, you can build a "bottle city of lilliput" in every other settlement"

 

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as to the scaling coefficient,

you could make it non-linear;

depending on the enemy, that sets where it is on the axis,

so, humanoids non-powerarmor 0.1 increment is 5% easier to target vats and 15% less damage,

such that when they are scaled to 0.5, it's 45% easier to target in VATS and 75% less damage.

 

that would make the DPS from shrinking (unknown ammo efficiency)

comparable to the Alien Blaster in terms of overall per shot efficiency for Survival.

 

I get the dilemma though;

you don't want to make the Shrink Ray too powerful,

and you don't want folks auto-using the Shrink Ray on difficult encounters hehe.

 

Could it work the other way also?

ie, shot from a reflective surface, or while on a modified teleport pad/doorportal,

could this increase scale from 1.1 to 1.5,

and increase player stats and SPECIAL damage etc?

that'd be neat too.

 

thanks again RuadHan2300!

one of the first tweak's I'll try botching is,

a teleport and shrink all in one.

see if we can't group them all together, then fatman them all at once.

(perhaps there's a way to have a script/AI for "auto room clear"...")

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The size change is meant to be entirely harmless. no damage at all.
What it will do is adjust the amount of health the target has available, so you can kill them more effectively if they're smaller, or giant allies become harder to kill.

The plan is to make two modkits, one to make targets shrink, one to make them grow.
Possibly some "coil" mods to make the effect last longer, final tier being a permanent change.

The idea is basically, shrink them down, then kill them with far less effort than it used to take.
Alternately laugh because they can't keep up with you and you can basically ignore their puny little attacks while you focus on something else.

I might go as far as to make a version you can use on yourself, imagining it as a consumable item.
Which really just conjours images of Alice in Wonderland :P


Broadly, the idea is you can shrink a supermutant behemoth down to waist height and then kill him with your sidearm, rather than have a five minute boss-fight with him :P
Or shrink a deathclaw down to the size of a puppy and hit it with a supersledge for a one-hit-kill.

Ultimately, the shrinkray tech path would culminate in a super-sized version that will let you permanently shrink the moon.

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shoot the moon takes on a whole new meaning

with that last sentence in post #8, ruadhan2300!

 

dang that'd be awesome.

 

there's already also a moon-themed new lands mod too...

so, I'm wondering how we'd map the normal-sized FO4 to the 'sky box" in the shrunken-moon,

somehow, that'd be awesome to see.

the moon in an orrery is the actual moon...

 

I'm already wondering...

could I teleport them with your blink-teleport/doorportal and any door to any where

into a 'punji-pit/ prince of persia trap dimension'... a new lands filled only with what will harm them.

 

though, if we can make the Theta-Tan realm mod (its a teleporter realm)

the Memory Den Virtual Holodeck/virtual settlement,

and better aquatic spelunking...

it's surely gotta be possible to map that to the skybox somehow hehe.

same goes for b2-D-b2's "literal 2D-3D sketchland" project hehe.

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