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e[WIP] Stormtrooper Synths / imperial institute.


doright

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Oh the limbs and heads still fly off when you shoot them just the armor stays intact.. You people will have to pretend they blew a hole in the back of the armor. Yea it's a bit off but to be totally honest that's one glitch I will have to live with because I would have to completely change synths and I have no clue where to even start. (not to mention all the other complications that could cause).

 

 

Yes I am giving them full sets of armor. Helmets and suits for all. a few get paudruns, kamas, and ammo pouches.

To fix that your could replace the files that the synth body has with storm trooper armor, so basically replace the synth models with storm trooper combined mesh. The problem is that rigging it and editing the nifs are very time consuming and confusing thats actually what im stuck on for my mod.

 

 

That might be a bit beyond me.

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I have a version almost ready to go. I am using Deodexed's textures which he gave me permission to use and I made a few modifications for alternate versions.

 

Here are images just of the version I am getting ready to release. I want to do just a little more testing and then I have to figure out how to upload it so it can be added by NMM. Plus I am trying to decide between two versions of the Wasteland trooper armor. I made a darker and a lighter version. Not sure which one I like best yet.

 

It won't be a simple esp file anymore. There are a couple of Materials and Textures that will be added the Commonwealth Stormtrooper folders. No overwrites.. Just new ones.

 

anyway check out the new gallery.

 

https://imgur.com/a/2Bd19

Edited by doright
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Ok. I may have over done it with the armor rating on these guys.

 

I just tried running through Arc Jet with Danse with a basic out of the box submachine gun. Level 21 with fairly decent armor on. It took a butt load of ammo to take synths down and I must of went through 30 stim packs.

 

If I leave them as is anyone who runs into a group of these suckers at a lower level are going to have their backsides handed to them. I have to do a little research on enemy armor levels to see if I can get them balanced... I want them tough but not so much that people are getting torn apart in seconds. I also don't want them to be one shot kills at higher levels.

 

 

 

My Mistake was making them almost as strong as power armor. Which is fine one on one but when you have a room full of them?

 

Zonks!.

Edited by doright
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This is kind of cool.

 

If you blow off their legs they will sit on the ground like this and shoot at you.

 

https://imgur.com/bzMq1f1

 

 

I also decided to go with orange for the Synth Commanders/leaders to match the commander pauldron. I also thought it'd be nice that the two color versions take after Anakin's and obiwan's clone battalions. That way with the exception of the Courser and the Clean troopers all the Synth versions are different from the modifications you can make with the Commonwealth Stormtrooper mod. You can dare to be different and don't have to worry about 100's of synths running around looking like you.

 

 

 

Did discover a possible new glitch though. Sometimes it seems you find a body with 2 blastech's on it. I am not 100% sure but I think it's because I have the mod that makes it so they don't drop weapons on death and they are getting their spawned gun shot out of their hands and picking up another one from a near by dead trooper. Then when they die their spawned gun is still in their inventory but also the one they picked up. I am not sure but it's a low priority. Worst case scenario is you have more blastechs to sell.

 

 

I think I have the armor ratings in a better spot now. I went through Ft. Hagan with a Submachine gun with a powerful receiver. I had Heather as back up and she had a decent gun too. I had decent armor. I had to use some stim packs but I was able to get through. A couple of the legendary's and the Leader took a lot to bring down. Basically I set it so Field troopers and Regular troopers have something a bit strong than full combat armor. Synth Special Forces and Commanders are stronger but not as strong as power armor. (these armors don't break like power armor does so they keep that rating the whole fight) Coursers are pretty close to an enemy in power armor. They will be tough so you should be loaded for bear if you go after them. I will probably upload an alternate Esp with weaker armor. You can also target the legs and arms and blow them off disabling much of their mobility. They will still show full armor but they will hold the busted arm like a human when it's disabled and if you blow off their legs they will sit on the floor. Like I said above I was able blow off the legs of a legendary and then shoot his gun out of his hand and he just sat on the floor waiting for me to just empty my gun into him. So there are tactics that can help in tough fights too.

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  • 3 weeks later...

Would it be possible to have different types of troopers in the future? Like scout troopers, shoretroopers, deathtroopers etc. Or will this only add regular stormtroopers like the current ones.

 

Also, discovered a problem when trying to use the imperial armory mod together with this to add different imperial units, the stormtrooper armor on the synths will glow bright red sort of like how the helmets glow blue when using the armor on companions. Not sure if this is fixable or not, but for the moment I uninstalled imperial armory to keep this mod working.

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Not sure what the imperial armory mod is? I do know you can get the glowing armor bug when using the Stealth trooper or rad trooper helmets from the main Commonweath Storm trooper mod.

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This: http://www.gunetwork.org/t14744-fo4-imperial-armory-redux-inferno-update It just adds more imperial uniforms similar to the ones added from the commonwealth stormtrooper mod. The entire armor just glows bright red similar to how the helmets glow blue. No idea why this happens when using your mod but it only seems to affect the regular synth stormtrooper armor and nothing else which is weird.

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