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Power armor remesh+retexture


DeathknightDNOfficial

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Sure, it looks like it's open source. I can also fix the pipboy issue, let me take a look at it over the weekend.

 

I'd suggest though that you only replace one model like the 51 or 45. Or better yet just add it as a full fledged T-60 model ala fallout 4 and integrate it into the Mojave wasteland in locals that are appropriate (mostly just bos I'd imagine).

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OK started putting it together as a replacement to the 51b (but I'll probably make an esp that includes the t-60 as a separate armor like FO4).

There are no world models (the models when the armor isn't worn). I made one for the helmet, but we need to make one for the armor itself (otherwise you can't pick it up). I'd like to know if you'd like the armor to be;

 

1. Fallout 4 style where the armor stands upright much like a statue.

or

2. Fallout New Vegas style where it looks like the just the breastplate.

or

3. A hybrid, where all the pieces are there in a pile.

Edited by devinpatterson
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OK here is the esp. It changes the T51b. There is also a BSA if you don't want to try muddle through installing everything in teh orgiinal mod. But I should mention two points; 1. I only included the standard textures since it's already nearly 50mb, (ie no vairiants in the bsa) and 2. the new world model for the helmet is in the bsa, so if you want it separately it is here (it should be renamed from T-60-helmetgo.nif to helmetgo.nif and dropped in xxx\meshes\T-60\Standard, wher xxx is your data folder).

 

So to recap, you have everything bundled together in the BSA for ease of installation or you can install from the original mod and drop in the helmet.

Get back to me on the world model for the armor.....I'll probably see about fixing the pipboy next.

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So, TraVinh did include the pipboy on node, it's just that the armor is too large to ever comfortably fit a pipboy. The example pic shows (from right to left) 1. the relative scale of the T-60 arm to the pipboy arm, 2. how it would look with a pipboy on node, and 3. how much the pipboy would have to be scaled to fit like it does with traditional FONV outfits;

 

pic;

1320939-1519072669.jpg

 

By far the best solution would be a intergrated HUD ala FO4's power armor. I believe anything else would just be wasted effort. Project Nevada, has a lot of resources for power armor HUDs and that may be a good place to start.

It may also be possible all this had already been done. I know we have at least, the power armor scaling analog that is prevalent in FO4. I don't think a script for the fusion core mechanics would be too difficult since it's a player only quest (even in FO4, I believe the fusion cores are only drained by the player).......and it may already have been done (haven't searched yet).

 

I believe the three elements above would be enough to mimic FO4 power armor behavior, and if the animations (entry/exit) and repair options could be included that would be icing on the cake.

 

So from here I'll start working on a world model that is a static of a standing power armor.

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Alright, uh sorry for not responding... A week. Was dealing with some stuff... Anyway sounds great! And yeah, IK mods take a while to make I'll be patient! XD

 

 

And also I'd say you do whatever you think will work IDK how you'd do this stuff my head goes loopy just thinking about it! O.o

Edited by DeathknightDNOfficial
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OK, I'll see what I can do. I'm not the best choice to do xml/hud stuff since I don't know anything about it, but I think project Nevada already did all the work....so it's just learning to utilize their progress. That's all assuming this hasn't been already done by another modder, I'v been slammed this week (haven't done any modding) so I haven't had a chance to check yet.

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