payl0ad Posted August 13, 2018 Share Posted August 13, 2018 (edited) So, I want to achieve something quite special. While working on some power armor functionality, the need to somehow destroy an existing frame that's used during the "Out of time" quest arose. I want to have a silent quest running that triggers off MQ102 reaching some state (when all hostiles in Concord are dead) and then throws a messagebox that, if still in the suit, tells the player that the cooling system of his suit is failing and to get out NOW. Then, I want to force the suit into the same state it goes into shown in this video. Afterwards, if the suit is still present as an ObjectReference after the explosion, I want to disable it and maybe have some debris flying around. I'm fairly certain I know how to do 1 and 3 but I have no clue how to go about 2. 2 would also require to either force the player out the frame or kill the player with an explosion. Has anybody already tinkered with the PA system? //edit: I've taken long hard stares at various PA-related scripts, including SystemPowerArmorScript.psc, PowerArmorActivatorScript.psc and PowerArmorNPCCoreDestroyScript.psc (which might as well have been written in Maya Glyphs to me, no clue how it works). Can't tell how I'd abuse them or use their methods to do what I want. Edited August 13, 2018 by payl0ad Link to comment Share on other sites More sharing options...
payl0ad Posted August 20, 2018 Author Share Posted August 20, 2018 Nobody, seriously? :confused: Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted August 20, 2018 Share Posted August 20, 2018 (edited) Hey mate :smile: I think we might be able to help eachother here, i'm also working on a power armor mod and one of its features will be a kind of self destruct sequence similar to how you describe, but i haven't started work on that bit yet, i'm still stuck trying to get omod nifs to use their skinning data instead of the attach point data. if you ever find a way to make the power armor self destruct - i would be very interested to know how you did it. Anyway...From what i can gather, the FusionCore and FusionCoreMeltdown are both ammo's (AmmoFusionCoreMeltdown) that are loaded into FusionCoreWeapon. looking at the ammo this probably causes the explosion.in ArmorPoweredFrame you can find PowerArmorNPCCoreDestroyScript, this is what i think the game is using to swap the fusion core, add the light fx etc. the problem is though that i dont see a single reference to FusionCoreMeltdown so this could be one of those pesky hardcoded things...never the less, i think that if you can swap the AmmoFusionCore for the AmmoFusionCoreMeltdown it might just do it. Hope that helps mate :smile: Edited August 20, 2018 by SandMouseAnarchy Link to comment Share on other sites More sharing options...
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