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Make custom armor degrade


Proximitus

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It wasn't balanced. So I balanced it to the Vanilla game. What you think is balanced an what I think it is are different, which is also different from the people that might use the mod. It's very difficult to balance to that. So instead forget what you think it should be an look it up comparing to what is already in the game world, but while factoring in a large amount of other things. Generally this is right in the middle of what everybody thinks is balanced. Since it's in the middle it can go 5% either higher or lower which is the modders opinion.

 

Armor factors +/- 5%

 

1. Health - winterized power armor has like 10,800 heath, it never takes damage, but it's a DLC reward an it shouldn't, nearly everything else should be set to 100, then adjusted. It's possible to create armors that would also have that 10,800, but they would have to be one of the most awesome armors of all time. There's very little difference between setting one to 600 or setting it to 10,800, so if you use anything over 100 you better have a really good realistic reason why. Trick here is to make a large repair list, so that it's not a problem to repair or by setting Trader NPC's repair skill to 100.

 

2. Value - In this mod it's stuff that was removed from armors already in the game, it's easy to determine price, go look at the original armor's value. Here you got stuff that the whole armor costs maybe 200 caps, where you cut something off that an now charge 10 times more, that's not good work, it's stupid work. Take those same meshes an skin them to use Hardened Modular Steel Plate then yeah it's going to be worth more. Then how easy is it to get in the wasteland, Raider armor is cheap because it's easy to get. Stuff that is harder to get should be worth more.

 

3. DT-DR-Weight - DR should be about the same as the weight of the item to start off with. A 10 DR would be 10 weight. Most of the other game is in Metric so this might be a Kilo. Now the exception is materials because some are lighter than others. You have to look close too, because the shoulder pad on the leather armor looks like it's steal, but it's actually mostly leather. So it would be lighter. Glock pistols are not made of metal so they would be lighter. DT from New Vegas is easy to figure out, you just use Half the amount of DR for the same item. Armored Vault 101 suit 12 DR 6 DT 12-14 pounds. Vault suit 2 DR 1DT 0-2 pounds.

 

4. Playtest - You play the game, what did you notice, that it makes you "quite invincible" This should tell you it needs adjusting. *ahem* Stop cheating. Start adjusting.

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Ofcourse I noticed that it made me quite invincible, because the armor isn't downgrading and neither it does with your balanced mod. The reason I made the items so high in value and why they have such high DR is my own personal feeling to it. Nothing wrong with that.

 

But I still have no answer to my question: Why doesn't it degrade?

Edited by Proximitus
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They were set to 600 it would take a lot of battle to reduce that. Further, this behavior is different from engine to engine. Sometimes it will pick a random slot to apply damage to ,sometimes it's all slots. The way to find that out would be to fill all slots with 100 health armor. Then battle in it for a few hours until one of the items breaks an keep doing that to see if it effects all slots or just the upperbody. At that point if it does not you have two options, an object effect script to mediate damage from the upperbody to the accessories. The other way is to start making true armor. Which are not seperate pieces but all pieces that can be built into the upperbody are a single mesh, a single shape. You've got 8-12 slots or whatever an I know you want to fill them up, but that's not how you make an armor. It's a one piece asset.

 

Power Armor would be your guide here. It's only a upperbody and a head. So it's probalby that only upperbody and head slots take damage. You might also find settings in the SDK that control this, which would be nice considering this came from Oblivion which was very rich in settings. Body part data is in there. There's upper body, head, arms, legs. All the parts you see in VATS. Maybe more, you'd have to look at those in GECK an FO3 edit as well to see if they are flagged for armor damage. Further still the collision of the armor is built into the Skeleton, not the armor. There be settings in there that effect this, but I don't currently know anyone crazy enough to attempt to change that. It might not be as difficult as you think to read the skeleton, but the time you spent looking in there might be a big waste of time.

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http://i895.photobucket.com/albums/ac156/grindedstone/YEEHAW/WENDY.jpg

Like this one, it could be set up so that all the items are built into the upperbody mesh.

Say you wanted to take something off as a option, then you're swaping out for a upperbody that is missing that part.

Not adding endless tailor made style slots, which is only going to clip when used with another upperbody.

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