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Of Power Fist and T-51b Power Armor


VGI

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Because of this, I'd like to do some FO3Edit editing myself.

 

I had to install FO3Edit to install the UF3P to fix the Chinese Stealth Armor bug-exploit:

When wearing the Chinese stealth armor, you are able to equip multiple hats or helmets. You do not get the DR bonuses for more than one piece of headgear (except for the metal helmet, which does stack), but you do get the other bonuses, such as extra points to skills and stats. The hats will all remain equipped when you take off the stealth armor.

Multiple copies of the same headgear can be worn, and their bonuses will stack. A single hockey mask, for example, gives +5 to the Unarmed skill; for every additional hockey mask one wears on top of that one, Unarmed will increase by five more points. Given the right combination of hats, this glitch makes it possible to destroy even a super mutant behemoth in one hit.

http://fallout.wikia.com/wiki/Operation:_Anchorage_bugs

 

and the Flying Creatures and Items bug:

Flying creatures and itemsEdit

 

A protectron mid-air

Deathclaws and protectrons frequently experience a physics engine glitch which sends them hurtling through the air. They can go quite far.

The disabled protectrons in Big Town, in particular, are often subject to this glitch. This can cause a portion of the quest "Big Trouble In Big Town" to become impossible to complete.

Jumping onto the Rivet City bridge when it is not in final position can cause the player character to be thrown into the air.

http://fallout.wikia.com/wiki/Fallout_3_bugs#Flying_creatures_and_items

 

among COUNTLESS game-breaking Bethesda bugs.

 

Now, I have a Map Marker Bug to try and fix.

 

However, until I fix that, and since I have installed FO3Edit already, I'd like to make the Power Fist NOT USABLE when the player is wearing the T-51b armor, since it's right forearm armor is too thick. Plus, I'd like to give the Power Fist a certain amount of DR, since it is made of thick industrial metal.

Edited by VGI
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VGI - Hello!

 

"I just noticed that the right forearm armor of the Winterized T-51b is thick. When equipping the power fist, it just looks weird as the power fist is just placed over the right forearm armor of the Winterized T-51b, forearm armor poking through power fist. Now, the player will have a green mesh between the character's skin and the armor itself, all the way to the hands, but if you equip brass or spiked knuckles, this mesh is removed."

 

The right arm on the power armor has forearm plating, the left arm does not as the player's Pip-Boy removes that plating.

 

On NPC's both platings will be seen, it's only the player that has the left removed as, apart from vault 101, NPC's don't have Pip-Boys.

 

This is achieved by clothing models having two versions of the left arm, one with Pip Boy space & one without.

 

The brass knuckles simply remove the glove from the armor, gloves only go to the wrist & it's a seperate item, when equipped.

 

"I'd like to make the Power Fist NOT USABLE when the player is wearing the T-51b armor, since it's right forearm armor is too thick."

 

Not sure how you'd do that, the Power fist is listed under weapons not clothing/Armor so it's not got clothing slots. You'd probably have to script something to prevent it being worn with power armor.

 

Far simpler, if you don't like the look of the two together, to just not wear it with power armor. Don't make work for yourself. :)

 

"Plus, I'd like to give the Power Fist a certain amount of DR, since it is made of thick industrial metal. "

 

You can change it's Health (How long it takes before it breaks) & other settings by making a plugin for the changes in FO3Edit.

 

Run FO3Edit.

 

Go to Fallout3.esm & expand it's details by clicking on the + next to it.

 

Go to "Weapon" & expand it's details.

 

Find the Power Fist in the list, once you find it right click on it & select "Copy as override into...". In the window that comes up scroll to the bottom & choose "<New File>".

 

Give the new plugin a name, like "My Power Fist" or whatever you like.

 

You'll now have a new record of the Power fist in this new plugin. The details will be listed in the right hand window with one column for each mod making changes to the item (Fallout3.esm & at least your new plugin).

 

You can change the settings of the Power fist in your new plugin (like Health, Base Damage for the damage it does to others, etc.). Clsoe FO3Edit when you are done, saying yes when it asks you to save the new plugin.

 

Remember to tick the new plugin you made in your Data files or mod manager if you use one. As long as the plugin loads below anything else making changes to the original, your changes will show up in game.

 

Don't forget though, there is a unique Power Fist called Fisto! that has better stats in the game already so if you change the standard one you'll probably want to boos the unique to stay in line.

 

Hope this helps!

 

Prensa

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