adding a modified or new custom set of armor...

Post » Fri Feb 18, 2011 9:59 pm

Hi everyone, I am new to this but I want to modify or create a new set of power armor to use in Fallout 3 and all DLC add ons.
What I want is essentially a suit of power armor (T51b, tesla etc) that is all black and has a stealth field like the chinese stealth suit. I would like it to be unique and only available to me and not other npc's. I would also like it to be repairable using all common variants of available power armor.
I have used the geck a little to increase the clip capacity and lower the ap points for the gauss rifle.
What are some easy ways to go about this.
Thanks, Erich
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Quick Draw III
 
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Post » Sat Feb 19, 2011 1:12 am

If you want to change the suit color then you'll have to modify it's textures accordingly using a 3rd party program or look to borrow them from another mod that already could have done them the way you want.

As for stealth effect, it's fairly simple:
1. In object window expand Game Effects and select the Object Effect.
2. Right click in the list of effects and select new. Enter ID (something like EnchStealthPA or somesuch), Name (this will appear when you open your pipboy and check status ... I think), Type - Apparel.
3. With object effect window still open righ click the empty list, new, for effect select StealthBoyInvis ,change the magnitude to whatever you feel like, add a condition for field activation - again, rightclick new, select ConditionFunction IsSneaking, Comparison ==, Value 1 (the last two should be set by default already), ok, ok.
4. Back to object window, now you can add other effects, like IncreaseStrength, ReduceAgility or whatever you feel is right.

To make a unique armor, first open the existing armor window to use as an example, e.g. Armor TeslaPower. Now right click in armor list, select new and fill it in using the opened tesla armor as an example. Again, for ID pick something unique (and preferably meaningful), Name is what your armor will be named. Fill in it's stats and biped object (UpperBody), for object effect pick the one we created earlier (EnchStealthPA).
Now adding meshes can be slightly tricky unless you already have them ready. If not, then you can extract them using FOMM. In your tesla armor window you can see that it's biped model is using Armor\TeslaPowerArmor\outfit.NIF mesh. So open the Fallout - Meshes.bsa file and in BSA browser window navigate to meshes->armor->teslapowerarmor, select outfit.nif, extract and save it trying to use the same path as it was packed in archive. Then go back to geck and assign the biped model the one you just extracted. Repeat the same for world model and icon image.
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Kelly Tomlinson
 
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Post » Sat Feb 19, 2011 2:01 am

thanks, Pretty concise. shouldnt be too hard with a little exploration.
thanks again,
erich
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Kelli Wolfe
 
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