Batman suit

Post » Sun Mar 14, 2010 1:12 pm

I am working on a Batman suit taking as a model the new one in "the Dark Knight" movie :)

Here is a picture of the Batsuit from the movie:
http://i34.photobucket.com/albums/d122/AsharaStark/batsuitDarknight.jpg

EDITED (11th February)
Version 2.0 released.
You can download it from:
* Fallout3Nexus: http://www.fallout3nexus.com/downloads/file.php?id=10334

And this is the readme file:
Name: Ashara's Batman and Catwoman mod
Version: 2.0
Date: 11-2-2010
Category: Weapons and Armour
Requirements: Fallout 3 Patch 1.7
Author(s): Ashara
Source:
* Fallout3Nexus: http://www.fallout3nexus.com/downloads/file.php?id=10334
* PlanetFallout: http://planetfallout.gamespy.com/mods/425/Asharas-Batman-suit-and-Batarangs
* Spanish version: http://videojuegos.clandlan.net/videojuegos/index.php/Mods_hispanohablantes_Fallout_3#Ashara_Traje_de_Batman_y_Batarangs
* French version (translated by Sylom): http://www.confrerie-des-traducteurs.fr/fallout/mods/armurerie/armes_et_armures/tenue_de_batman_et_batarangs.php
* German version (translated by Vannar): http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=1651


Description
===========
This mod adds the Batman suit from the film "The Dark Knight", my own version of Catwoman's suit and some Batarangs to Fallout 3.

The Batarangs come in two versions: a normal version and an explosive version.
The normal batarang can be repaired using other batarangs, any knife and any combat knife. You can also pick them up after having throwned them.

A Batfist (unarmed weapon) has also been added. It can be repaired using any of the batsuit and catsuit armour pieces, combat armours, Talon company armours, Ranger armours, Tenpenny Security armours and Rivet City Security armours.

Batman suit comes in five pieces:
* Batsuit (uses upperbody slot)
* Belt (uses bodyaddon1 slot)
* Cape (uses bodyaddon3 slot)
* Batsuit All Items: equips the Batsuit and the Belt at the same time (uses upperbpdy slot)
* Cowl (uses hair, hat and headband slots)

Catwoman suit comes in five pieces and two versions:
* Catsuit (uses upperbody slot)
* Catsuit - Open Jacket (uses upperbody slot)
* Belt (uses bodyaddon1 slot)
* Catsuit All Items: equips the catsuit and the Belt at the same time (uses upperbpdy slot)
* Catsuit All Items - Open Jacket: equips the Catsuit - Open Jacket and the Belt at the same time (uses upperbpdy slot)
* Backpack (uses backpack slot)
* Cowl (uses hair, hat and headband slots)
* Googles (uses eyeglasses slot)

Inlcuded are also 4 chokers with their matching earrings, for female characters.

You can repair all the batsuit and catsuit items using any of the items, combat armours, Talon company armours, Ranger armours, Tenpenny Security armours and Rivet City Security armours.

As the Batsuit and the Catsuit cover the whole body they are compatible with any body replacer you may use. The Open jacket version of the catsuit has been made for Dimon's Type 3 body and may look weird if you use other female body mod.

You can find all the items in an Enclave crate that is at the main entrance of Hubris Comics (see picture and this http://fallout.wikia.com/wiki/Hubris_Comics_(location) for location) and in another crate that is in Rivet City Marketplace, just beside the motorbike at the top of the stairs. The crate contents should respawn after some days (usually 3 days).


FOSE functionality (optional)
=============================
From version 1.3 some optional FOSE funcionality has been added to the mod.

Toggle Sonar Vision, Night Vision and Eyes Sonar Effect using keys
-----------------------------------------------------
If you use FOSE, you can toggle the sonar vision and the sonar eyes effect of the Batcowl, and the night vision of the Catgoogles, on and off using hotkeys.

The default keys are:
.- B for Sonar Vision: press B to activate/deactivate Sonar vision when you have the Batcowl equipped.
.- B for Night Vision: press B to activate/deactivate Night vision when you have the Catgoogles equipped.
.- G for Sonar Eyes effect: press G to activate/deactivate Sonar vision when you have the Batcowl equipped.

Both keys are set in the mod as global variables so you can easily change the default hotkey to the one you prefer. "AsharaSonarVisionKey" is the variable that stores the hotkey used for switching Sonar vision on and off. "AsharaEyesEffectKey" is the variable that stores the hotkey used for switching Sonar vision on and off.

How to change the default hotkeys:
* To change the Sonar Vision and the Night Vision hotkey from B to another key use this console command: set AsharaSonarVisionKey to nn (where nn is the code of the new key according to this table: http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancodes).
* To change the Sonar Eyes Effect hotkey from G to another key use this console command: set AsharaEyesEffectKey to nn (where nn is the code of the new key according to this table: http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancodes).
* To see the current value of the global variables, type in the console: show AsharaSonarVisionKey (or show AsharaEyesEffectKey).



Gliding ability
---------------
If you have FOSE installed and the Batcape equipped you can glide.

* To start gliding, press the J key.
* To move forward press the Arrow Up key.
* To change the direction of movement, just move the mouse to face the direction where you want to go. If you want to go up, look up, and if you want to go down, look down.
* To change speed of movement (increase or decrease), press the H key.
* To land either press the K key or get close to a place where you can land (e.g. the ground or the roof of a building).

You have to be in 3rd person mode to see the gliding animation.
You cannot fire a weapon when gliding.
In the DC don't try to go to another cell gliding, it is impossible (there is nowhere to go). You'll have to use the tunnels or the metro to change cells.
Be careful when landing on roofs, as some of them don't have good collision and you can get stuck or fall though the building when trying to land.

SAVE ALWAYS before gliding, just in case things go wrong.

The control keys are set using Global variables:
* Start Gliding: global AsharaJumpKey (default value J)
* Stop Gliding: global AsharaLandKey (default value K)
* Change speed (increase or decrease): AsharaFasterKey (default value H)
* Move Forward: AsharaForwardKey (default value Up arrow)

To change the value of the control keys use the console command:
* Set name_of_the_global to code_of_new_key
where name_of_the_global is the name of the global variable whose value you want to change and code_of_newkey is the numerical value of the key you want to assign to the global.
You can look up for the codes of the keyboard keys here: http://fose.silverlock.org/fose_command_doc.html#DirectX_Scancodes

To see the value of the control keys use the console command:
* Show name_of_the_global.


Weapons statistics
====================
These statistics are the ones set in GECK for the weapons. In game you may see different values displayed in your Pipboy because those values are calculated by the game and depend on the weapon current condition, your skills and maybe other factors.

Classic and TDK Batarang:
-------------------------
Skill = Melee weapons
Resistance = None
Weight = 0.2
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/30
Health = 1,000
Damage = 40
Spread = 1
Min Spread = 0
Limb damage multiplier = 4
Base VATS To-Hit Chance = 50%
Critical Multiplier = 15%
Critical Damage = 20
Action Points = 10

Classic and TDK Batarang - Explosive:
-------------------------------------
Skill = Explosives
Resistance = None
Weight = 0.5
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/50
Health = 5
Damage = 2
Spread = 2
Min Spread = 1
Limb damage multiplier = 1
Base VATS To-Hit Chance = 50%
Critical Multiplier = 1.5%
Critical Damage = 0
Action Points = 18

Batfist:
--------
Skill = Hand to hand
Resistance = None
Weight = 1
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/30
Health = 200
Damage = 15
Reach = 1
Limb damage multiplier = 1
Base VATS To-Hit Chance = 15%
Critical Multiplier = 2%
Critical Damage = 15
Action Points = 15


Batsuit statistics
==================
Batsuit:
--------
Slot = Upperbody
Weight = 17
AR = 40
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/200
Effects: Agility + 2, Strength + 2, Sneak + 20, Unarmed + 20, Sets speed multiplier to 150 or to your inicial speed + 75 if it was higher or equal to 100.

Batsuit - All items:
--------------------
Slot = Upperbody
Weight = 22
AR = 45
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/300
Effects: Agility + 2, Strength + 2, Sneak + 20, Unarmed + 20, Sets speed multiplier to 150 or to your inicial speed + 75 if it was higher or equal to 100.

Batcowl:
--------
Slot = Hair, Hat and Headband (plus the eyes sonar effect uses the EyeGlasses slot).
Weight = 3
AR = 20
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/120
Effects: Perception + 2, Sonar Vision (actually, it is Night Vision as it is impossible to see throught wall in Fallout), Eyes Sonar effect.

Batbelt:
--------
Slot = Bodyaddon1
Weight = 5
AR = 5
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/100
Effects: None.

Batcape:
--------
Slot = Bodyaddon3
Weight = 3
AR = 5
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/100
Effects: Gliding ability.


Catsuit statistics
==================
Catsuit and Catsuit - Open Jacket:
----------------------------------
Slot = Upperbody
Weight = 8
AR = 15
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/200
Effects: Agility + 2, Sneak + 20, Unarmed + 10, Luck + 2, Sets speed multiplier to 150 or to your inicial speed + 75 if it was higher or equal to 100.

Catsuit- All Items and Catsuit All Items - Open Jacket:
-------------------------------------------------------
Slot = Upperbody
Weight = 11
AR = 17
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/200
Effects: Agility + 2, Sneak + 20, Unarmed + 10, Luck + 2, Sets speed multiplier to 150 or to your inicial speed + 75 if it was higher or equal to 100.

Catcowl:
--------
Slot = Hair, Hat and Headband
Weight = 2
AR = 10
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/120
Effects: None.

Catgoogles:
-----------
Slot = EyeGlasses
Weight = 2
AR = 5
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/120
Effects: Perception + 2, Night Vision.

Catbelt:
--------
Slot = Bodyaddon1
Weight = 3
AR = 2
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/100
Effects: None.

Catbackpack:
------------
Slot = Backpack
Weight = 5
AR = 2
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/100
Effects: Increase carry weight +30.

Chokers:
--------
Slot = Choker
Weight = 0.5
AR = 0
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/200
Effects: None.

Earrings:
---------
Slot = Earrings
Weight = 0.5
AR = 0
Value = http://forums.bethsoft.com/index.php?/topic/1046079-batman-suit/200
Effects: None.



Required mods
=============
* Fallout latest official patch: http://fallout.gamesas.com/eng/downloads/updates.html

If you want to use the FOSE funcionality (optional), you'll need FOSE: http://fose.silverlock.org/.

For Batman and Catwoman suits no mod is required. As the suits cover the whole body they are compatible with any body replacer you may use.

Catwoman - Open Jacket suits have been made for Dimon's Type 3 body so you will require one of this mods:
* Dimon's DIMONIZED TYPE3 female body WIP: http://www.fallout3nexus.com/downloads/file.php?id=4280
* Luchaire's Type V Female Body and Armor Replacer: http://www.fallout3nexus.com/downloads/file.php?id=5326


Recommended mods
===================
* Quarn's ArchiveInvalidation Invalidated: http://www.fallout3nexus.com/downloads/file.php?id=944
If you have any problem with textures not loading correctly, use this utility from Quarn and everything will work fine.

* Timeslip's Fallout Mod Manager:
http://www.fallout3nexus.com/downloads/file.php?id=640
If you have any problem with textures not loading correctly, press the button Toggle Invalidation in FOMM and everything will work fine.

* Dimon's DIMONIZED Expiremental female small hands: http://www.fallout3nexus.com/downloads/file.php?id=5355


Install
=======
1. Extract the files of this mod to a temporary location (you can use 7zip: http://www.7-zip.org, to unzip them) and chek the folder structure.

2. Copy to (install folder)\Fallout 3\Data\:
.- the AsharasBatmanItems.esp
.- the meshes folder
.- the textures folder
.- the sound folder
If asked if you want to overwrite existing files say "Yes to all".

3. Start Fallout 3 Launcher, click 'Data Files' and place a checkmark beside the .esp file.


Upgrade
=======
1. Extract the files of this mod to a temporary location (you can use 7zip: http://www.7-zip.org, to unzip them) and chek the folder structure.

2. Copy to (install folder)\Fallout 3\Data\:
.- the AsharasBatmanItems.esp
.- the meshes folder
.- the textures folder
.- the sound folder
If asked if you want to overwrite existing files say "Yes to all".

3. Start Fallout 3 Launcher, click 'Data Files' and place a checkmark beside the .esp file.


Uninstall
=========

Manual Uninstall

1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file(s).
2. Delete:
.- the AsharasBatmanItems.esp file, associated with the mod.
.- the folder \meshes\Ashara\Batman\ and its contents
.- the folder \textures\Ashara\Batman\ and its contents
.- the folder \sound\fx\Ashara\Batman\ and its contents


Incompatibility
===============
None that I am aware of. If you find any, please tell me.


Known Issues or Bugs
====================
None that I am aware of. If you find any, please tell me.



History
=======
2.0, 11-02-2010 - Added Catwoman suits plus four sets of chokers and earrings. Made a female version of the Batcape. Fixed problem with distortion in the hands after gliding in 1st person view. Changed spread values of blade batarangs to improve their hitting chance when used in VATS. Increased Action points required in VATS for explosive batarangs from 12 to 18. Reduced health of blade batarangs to 1,000. Increased health of all armour pieces to 1,000. Added a new unarmed weapon: the Batfist. Modified the speed bonus: now, if you have speed of 100 or higher, it will add 75 units to your speed.
1.6, 04-01-2010 - Fixed Batcape textures. Fixed damage for the Classic batarangs - explosive, that I unintentionally lowered in version 1.4. Now their damage statistics are the same as they were in previous versions.
1.5, 02-01-2010 - Added the TDK batarangs to the crate in Hubris comics. Added another crate to Rivet City Marketplace, just beside the motorbike at the top of the stairs.
1.4, 01-01-2010 - Added The Dark Knight Batarangs. Changed the explosion visual effect of the Classic Batarang - Explosive to the one used by the Pulse grenades (blue). Added Increase speed bonus to the Batsuit. Added gliding ability to the Batcape. The Batsuit - All Items does not equip the Batcape anymore.
1.3, 24-12-2009 - Added sonar sound. Added Sonar eyes effect. Added optional FOSE funcionality to toggle sonar vision and eyes effect on and off using hotkeys.
1.2, 13-12-2009 - Fixed the duplicated batarangs issue.
1.1, 11-12-2009 - Fixed 1st person batarang meshes. Changed the way you can pick up the normal batarang.
1.0, 11-12-2009 - Initial release.


Contact
=======
You can contact me leaving a comment at the mod's thread, sending me a PM or leaving a comment at the mod's thread at the official forum: http://www.gamesas.com/bgsforums/index.php?showtopic=1046079.


You can find me on TESNexus as SydneyB: http://www.tesnexus.com/modules/members/index.php?id=259193.
You can find me on Fallout3Nexus as SydneyB:
http://www.fallout3nexus.com/modules/members/index.php?id=259193.
You can find me on the Bethesda official forums as Ashara: http://www.gamesas.com/bgsforums/index.php?showuser=364891.
You can find me on Clan Dlan as Ashara: http://www.clandlan.net/foros/index.php?showuser=6932.


Credits
=======
Thanks to Bethesda for creating Fallout 3.
Thanks to Skykappa for the Batarangs.
Thanks to The 3rd Type for the Batsuit pipboy icon.
Thanks to Skykappa and AndyW for helping me to fix the duplication of batarangs.
Thanks to Scanti for the Conformulator.
Thanks to Elminster for FO3Edit.
Thanks to tazpn for the kfupdater.
Thanks to Saltare for his flying script for Oblivion.
Thanks to Guerrero del Yermo for the reset animation.
Thanks to Kaw for the claws and thanks to Apachii and Loth DeBonneville for the original claws made for Oblivion.
Thanks to Xiamara for her Oblivion amulets that were the base of my Oblivion jewels which have been the base for the ones included here.
Thanks to LHammonds for the Readme Generator this file was based on: http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp.
Thanks to Fallout3Nexus.com for the a one-stop-shop resource for authors and players.
Thanks to all the modding community for all their tutorials, tools and help. Especially, thanks to the Clan Dlan, Bethesda Official Forum and the GECK Wiki communities.
Thanks to all of you that are using this mod and are helping me to improve it with your suggestions.


Tools Used
==========
Blender - http://www.blender.org
The Conformulator - http://www.tesnexus.com/downloads/file.php?id=9360
GIMP - http://www.gimp.org/
NIFSkope - http://www.niftools.org/
G.E.C.K.- http://fallout.gamesas.com/eng/downloads/geck.html
FOSE - http://fose.silverlock.org/
FO3Edit - http://www.fallout3nexus.com/downloads/file.php?id=637
Kfupdater - http://www.fallout3nexus.com/downloads/file.php?id=496
7zip - http://www.7-zip.org/
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp


Licensing/Legal
===============
You can reuse any part of this mod into your own mod but all I ask in return is that you give me credit if you distribute any part of this mod.
If you are using the Batarangs, give credit to Skykappa, too.
If you are using the Batsuit pipboy icon, give credit to The 3rd Type, too.
If you are using the reset animation, give credit to Guerrero del Yermo, too.
If you are using the claws, give credit to Kaw, Apachii and Loth DeBonneville, too.
If you are using the chokers and earrings, give credit to Xiamara, too.

User avatar
Kelly Upshall
 
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Joined: Sat Oct 28, 2006 6:26 pm

Post » Sun Mar 14, 2010 10:21 am

Please tell me you're throwing away the cape and hood... XD
User avatar
casey macmillan
 
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Joined: Fri Feb 09, 2007 7:37 pm

Post » Sun Mar 14, 2010 3:17 am

No, I was going to add them, too. But I can add them as separate objects so you can choose if you want to wear them or not :)
User avatar
Davorah Katz
 
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Post » Sun Mar 14, 2010 4:30 pm

dont forget the batman utility belt! and make it real overpowered like batman's original :D
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Josh Dagreat
 
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Post » Sun Mar 14, 2010 4:10 pm

yeh add them as seperate because what youv done spfar looks cool.
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lucy chadwick
 
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Post » Sun Mar 14, 2010 10:03 am

Yep, making them separate is always a good idea, considering that some people MAY like the Batman suit without the cape and hood :P
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Daramis McGee
 
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Joined: Mon Sep 03, 2007 10:47 am

Post » Sun Mar 14, 2010 2:19 pm

Yep, making them separate is always a good idea, considering that some people MAY like the Batman suit without the cape and hood :P


Yup, I for one would love to wear the suit without the cowl, cape and utility belt, please...Please dont include the bat symbol on the front on the separate version, I want it to look original :X
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Tiffany Holmes
 
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Joined: Sun Sep 10, 2006 2:28 am

Post » Sun Mar 14, 2010 3:28 am

Ok, I'll take all those requests into account :) I don't forget the belt, either, and will make it a separate object, too.
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chloe hampson
 
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Joined: Sun Jun 25, 2006 12:15 pm

Post » Sun Mar 14, 2010 10:16 am

I am working on a Batman suit taking as a model the new one in "the Dark Knight" movie :)

Here is a picture of the Batsuit from the movie:
http://i34.photobucket.com/albums/d122/AsharaStark/batsuitDarknight.jpg


Can you take the vanilla suite, this would be far more fun

http://artaban7.files.wordpress.com/2008/07/adam_west.jpg
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Karine laverre
 
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Joined: Tue Mar 20, 2007 7:50 am

Post » Sun Mar 14, 2010 9:14 am

No, Mr. Moe. I only mod what I want to use in my game and nobody else has made. I am leaving that to you :P
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Emily Martell
 
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Joined: Sun Dec 03, 2006 7:41 am

Post » Sun Mar 14, 2010 4:31 pm

Can you take the vanilla suite, this would be far more fun

http://artaban7.files.wordpress.com/2008/07/adam_west.jpg



No no noooo
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Ray
 
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Post » Sun Mar 14, 2010 6:34 am

:)
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Angela Woods
 
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Post » Sun Mar 14, 2010 12:14 pm

Do you think you could apply Havok and appropriate collision to the cape so it actually moves like a cape? That would be cool.
Great work so far, it looks very good.
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luke trodden
 
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Post » Sun Mar 14, 2010 7:57 am

Thanks FoxtrotZulu :)

I made a cape for my Lightning mod and the best thing I could do was to rig it to the spine bones. It doesn't look too bad when moving, but it doesn't move as a real cape either. You can see it in movement in the video Tftrashcan made: http://www.youtube.com/watch?v=0AcMejX6dDg
At least, batman's cape will move like that one, and if I can improve it, then I'll do it ;)
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Louise Lowe
 
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Post » Sun Mar 14, 2010 9:52 am

Thanks FoxtrotZulu :)

I made a cape for my Lightning mod and the best thing I could do was to rig it to the spine bones. It doesn't look too bad when moving, but it doesn't move as a real cape either. You can see it in movement in the video Tftrashcan made: http://www.youtube.com/watch?v=0AcMejX6dDg
At least, batman's cape will move like that one, and if I can improve it, then I'll do it ;)


That looks great, well done. :D
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{Richies Mommy}
 
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Post » Sun Mar 14, 2010 9:10 am

Thanks Foxtrot :)

Progress update on the armour :)

http://i34.photobucket.com/albums/d122/AsharaStark/WIPBatsuitfront-1.jpg

http://i34.photobucket.com/albums/d122/AsharaStark/WIPBatsuitback-1.jpg

I am also updating the first post ;)
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Bethany Short
 
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Post » Sun Mar 14, 2010 5:17 am

Can you take the vanilla suite, this would be far more fun

http://artaban7.files.wordpress.com/2008/07/adam_west.jpg



OH YEA BABY! Swing that batarang! You wild Batman you!


Looking fantastic Ashara and real happy the cape and cowl are still in. It wouldnt be Batman without em. This aint Ninja Man being created here :ninja:
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barbara belmonte
 
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Post » Sun Mar 14, 2010 6:05 am

nice work ash :)
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gemma
 
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Post » Sun Mar 14, 2010 11:00 am

Thanks a lot Hellbishop and Jaypack for your encouraging words :)
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kasia
 
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Post » Sun Mar 14, 2010 11:11 am

That is starting to look like something serious :D
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IM NOT EASY
 
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Post » Sun Mar 14, 2010 6:09 am

That is starting to look like something serious :D


yep looks good so far
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bonita mathews
 
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Post » Sun Mar 14, 2010 3:42 am

In the Christian Bale Batman Movies, Bruce's batsuit is built upon a military body armor that was too expensive for mass production. So, to see a 'bare' prototype being used in the wasteland lifted from some military contractor wouldn't be that lore breaking, and the extra 'bat' accessories could be made separate as a bonus.

That way, everyone wins.
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Katie Louise Ingram
 
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Joined: Sat Nov 18, 2006 2:10 am

Post » Sun Mar 14, 2010 3:16 am

Thanks a lot for your nice comments, Oblivious to Reality, Spiderpig and The 3rd Type :)

I am going to release it in two versions like I did in my FFXIII Lightning mod, one were you will equip everything at the same time and another one in separete pieces: the armour, the belt and the cape. The cowl will always be a separate component.
As requested before, I am also thinking of releasing alternate textures for the armour and the belt without the bat logo. That won't be too difficult because I am leaving the bat logos for the texture, so the mesh will be the same for both set of textures.

Even the Batman suit in itself shouldn't be too lore unfriendly, I think. After all there was a Hubris comics company that released some superhero stories and they could have made some of those superhero suits as part of their marketing strategy ;)
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Bereket Fekadu
 
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Post » Sun Mar 14, 2010 12:46 pm

Even the Batman suit in itself shouldn't be too lore unfriendly, I think. After all there was a Hubris comics company that released some superhero stories and they could have made some of those superhero suits as part of their marketing strategy ;)


Could also have it done by a crazed (even ghouled) scientist with a serious obsession towards such, and died (either by a SM invasion of his hideout, feral ghouls, etc) before he could become his idol.

A Grognak The Barbarian or two in that hideout and you're done with the lore :P
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Veronica Martinez
 
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Post » Sun Mar 14, 2010 2:52 pm

Lol! XD
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alicia hillier
 
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