Jet Pack Type Mod?

Post » Tue Aug 24, 2010 12:29 pm

Fly around the wastes with your own jetpack. Newly added fuel guage, speedometer, jetpack flames, collision detection, and many fixes for the jetpack nif. Click the spoiler below for the full readme.

Spoiler

Jetpack Mod

Jetpack.esp

This mod requires the latest version of FOSE (currently v1.2 beta2.7z)
You can download FOSE here http://fose.silverlock.org/

--------
Updates
--------

6/25/10

Flames are now added to the jetpack when in flight mode. (thanks to weijiesen and Ghogiel for creation and rigging of the FX)

The jetpack mesh has been re-rigged and optimized. Numerous issues where fixed on the jetpack nif
Added dismemberment to the jetpack nif
Set up collision and havok for the jetpack ground model
Fixed numerous issues with the jetpack inclucing the harness clipping (should work with most armors now) Corrected the alpha transparencys on the jetpack labels
Exhaust pipes are now rounded properly
Re-aligned the flame FX to properly display in game.
All this is thanks to Ghogiel.

Added a collision model when flying with the jetpack. Now if you collide with a world object you will bounce back. Depending on the speed the player is moving when hitting an object the screen may shake, blood spatters may appear on screen, and he may lose some health. Player will also make grunts when impacting objects.

When you hit an object you will rebound for about 1 second. For that second control of the jetpack is disabled. When control is returned there is about a 2 to 3 second delay before collision detection resumes. This is so that if something goes wrong and you find yourself stuck inside some mesh, you have time to move clear.

If collision seems to be disabled during flight turning off the jetpack, and restarting it will restore it.

Collision is disabled when the player is firing his weapon to avoid issues where the player creates a collision event by the bullets hitting the collision mesh.

6/11/10

Added HUD elements that display jetpack fuel level, and player speed in MPH when the jetpack is equipped. Thanks to "Imp of the Perverse" for this addition. Seep install instructions for specific details on using this update with "DarNified UI F3".

When the fuel gets below 50 units the fuel display will turn red. If the fuel drops below 30 units the fuel display will flash on and off and an alarm will sound every 4 seconds until the jetpack is shut down, or runs out of fuel.

The fuel and speed display can be positioned where you want it. Hold down the run key until the normal HUD elements disappear, then while still holding the run button use the arrow keys to reposition the display. When it is where you like it release the run key.

Fixed a script error that would allow the player to fly even when the jetpack was un-equipped.

-------
Intro
-------

This mod adds a working jetpack that will allow you to fly in exterior cells. The jetpack uses flamer fuel at a rate of about 2 units per second while thrusting in any direction, and 1 unit per second while idle.

----------------------
Acquiring the Jetpack
----------------------

On the west side of the Springvale School there is a new door to the Superintendent's Basemant, and near that door is a fenced in area with a high tension power line. Inside the fenced in area you will find Superintendent Joe, dead wearing the jetpack. He also has a key to the Superintendent's Basemant door. You will not be able to use the jetpack until you have read the Operators manual. Take both and enter the basemant. Inside the basemant is another jetpack on the table that Joe was working on. This is just a static item with no collision so you can't take it.

Access the terminal in this room to unlock the floor safe, or just pick the lock on the floor safe. Both require a minimum of 50 in the applicable skill. Inside the floor safe is the Jetpack Operators Manual. Reading this book will train you to use the jetpack.

The basemant can be used as a player home, but be aware of the enemies nearby. All containers are safe in the basemant other than the Garbage can. It is set to respawn so it can be used to get rid of unwanted items.

----------
About Joe
----------

Joe was suffering from advanced radiation sickness, as can be assumed by the IV stand and Radaway near his bed. Joe crafted the jetpacks to help him travel quickly to medical locations, and other areas where radiation medicine was to be found. It's not clear how Joe died. Perhaps he succumbed to the sickness trying to get the radaway and medical supplies inside the fence, or maybe he crashed into the power lines on one of his many flights to and from the basemant.

All that is know is that Joe was quite mad, thinking himself the superintendent of a school long since taken over by violent raiders. The fact that the raiders never killed him could have been due in-part to the amusemant they got from the old man thinking they were school children, and frequently scolding them for their errant behavior.

-------------
Instructions
-------------

With the jetpack equipped pressing the grab button and jump button at the same time will start you flying. Then just use the directional controls and mouse to move along the X/Y axis. Pressing jump will increase altitude, and sneak will lower altitude. The use button will turn the jetpack off so make sure you are close to the ground when pressing it.

When the jetpack is in flight mode the controls forward, back, left, right, jump, and sneak will be unbound. This is to prevent the normal animations from playing while flying. Those controls are restored if you die while flying, or if you stop flying using the use button.

It is recommended not to save while flying as the unbound controls will be saved that way and if you load another save where you are not flying you will have to rebind those controls.

At this point there is no collision with objects while flying. The controls offer pretty precise handling so avoiding objects should not be a problem.

Pressing the grab button while flying will display the amount of fuel left.

When the fuel gets below 50 units the fuel display will turn red. If the fuel drops below 30 units the fuel display will flash on and off and an alarm will sound every 4 seconds until the jetpack is shut down, or runs out of fuel.

The fuel and speed display can be positioned where you want it. Hold down the run key until the normal HUD elements disappear, then while still holding the run button use the arrow keys to reposition the display. When it is where you like it release the run key.

-----------
Known Issues
-----------

This game obviously wasn't designed with flying in mind, so some buildings don't have collision on their roof tops, and some are missing the roof completely. There are also a number of areas that aren't meant for the player to see. Flying out of or into a world space like Megaton will put you in an area that is not designed for gameplay. Same for most of downtown DC.

When using the grab key to carry the jetpack it rotates. This may be fixed in a future update.

The jetpack uses the add-on slot 1, and the flames use the backpack slot so may not work right with other items equipped that use the same slots.

------
Credits
------

VaiN (aka NDG474) - jetpack model and textures
Contact VaiN at the following link if you want to use his mesh http://www.fallout3nexus.com/downloads/file.php?id=12553

Bonedog - Edit of the jetpack model and textures to correct issues with them not displaying properly

Imp of the Perverse - Jetpack fuel, and speed HUD display. b3jetpackHUDquest script.

weijiesen - Created the flame nif for the jetpack

Ghogiel - Re-rigged and opitimzed the jetpack nif and cut the file size by 20%
Added dismemberment to the jetpack nif
Set up collision and havok for the jetpack ground model
Fixed numerous issues with the jetpack inclucing the harness clipping (should work with most armors now) Corrected the alpha transparencys on the jetpack labels
Exhaust pipes are now rounded properly
Re-aligned the flame FX to properly display in game.


-------------
Installation
-------------

Extract the contents of this archive to the Fallout 3 folder. Select the Jetpack.esp in the data files section, and launch the game.

Specific instructions for the HUD elements. If you don't use a UI mod then you don't need to do anything other than install this mod. However if you are usind DarNified UI F3, for instance, you will need to check for the file

"hud_main_menu.xml"

in the

"Data\Menus\main"
folder. If that file is there then you should delete the one from this archive before installing to prevent it overwriting you existing HUD mods.

Then add this line



to your

"hud_main_menu"

file found in the

"Data\Menus\main"

folder, before the last line

"".

That file can be opened with note pad to allow editing.

More specific install instructions from Imp of the Perverse concerning the HUD elements.

1) Navigate to "Fallout 3\Data\menus\main", and check to see if hud_main_menu.xml is there.
2a) If it is not, or if that folder does not exist, paste both the .esp file and "menus" folder in this mod's data directory into your data directory, as with any other mod. Check the .esp in a mod manager, and you're done.
2b) If it is there, open it up using a text editor. Scroll to the bottom, and just above the last line, add:


The last two lines will then look like:




3) Paste the folder "menu\prefabs\XXXX" from this .7z into your data directory, maintaining that file path.
4) Paste the .esp into your data directory, check it in a mod manager, and you're done.


Once installed, check to make sure any further mods you install do not overwrite hud_main_menu.xml. If they do, re-add the "include" line once the file has been overwritten. If you're not sure, check (it should be pretty apparent, the hud counters will disappear the next time you play the game).


New video showing the jetpack model in game
http://www.youtube.com/watch?v=viIGr8tTfog

Download the mod here
http://www.fallout3nexus.com/downloads/file.php?id=12895
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Tue Aug 24, 2010 2:08 pm

Very cool! I can't make models, but you definitely need one with some Mr. Gutsy jets shooting out of the pack when flying. I'd love to see the script, though. Well done. :thumbsup:
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Tue Aug 24, 2010 4:49 pm

that would be useful and totaly awsom
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Tue Aug 24, 2010 11:38 am

Cool, I've been wanting a jetpack for a really long time. You'll have to work in something like the Tackle perk in Sprintmod where you either shoulder check or divebomb enemies.

One thing I've noticed working on a different mod - if you jack up the movement speed too much there seem to be stability issues. It's either a texture loading thing or a problem with loading too many cells in quick succession.
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Tue Aug 24, 2010 2:52 pm

Cool, I've been wanting a jetpack for a really long time. You'll have to work in something like the Tackle perk in Sprintmod where you either shoulder check or divebomb enemies.

One thing I've noticed working on a different mod - if you jack up the movement speed too much there seem to be stability issues. It's either a texture loading thing or a problem with loading too many cells in quick succession.


I'm going to use either a speed setting menu, or a timer that counts FPS and adjusts the top speed variable to keep this from happening. Getting collision to work properly is something I need to work out also, I have a few ideas that I will try but nothing I'm sure of yet.
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Tue Aug 24, 2010 5:30 pm

Getting collision to work properly is something I need to work out also, I have a few ideas that I will try but nothing I'm sure of yet.


Are you using TCL to get airborne, or trying to add in damage to the player if they hit something while moving too fast?
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Tue Aug 24, 2010 7:05 pm

Very cool idea. Something I would recommend later on is some sort of fuel consumption using the flamer fuel. That would help limit the use to keep people from wanting to fly around non-stop at high speeds. Also it would be cool if you lose altitude when not thrusting upward (jump key). I would help you with the model but my current attempts at getting one from blender to geck have been epic failures. Anyways, the video looks really smooth, I'll keep an eye on this for sure.
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Tue Aug 24, 2010 10:43 am

Are you using TCL to get airborne, or trying to add in damage to the player if they hit something while moving too fast?


No TCL just using SetPosition to move in the selected direction. Problem is that it basically ignores collision with objects and you can fly right through things. The ground stops you though. I'll try a few ideas in the next few days to see what I can get.

Very cool idea. Something I would recommend later on is some sort of fuel consumption using the flamer fuel. That would help limit the use to keep people from wanting to fly around non-stop at high speeds. Also it would be cool if you lose altitude when not thrusting upward (jump key). I would help you with the model but my current attempts at getting one from blender to geck have been epic failures. Anyways, the video looks really smooth, I'll keep an eye on this for sure.


Flamer fuel is probably something I will do, that's an easy addition. Probably losing altitude slowly will go in also, that's another easy one.
User avatar
Trish
 
Posts: 3332
Joined: Fri Feb 23, 2007 9:00 am

Post » Wed Aug 25, 2010 1:18 am

have it be part of a power armor suit "Jet (Power) Armor"
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Tue Aug 24, 2010 8:32 pm

This would be sweet! Even if it was only for short distances to jump over cliffs/obstacles; or to soften landings from long falls, it would be awesome
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Tue Aug 24, 2010 12:37 pm

No TCL just using SetPosition to move in the selected direction.


In brainstorming on how to make a http://www.fallout3nexus.com/downloads/file.php?id=12041 work with PKleiss, he came up with the idea to have an invisible creature like a turret hover somewhere directly in front of your face or above your head, blasting away automatically like the predator's shoulder cannon. If you can fly around with setpos, it makes me think that might actually work.

Another thing, it would probably be unrealistically tedious to implement for all of DC, but if you could find some range of X,Y marking the boundary of open air worldspaces like Megaton and Paradise falls, there might be a way to automatically move the character into that worldspace when they cross the boundary, so you could fly into Megaton. If that worked you could technically do Downtown DC, but there's probably too much and too much irregularity, it would take forever.
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Wed Aug 25, 2010 2:00 am

Flying to enter cities does sound cool. For megaton and Paradise Falls you could probably just use a series of triggers inside and out, but they would probably conflict with mods that alter those locations. Maybe that could be an optional add-on for a later release? But yeah, DC wouldn't be easy if possible at all, but it would be nice to not have to take the tunnels for a change.

I can't say I'm too fond of the 'power armor jet pack' idea. I'm one of those strange lore-benders that like to remove 'power' gear from the game. Check out http://www.fallout3nexus.com/downloads/file.php?id=5424 if you haven't already. It has the power armor jet backpack thingy as a separate piece. You could mix that with a couple of ammo straps to make it look like a jetpack. Although personally I would prefer to see a new model of a rustic scrapped together wastelandish version. I'm surprised no one else has volunteered to make one. I could take a jab at it if no one else wants to.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Tue Aug 24, 2010 10:11 am

Here is a link to an open source jetpack model that I think could work nicely with a little editing. It already has straps but needs the human model removed. There is also some sounds, and effects to consider that I think could be added to the model and called from a script using playgroup. http://sketchup.google.com/3dwarehouse/details?mid=c11227791980bc9dab16f8c4ba9ed578 It's pretty accurate to jetpacks in use today. Worth looking at anyway even if it can't be made to work it's a good example of how to construct one.

It may be possible to use trigger zones for moving between world spaces. That's something I can take a look at later.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Tue Aug 24, 2010 10:59 pm

Here is a link to an open source jetpack model


Good find, thanks. I will definitely use it as a reference if nothing else. Would love to add some animations and sounds as well, but it may take me some time to learn all that. I can start a new thread for it, if it get's to that point. We'll see what I can cook up. :)
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Tue Aug 24, 2010 1:53 pm

Cool, take as much time as you need. I still have work to do on the script, and this week I have been pretty busy with other things. One thing I'm not sure of is having control handles. The way the script is now you can use your weapon, and I'm pretty sure most people will want it that way. Adding control handles, and having the player hold them would probably make using a weapon difficult. I know it would be more realistic but of course some sacrifices have to be made somewhere.
User avatar
Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Wed Aug 25, 2010 12:01 am

Adding control handles, and having the player hold them would probably make using a weapon difficult. I know it would be more realistic but of course some sacrifices have to be made somewhere.

Does Boba Fett need control handles?

exactly B)
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Tue Aug 24, 2010 7:31 pm

Wouldn't it become a problem if people tried landing on top of buildings, where the collision meshes and textures are all off, never mind when their flight path should be taking them into another worldspace.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Wed Aug 25, 2010 12:53 am

Wouldn't it become a problem if people tried landing on top of buildings, where the collision meshes and textures are all off, never mind when their flight path should be taking them into another worldspace.


Of course it will. People will have to use some common sense in those situations. The game obviously isn't designed with flying in mind. Warping the player into a new world space can be done with trigger zones though, just would need a lot of work in the DC area.
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Tue Aug 24, 2010 10:58 pm

Adding control handles, and having the player hold them would probably make using a weapon difficult. I know it would be more realistic but of course some sacrifices have to be made somewhere.


So should I just remove the control handles form the model? Or leave them there and not worry about making a pose animation for it?

Making some progress with the model. I have it all positioned and modified quite a bit. I'm now in the progress of replacing many of the parts with parts of vanilla items. I'll post some screens when I get some more finished.
User avatar
Laura Ellaby
 
Posts: 3355
Joined: Sun Jul 02, 2006 9:59 am

Post » Tue Aug 24, 2010 9:35 pm

So should I just remove the control handles form the model? Or leave them there and not worry about making a pose animation for it?

Making some progress with the model. I have it all positioned and modified quite a bit. I'm now in the progress of replacing many of the parts with parts of vanilla items. I'll post some screens when I get some more finished.


Sounds great! I'm not sure on the handles, might be possible to only use an animation for them when the player is not using a weapon. I say leave them for now in case it can be worked out.
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Tue Aug 24, 2010 8:07 pm

Of course it will. People will have to use some common sense in those situations. The game obviously isn't designed with flying in mind. Warping the player into a new world space can be done with trigger zones though, just would need a lot of work in the DC area.

A lot of the problems of flying into troublesome areas could be avoided by limiting flight time to allow for only brief hops.
This would allow the player to reach high areas, make cool 'death from above attacks', and skirt some obstacles without the problems of extended flight leading over 'restricted' airspace.

In any case, real H2O2 jet packs have a max flight time of only around 30 seconds.
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Wed Aug 25, 2010 2:21 am

A lot of the problems of flying into troublesome areas could be avoided by limiting flight time to allow for only brief hops.
This would allow the player to reach high areas, make cool 'death from above attacks', and skirt some obstacles without the problems of extended flight leading over 'restricted' airspace.

In any case, real H2O2 jet packs have a max flight time of only around 30 seconds.



The problem with that is it takes less than 5 seconds for someone to fly into one of these areas.

Anyway I have a few more things worked out. I set the script to use flamer fuel to fly, and it consumes 1 fuel unit every second at idle, and 2 when thrusting. When the fuel gets below 30 there is an alarm sound and a message displayed every 4 seconds until you land, or the pack runs out of fuel, at which point you will fall to the ground and possible die if still flying.

I also changed the script so that the HUD is not turned off when flying.

Set it up so that while you hold a direction button you will continue to thrust in the direction (up to a maximum speed set in the script), but when you release the button you will slowly decelerate back to 0. This only applies to directional movement along the x/y axis. Z height will be maintained when the button is released, but I may try it the other way and see how it goes.

Still don't have collision working while flying. I'm not sure I can even get it to.

Getting sounds working is also something I have not been able to work out in an acceptable way. Playing sounds from a script just doesn't work well as there is no way to stop a looping sound once it's started.

So that's where it stands right now. Flying is at least very fluid and controllable.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Tue Aug 24, 2010 11:17 pm

Thought I'd go ahead and post some screenshots of the model so far.

http://img217.imageshack.us/img217/4711/screenshot04m.jpg http://img685.imageshack.us/img685/6661/screenshot03z.jpg http://img340.imageshack.us/img340/5052/screenshot02vq.jpg http://img101.imageshack.us/img101/1077/screenshot01b.jpg http://img80.imageshack.us/img80/4886/screenshot05b.jpg http://img101.imageshack.us/img101/9316/screenshot06l.jpg

All of it was made with items from the game. It still needs the belts and some texture variation. Let me know what you think.

Also, about the fuel consumption. Have you thought about how to show how much fuel the player has while flying? If they are wielding weapons then you can't just use the ammo display. Any thoughts?

Edit: nevermind heh. posted while i was typing this. :P

As for the sound. How about using sound markers and having them move with the player. Then you could just enable/disable the markers? Not sure if that's possible, just a thought.
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Tue Aug 24, 2010 6:31 pm

That looks really good, nice work :thumbsup:

I set it so that if you press the Grab key it will show you how much fuel is left. Forgot to mention that.

I tried using sound objects but moving them around doesn't relocate the sound. Maybe moving them back to a holding cell between would work somewhat, but would still cause delays and oddities as the sound stops and restarts.
User avatar
Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Tue Aug 24, 2010 11:38 am

That looks really good, nice work :thumbsup:

I set it so that if you press the Grab key it will show you how much fuel is left. Forgot to mention that.

I tried using sound objects but moving them around doesn't relocate the sound. Maybe moving them back to a holding cell between would work somewhat, but would still cause delays and oddities as the sound stops and restarts.


Cool, if you have any suggestions let me know.

What if the sound is 2D instead of 3D so it plays at the same volume regardless of location? There's gotta be a way to do it.
User avatar
Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Next

Return to Fallout 3