[WIPZ] TUPAM: NV

Post » Fri May 07, 2010 8:49 pm

I decided I am going to start work on a New Vegas edition of my Fallout 3 mod TUPAM. This mod is going to include night vision for compatible armors, appropriate stat bonuses etc. It will also make using certain armors over others more worthwile based on playstyle and include NCR ranger armor and alternative ways to obtain power armor training. See my signiture for links to TUPAM. Any suggestions or requests can go in this thread and I will begin work asap.
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BEl J
 
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Post » Fri May 07, 2010 4:38 pm

Care to make under armors work like they are supposed to? As under-armors? ^.^

Kills me it wasn't included in vanilla. But luckily we have a nice little community here that enjoys enriching the game. Wasn't gonna say anything, but you mentioned to include any possible suggestions.
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Elisha KIng
 
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Post » Fri May 07, 2010 9:57 am

Care to make under armors work like they are supposed to? As under-armors? ^.^

Kills me it wasn't included in vanilla. But luckily we have a nice little community here that enjoys enriching the game. Wasn't gonna say anything, but you mentioned to include any possible suggestions.


Can you clarify what you mean? Your statement is confusing to me but if I understand it better I can get to work on it.
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Joey Avelar
 
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Post » Fri May 07, 2010 7:01 pm

Can you clarify what you mean? Your statement is confusing to me but if I understand it better I can get to work on it.

Take a look at Imp's powered power armor mod for FO3 - one of the many things that mod does, is what he is talking about here.

(The "Recon Armor" was supposed to be what is worn underneath PA -- so the idea is that you actually CAN wear it underneath... not in any graphical sense, but in a way that adds to your protection or gives you some other benefit, while wearing PA with the underarmor... seriously, check out powered power armor though, that should help clear it up for you)
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adame
 
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Post » Fri May 07, 2010 8:20 pm

Care to make under armors work like they are supposed to? As under-armors? ^.^

Kills me it wasn't included in vanilla. But luckily we have a nice little community here that enjoys enriching the game. Wasn't gonna say anything, but you mentioned to include any possible suggestions.


I'm planning on porting Powered Power Armor over to New Vegas as soon as NVSE gets released. I could do it sooner in a sort of limited form, but I've got two major mods to convert and wanted to be able to do a direct copy of at least one of them without having to edit too much. Anyway, as DarkUncleBoh says it adds working UnderArmors. It should also be compatible with TUPAM, as far as I know.
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Greg Cavaliere
 
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Post » Fri May 07, 2010 3:31 pm

I'm planning on porting Powered Power Armor over to New Vegas as soon as NVSE gets released. I could do it sooner in a sort of limited form, but I've got two major mods to convert and wanted to be able to do a direct copy of at least one of them without having to edit too much. Anyway, as DarkUncleBoh says it adds working UnderArmors. It should also be compatible with TUPAM, as far as I know.


If he is gonna convert it then I will just focus on converting Tupam over.
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Amanda savory
 
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Post » Fri May 07, 2010 2:26 pm

I'm trying to come up with some reasonable penalties for wearing power armor, I sort of tradeoff for the increased DR etc. Any suggestions would be great, or should I just not have any penalties.
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Marie
 
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Post » Fri May 07, 2010 6:40 pm

If you have texture editing skills maybe you can make the armor look like more of a tank instead of a buffed-up combat armor. I think that it should have a weak spot in the fan part. I believe there should a sneak penalty.
Edit. Maybe you could add a modification where the player can either add binocular like zoom or night vision
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KU Fint
 
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Post » Fri May 07, 2010 9:26 pm

Power armor is bulky, but powered to assist movement. For that reason, I think it would make sense for it to decrease anything requiring coordination. Also, given the restricted freedom of motion and the helmet setup, it would make sense to me that it would decrease vision-related things.

So
+ strength
- perception
- agility
- movement speed
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Gen Daley
 
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Post » Sat May 08, 2010 12:17 am

Yeah night vision will be added etc. If you used my FO3 version it had these things.

The penalties I had in FO3 version were lockpicking sneaking and agility. The agility penalty was removed after you got power armor training, how does this sound?
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CHARLODDE
 
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Post » Fri May 07, 2010 8:28 pm

I have actually warmed up to the slower run rate with power armor. Its a very real trade off. Try and outrun the really nasty wasteland critters, or just know your going to have to fight it out. Agl/lockpick penalty seems to easy to sidestep or ignore. Not many folks will carry multiple sets of armor for those odd occurrences when you want to outrun critters :)
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Curveballs On Phoenix
 
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Post » Fri May 07, 2010 11:34 am

Yeah... sneaking, agility, and movement speed seem to be the way to go (with agility penalty being lessened / negated by PA training). Possibly perception penalty from PA helms (being negated by PA training) as well.

Lockpicking is just too easily sidestepped, and when your 50 lockpick skill is down to 40 because of your armor, when you find a lock that you need 50 to be able to attempt, who ISN'T going to strip for a few seconds... just makes it an annoyance rather than a game element IMO.
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Anthony Diaz
 
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Post » Sat May 08, 2010 12:05 am

I am thinking that I'll make the version 0.1 release of Phalanx be an .esm, which will help facilitate compatibility with TUPAM and mods like it.

I bring this up here because I know that at least as of recently, Drag0ntamer had wanted to use Phalanx in his own game, so....
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Danny Warner
 
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Post » Fri May 07, 2010 9:37 am

I am thinking that I'll make the version 0.1 release of Phalanx be an .esm, which will help facilitate compatibility with TUPAM and mods like it.

I bring this up here because I know that at least as of recently, Drag0ntamer had wanted to use Phalanx in his own game, so....


I've always used Phalanx, especially when my textures were in the FO3 version, call me vain lol. Yeah I'll admit, lockpicking is an annoyance. Movespeed with sneak and then agil and perception which can be negated after getting the training seems good. Now I just got to get a Night Vision script working and I should be good to go.
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Code Affinity
 
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