Field Testing Liberty Prime

Post » Tue Apr 05, 2011 4:30 am

I posted a mod to FO3Nexus a few days ago, and a commenter suggested I plug it here. Basically, the Brotherhood of Steel recruit you to field test a prototype version of Liberty Prime that needs a pilot rather than being an autonomous robot. You get handed directions to the prototype and an Exoskeleton Interface Suit, then get set loose in the wasteland in a set of 40 foot tall robot armor.

It works pretty well as a fast travel replacement, and it's enormously fun to splatter stuff all over the wasteland with H-bombs, lasers, and a huge supersledge. Also, I'm pretty sure I've got one of the only working head lasers out there - you hit a hotkey, and the Liberty Laser fires from your eyes. If it sounds interesting, the link's below.

http://www.fallout3nexus.com/downloads/file.php?id=11932

I'll also have a reskinned Enclave version of it up in a couple of days, with different weapons to choose from. At the moment there's a separate file with the creature version of that plus a couple of other oversized enemies for you to battle.
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Erich Lendermon
 
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Post » Mon Apr 04, 2011 2:07 pm

Wow, this looks so neat.

I wonder, what did you need FOSE for? Like, which functions were a problem for regular geckspeak?
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Kelsey Anna Farley
 
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Post » Mon Apr 04, 2011 8:57 pm

Imp

You must have read my mind this kind of mod is something I have been hoping for, this could be big.
The Fallout version of Robot Jox battling robots for the capicial wasteland.
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James Wilson
 
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Post » Tue Apr 05, 2011 5:40 am

@ Tarrant

Off the top of my head, I needed FOSE for the Liberty Laser hotkey (its a projectile fired from a dummy object via fireweapon, not an actual weapon created in the GECK) and to disable a few specific control inputs while you were in the suit (you can't duck or activate objects, and if a limb gets crippled you can't walk or fire a weapon, depending on which it was). So, getkeypress, disablecontrol, and enablecontrol. I had also been using setnumericgamesetting to adjust fjumpfallheightmin to prevent fall damage (if you're running at freeway speeds you get thrown airborne, then die after falling 50 ft.) but got rid of it in exchange for just resetting the fall timer every couple of frames. There does seem to be some odd behavior regarding falling - if you get to high up, then stop running, you just remain there hovering in mid air, but it seems to do that with either method, or without.
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Keeley Stevens
 
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Post » Tue Apr 05, 2011 5:23 am

@ Tarrant

Off the top of my head, I needed FOSE for the Liberty Laser hotkey (its a projectile fired from a dummy object via fireweapon, not an actual weapon created in the GECK) and to disable a few specific control inputs while you were in the suit (you can't duck or activate objects, and if a limb gets crippled you can't walk or fire a weapon, depending on which it was).


mmmk thx
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Antony Holdsworth
 
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Post » Mon Apr 04, 2011 5:31 pm

Imp

You must have read my mind this kind of mod is something I have been hoping for, this could be big.
The Fallout version of Robot Jox battling robots for the capicial wasteland.


I've been wanting to do this for years (this and jetpacks), and somebody finally pointed out Gorrow333's Monster Costumes mod, which had the Prime armor. I couldn't believe nobody'd done it yet.
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Amy Gibson
 
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Post » Mon Apr 04, 2011 4:22 pm

http://www.youtube.com/watch?v=uj4hN4wm0Dk this is pretty cool! :)
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sam westover
 
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Post » Mon Apr 04, 2011 11:25 pm

I've been wanting to do this for years (this and jetpacks), and somebody finally pointed out Gorrow333's Monster Costumes mod, which had the Prime armor. I couldn't believe nobody'd done it yet.


Robots and Jetpacks Christmas has come early
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Amy Siebenhaar
 
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