[WIPz] Power Armor Redone

Post » Fri Oct 09, 2009 3:19 pm

try this...

/scissors

as for making the explosion not do any damage...you could simply create a copy of the Plasma Explosion, rename it to your liking, then set its damage to 0.
Also...based on your script...the sound and the explosion will start on the same frame, was that what you intended?


No, that wasn't what I was going to do, I was going to put in a ~5 second timer before the explosion and kill actor, so the npc dies and you hear the tamper warning, then 5 seconds and boom. . .maybe even three seconds. Just a short little delay between the two.

I am trying that script out now to see if it has the desired effect and hopefully I will be back on track.

Edit: Yeah, I'm not doing something right, they're not going pop like they should. I guess I will try setting up and "IF" to see if I can make them explode.
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bimsy
 
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Post » Sat Oct 10, 2009 6:22 am

Bah, I can't get a timer to work with the script that gets put on the NPC, and I can't get the armor script to do anything, so I am just going to go with a slightly modified version of what I originally did but instead of the normal explosion i will use my substituted 0 damage explosion so that it is just for effect.

I hope this works at least, if not then I'm lost.
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Sarah Kim
 
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Post » Sat Oct 10, 2009 1:43 am

Regarding the effect list, you can freely use the little esp i did for my power armor mod that remove that problem...

All bonus are shower as "3 letters tickers" and it's language-indipendent since in Italian for exemple even usual mods that add 1 or 2 effects make the game crash.

I upload the file stand-alone in my website: http://www.wastelandonline.it//download.php?view.12

(right click the blue arrow and save it otherwise the browser open the esp file :P )

Maybe you have already did the same, but if you need feel free to use this.

PS: it was made a long time before GECK, so maybe now have to be adapted to the new way of doing mods :)


Edit: I was right clicking and trying to save it, but firefox kept saving it only as a notepad file and not as gamesas file. I corrected the problem and will be testing it shortly.

Edit: just adding really quick that the armor now explodes on death of the soldier. I had to put the script in the template to make sure it filtered down to all soldiers, and I will be testing it in a moment. This means it will probably be incompatible with anything that changes the armor or the soldier. I tried to just script the armor to make the mod a bit more accepting, but I just couldn't do it.


Edit2: Ummmmm, ooooooops. I think I did something wrong in my new tinkerings with trying to add a timer, because now every(test) soldier goes boom as soon as he loads. . .*gets a mental image of an enclave engineer looking at a pile of circuits, armor and body parts and then saying "well theeres yer problem!"*

At least now I know the explosion is working. . .you guys do not know how hard I am laughing right now
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Jynx Anthropic
 
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Post » Sat Oct 10, 2009 3:56 am

Soldiers go boom now. On death, no damage(just for effect).

Just waiting on speech now and then I can move on with making the next NPC. Think I might go with a female this time, but I am still unsure as to even the personality that will be associated with the second NPC so it can wait.
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c.o.s.m.o
 
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Post » Fri Oct 09, 2009 9:54 pm

Soldiers go boom now. On death, no damage(just for effect).

Just waiting on speech now and then I can move on with making the next NPC. Think I might go with a female this time, but I am still unsure as to even the personality that will be associated with the second NPC so it can wait.

Dialogs are finished as well as the Holo-Tape text...just waiting on your verification before it gets sent off for voice acting.

Looks like things are nearing completion (finally :P) It's almost kinda sad...my role in this is pretty much over (aside from minor tweaks here and there, maybe an idea or 2)
Can't wait to see the finished product!

TheDamned
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Lory Da Costa
 
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Post » Fri Oct 09, 2009 5:32 pm

Dialogs are finished as well as the Holo-Tape text...just waiting on your verification before it gets sent off for voice acting.

Looks like things are nearing completion (finally :P) It's almost kinda sad...my role in this is pretty much over (aside from minor tweaks here and there, maybe an idea or 2)
Can't wait to see the finished product!

TheDamned


[WIPZ] are almost always "nearing completion" :lmao: and yet almost never are. I myself keep thinking up new ideas I want to do(like how someone suggested all power armor needs to be rebuilt before it can be used, I'd love that) to keep stacking things into this one.

Not sure how people feel about having to fully rebuild power armor(schematics would be hard to find and then you'd have to get all the pieces together and have the repair skill) as it would require craft(i would rather have the player doing the rebuilding than a quest NPC any day) and a few characters to get the schematics from(and they wouldn't be cheap) and of course you would have to salvage many suits of armor just to make a single one that it may not even be worth it.

Once this iteration of my mod comes to fruition I will make a poll to see how people feel about it, which at that point I will either go ahead and get to work on it, or nix the whole thing depending on how everyone decides.
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James Shaw
 
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Post » Fri Oct 09, 2009 4:23 pm

[WIPZ] are almost always "nearing completion" :lmao: and yet almost never are. I myself keep thinking up new ideas I want to do(like how someone suggested all power armor needs to be rebuilt before it can be used, I'd love that) to keep stacking things into this one.

Not sure how people feel about having to fully rebuild power armor(schematics would be hard to find and then you'd have to get all the pieces together and have the repair skill) as it would require craft(i would rather have the player doing the rebuilding than a quest NPC any day) and a few characters to get the schematics from(and they wouldn't be cheap) and of course you would have to salvage many suits of armor just to make a single one that it may not even be worth it.

Once this iteration of my mod comes to fruition I will make a poll to see how people feel about it, which at that point I will either go ahead and get to work on it, or nix the whole thing depending on how everyone decides.

Oh shoot!...I think that would be awesome! It would give Power Armor the epic feel it should have had to begin with. In oblivion most of the high-tiered armors you could only get at a certain level...which made sense for that game, but given the Fallout world it's just not as plausible. Having to build it yourself would give a great sense of immersion and success (once its finished) I think you could make finding the schematics simple yet effective. For the outcast schematic it would just be getting into their fort and finding it there...for the enclave, well, you already have that worked out...for the BoS maybe buying off that woman in the armory and for the standard PA you find from merchants, the schematic could be sold by Lucky once you invest in his shop enough.

just some thoughts!
TheDamned
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quinnnn
 
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Post » Sat Oct 10, 2009 4:22 am

Oh shoot!...I think that would be awesome! It would give Power Armor the epic feel it should have had to begin with. In oblivion most of the high-tiered armors you could only get at a certain level...which made sense for that game, but given the Fallout world it's just not as plausible. Having to build it yourself would give a great sense of immersion and success (once its finished) I think you could make finding the schematics simple yet effective. For the outcast schematic it would just be getting into their fort and finding it there...for the enclave, well, you already have that worked out...for the BoS maybe buying off that woman in the armory and for the standard PA you find from merchants, the schematic could be sold by Lucky once you invest in his shop enough.

just some thoughts!
TheDamned


Yeah, but I was thinking that you had to rebuild the limbs and torso then put it all together(helmets would be single schematic). So basically a left leg, right leg, left arm, right arm, torso, helmet and then the full armor(legs+arms+torso). I think the hardest part would be making a model to stand in for the leg/arm/torso because that would require a modeler.

So I would probably make it fairly basic but require a ton of components and scrap and all kinds of other stuff just to make one suit. Just x components, y scrap metal, z of another item and then probably a few batteries to provide the power. I'd love to break it down into limbs but I just don't know how to make a model for the items.
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Daniel Brown
 
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Post » Fri Oct 09, 2009 9:41 pm

Just a slight update. I have completed the list of items you will need in order to upgrade MKII into Tesla armor, I have successfully used FOMM to change the AVIF data so that effects are displayed as their abbreviated version(I have all the abbr. written down so I can add them to a note you automatically receive when you load this mod), I have made the first NPC not hostile to the player, and his weapon is much stronger now(still have to package him and setup his dialogue though, kinda getting annoying doing this part xD). Enclave troops now boom properly, and the script is on the armor and not the person so there is less of a chance of incompatibility.

That is all I can think of at the moment, man my brain is rattling after messing with that script so much.
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Lizzie
 
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Post » Fri Oct 09, 2009 10:54 pm

Cool, I got the speech files, so now I can complete the holotapes and set up all of the dialogue and .lip files. I think I will tackle the holotapes first as that will be the simplest part. I have yet to find my oblivion disk to reinstall it so I can make the .lip files, but I think I need to find a tutorial on this subject so that I do it right and don't make the NPC(s) look/sound funny.



Edit:Mai gramerz are teh gudest
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Cccurly
 
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Post » Fri Oct 09, 2009 4:56 pm

I just found your topic while looking for some PA mods, and I have to say it really looks interesting!

I'm not entirely happy with PA in vanilla and so far your mod is the one closest to how I would like it done I guess.
Just a couple of questions and thoughts (sorry if you already wrote something about this and I just missed it):

Do you still need PA training to use PA? Basically I don't think its a bad thing, as it serves as a limiting factor to obtaining PA, but maybe another way to get it would be nice (if you don't want to do the MQ), maybe a terminal close to the T51 from "You gotta shoot..."

Is your mod allready available for download?

I'm not sure about what to think of Talon mercs in PA.
I guess I can live with it, but hopefully it won't be to many (they can already be a pain-in-the-ass on mid-level for goodies)
Anyway, I think the T47 would make more sense for them as even the BoS isn't supposed to have many T51's in service.
However, it's understandable if you don't wanna change that after the work that has already gone into it.

I really like the idea of not being able to find the APA right away. In vanilla the original BoS PA didn't make much sense for the player, as Enclave PA was available at the same time (and in big numbers, too).
Personaly I think blowing the Enclave soldiers up only after you try to loot them would make more sense, but I don't know if it is possible to implement.

One more thing: maybe you could give the PA a (small) Strength bonus in addition to the carrying bonus? Not all melee chars maximize their strength right away...
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Lloyd Muldowney
 
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Post » Sat Oct 10, 2009 6:21 am

I just found your topic while looking for some PA mods, and I have to say it really looks interesting!

I'm not entirely happy with PA in vanilla and so far your mod is the one closest to how I would like it done I guess.
Just a couple of questions and thoughts (sorry if you already wrote something about this and I just missed it):

Do you still need PA training to use PA? Basically I don't think its a bad thing, as it serves as a limiting factor to obtaining PA, but maybe another way to get it would be nice (if you don't want to do the MQ), maybe a terminal close to the T51 from "You gotta shoot..."

Yes, it does still require power armor training, but I noticed there are several mods out there that add new ways to get power armor training, besides the fact you get it for completing the Operation Anchorage DLC. I will probably be including a method to obtain the training in this mod, but I have my hands full with a few of the larger things at the moment(NPCs are a pain lol).

Is your mod allready available for download?

Not yet, but it will be hopefully before too long, I am still learning to do half the things I am attempting, and while the most difficult are behind me(getting scripts to work properly) I still have the most time consuming ones left(packaging AI for NPCs and designing quest triggers and all that, it is just a bunch of testing to make sure it all works).

I'm not sure about what to think of Talon mercs in PA.
I guess I can live with it, but hopefully it won't be to many (they can already be a pain-in-the-ass on mid-level for goodies)
Anyway, I think the T47 would make more sense for them as even the BoS isn't supposed to have many T51's in service.
However, it's understandable if you don't wanna change that after the work that has already gone into it.

The talon T-51 is explained by them operating out of an abandoned military facility, since there would still be suits there, but I compensated for this in two ways. One is that their armor is inferior to the other T-51 because it has seen very heavy use and hasn't been receiving proper upkeep, and the second way is that only Talon mercs that get the armor are the very highest level mercs and even then they can still have a chance to get normal Talon armor(I have seen at most 2 out of five that ambushed me with the heavier armor, while getting all of them wearing it is possible, it is far more likely you will see them all in normal Talon armor).

I really like the idea of not being able to find the APA right away. In vanilla the original BoS PA didn't make much sense for the player, as Enclave PA was available at the same time (and in big numbers, too).
Personaly I think blowing the Enclave soldiers up only after you try to loot them would make more sense, but I don't know if it is possible to implement.

I considered that, and even attempted it, but the problem I had with that attempt was that I couldn't get the script to cooperate, plus the explosive is a failsafe and not a tamper charge(think like America in this situation, what do we Americans do when our technology potentially falls into enemy hands and we cannot immediately recover it? We destroy it to protect our secrets, and so I adopted that mentality into the Enclave since they are supposedly the remnants/re-creation of the U.S. government).

One more thing: maybe you could give the PA a (small) Strength bonus in addition to the carrying bonus? Not all melee chars maximize their strength right away...

Yeah, I understand they don't maximize strength right away. The main reason, after putting some thought into it, for why I did away with stats was because having the armor give a stat bonus would also give a skill bonus, and this is my little way of helping with balancing by getting rid of some of the skill inflation in game(did you know you don't have to raise a single skill above 50 by leveling and you can max them all out through skill books, stats and bobbles?)

I hope I have assuaged some of your doubts, or at least enlightened you to my reasoning behind my motives.


On another subject, I have the sound files chopped and hopefully encoded to the proper levels, but I keep getting a strange problem, the NPC's will not use an MP3 as the speech file. A .wav works fine, but mp3 files just get ignored and either wont play or cause a CTD. I am investigating this, but hopefully I am just encoding wrong. If worse comes to worse I may have to use .wav files for the speech which kinda svcks because of their size.

here is hoping everything works out.
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Natasha Callaghan
 
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Post » Sat Oct 10, 2009 7:21 am

On another subject, I have the sound files chopped and hopefully encoded to the proper levels, but I keep getting a strange problem, the NPC's will not use an MP3 as the speech file. A .wav works fine, but mp3 files just get ignored and either wont play or cause a CTD. I am investigating this, but hopefully I am just encoding wrong. If worse comes to worse I may have to use .wav files for the speech which kinda svcks because of their size.

here is hoping everything works out.


The files I sent are in Stereo, did you recode to Mono??

Also, try OGG format and see if that works
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Erin S
 
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Post » Sat Oct 10, 2009 5:51 am

The files I sent are in Stereo, did you recode to Mono??

Also, try OGG format and see if that works


Yeah, they're in mono. I am trying one last test on this(just finished some GECK work, need to check a few things. . .motion detectors are awesome) and if that fails I will try OGG. Thank you, and also, I must comment that these voice files are BA Tyana. One clip even gave me the shivers.
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Mark Churchman
 
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Post » Sat Oct 10, 2009 3:24 am

Blah, wont even let me assign an OGG file. I can assign both the wave and mp3, mp3 wont play, need to check the wave, but GECK just doesn't want to let me use the OGG.
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Tha King o Geekz
 
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Post » Fri Oct 09, 2009 5:15 pm

Here's a post by wilm0chimp (the one that did buildable bots (that also used my voice))
maybe this will help?

I can tell you how I did the voice overs for my robots, but that was creating new dialogue, not editing existing ones.

Anyway, when you make a new dialogue option and conditonalize it, it seems the GECK will pseudo-create a directory structure for where it expects the audio files to be. If you double click the NPC's response text, so it brings up the option to retype the dialogue and put in idle animations etc. If you look near the bottom, you will see a greyed out box with 'voice filename' , and below that, you will see 'path'. In the white box there, it will show you something like data\sound\voice\something . That is where it is looking for the sound file to go with that particular section of dialogue, and the filename in the greyed out box is what it expects the sound files to be called.

So you need to go into your data folder and create the corresponding directory structure, and then stick in your sound files with the appropriate greyed-out-box-filename.

I had to use .mp3s and .wavs, both renamed to that greyed out box filename. I think wavs are used to create the .lip files but that seems to be broken. I was doing dialogue for robots so i kind of ignored it. I think you can use .ogg files as well, but honestly I dont know much about it.

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gandalf
 
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Post » Fri Oct 09, 2009 5:36 pm

It still is being obnoxious, but that did point me in the right direction. I don't have time now but when I get back later I will look into this further.
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ezra
 
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Post » Fri Oct 09, 2009 9:41 pm

Well, minor update here. My PC took a crap on me when doing a reinstall of FO3, and now all my backups to this mod that were on my computer got wiped. I have another backup saved to a website(where I put my installer for testing) but it is a much earlier version. It will be fairly quick to get everything back up to where I am at now, so it is only a matter of time before the actual progress and the OP reflect eachother.

I really hate when crap like this happens. Guess that teaches me to make more off-PC backup copies.

Well, I am mostly back on schedule. Good thing I had all the changes I did written down. Things on my to do list to get back to where I was
    remake the first NPC(gear, and base packages)
    reset the stats to what I had(easy enough, they're in the OP xD)
    Reapply the changes via FOMM to change effects to abbr.
    re-script the MP-47 armor to auto-add the helmet(after remaking the helmet)
    remake the last cell
    touch up all cells to get them to their previous state
    re-script the addition of armors to moira, gustavo and flak/shrapnel
    re-create the MKII components item
    redo repair lists


So I am not that far behing
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Claudia Cook
 
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Post » Sat Oct 10, 2009 7:05 am

eww that is no fun :(

I was thinking...you might want to consider changing the name of the mod. I mean, Power Armor Redone, kinda sounds like "just another power armor overhaul"...no offense :P

As what to call it...well not sure >_<

I was thinking maybe...Omnipotence
Why that? Well I don't know, but it's an awesome word :P

TheDamned
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Juanita Hernandez
 
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Post » Fri Oct 09, 2009 10:22 pm

Yeah, I am going to rename it when this becomes a [RELz] for that exact reason. I just don't know what to call it.
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IM NOT EASY
 
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Post » Sat Oct 10, 2009 6:24 am

Just doing a quick update, of the things I listed previously, I have come quite a way towards being back to where I was a few days ago(setbacks svck). I will be working today on getting the last things on this list done and then going back to what I was doing before
    remake the first NPC(gear, and base packages)
    reset the stats to what I had(easy enough, they're in the OP xD)
    Reapply the changes via FOMM to change effects to abbr.
    re-script the MP-47 armor to auto-add the helmet(after remaking the helmet)
    remake the last cell
    touch up all cells to get them to their previous state(just have two to do now)
    re-script the addition of armors to moira, gustavo and flak/shrapnel
    re-create the MKII components item
    redo repair lists



This should be fairly easy to get back to, I am going to take a small break for a bit and go make some food, find some caffeine, and then I will be back at it. Hopefully tonight I can get back to the real work on this mod. Small list of things needing to be done after ^
    Create and place the holotapes
    Get the first NPC's dialogue working
    Get his packages sorted out
    Make sure he awards/drops the item to get the MKII
    Decide on Male/Female for quest NPC(the second NPC)
    place it with gear/items

If I can get all that done today I think I will be back on track(maybe even a little ahead)


Oh, before I forget, can anyone suggest some audio editing software(that is freeware) that is better than Audacity and winLame? I am not sure but those two may be the reason I am not able to get my audio to work on the holotapes/dialogue.
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Danger Mouse
 
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Post » Fri Oct 09, 2009 3:05 pm

Just doing a quick update, of the things I listed previously, I have come quite a way towards being back to where I was a few days ago(setbacks svck). I will be working today on getting the last things on this list done and then going back to what I was doing before
    remake the first NPC(gear, and base packages)
    reset the stats to what I had(easy enough, they're in the OP xD)
    Reapply the changes via FOMM to change effects to abbr.
    re-script the MP-47 armor to auto-add the helmet(after remaking the helmet)

    remake the last cell
    touch up all cells to get them to their previous state(just have two to do now)
    re-script the addition of armors to moira, gustavo and flak/shrapnel
    re-create the MKII components item
    redo repair lists



This should be fairly easy to get back to, I am going to take a small break for a bit and go make some food, find some caffeine, and then I will be back at it. Hopefully tonight I can get back to the real work on this mod. Small list of things needing to be done after ^
    Create and place the holotapes
    Get the first NPC's dialogue working
    Get his packages sorted out
    Make sure he awards/drops the item to get the MKII
    Decide on Male/Female for quest NPC(the second NPC)
    place it with gear/items

If I can get all that done today I think I will be back on track(maybe even a little ahead)


Oh, before I forget, can anyone suggest some audio editing software(that is freeware) that is better than Audacity and winLame? I am not sure but those two may be the reason I am not able to get my audio to work on the holotapes/dialogue.

I personally think Audacity is the best freeware out there...if it gets better (for free) than I'm not aware...you COULD try http://www.kreatives.org/kristal/index.php?section=download...but I've never used it so I can't say how it performs and it looks VERY dated.

TheDamned
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carla
 
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Post » Sat Oct 10, 2009 4:00 am

Woohoooooo, I am back on track. Everything that was messed up before has been replaced and streamlined. The only problem I am having now is that the voice files are still being stubborn and not wanting to play.
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Emma Copeland
 
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Post » Sat Oct 10, 2009 5:03 am

Well, I can't get the holotapes to work at all. I followed the instructions on where to place the sound files, how to make the dialogue then how to assign it to a holotape and it still isn't working. Tried mp3, ogg and wave and the only one that the geck will even recognize is the wave files, does nothing with mp3 or ogg files.
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Robert Bindley
 
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Post » Fri Oct 09, 2009 7:46 pm

Are you putting the sound files in a custom directory?

IE Data/sounds/Unospazmatic/

From another thread someone mentioned using a custom directory, but only AFTER it's in a default directory

IE data/sounds/FX/Unospazmatic/
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Kevin Jay
 
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