[WIPz] Power Armor Redone

Post » Fri Oct 09, 2009 6:26 pm

heh, I just drank one beer and chucked it into the bottom of the dumpster out back as hard as I could, so I am sated on the "breaking things" portion of my work, now to finish my second beer and get back to figuring this [censored] out
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Adrian Morales
 
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Post » Fri Oct 09, 2009 4:57 pm

Are we any closer to an interim release?
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Anna Beattie
 
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Post » Fri Oct 09, 2009 11:23 pm

Are we any closer to an interim release?


Yes, and I think we have the voice to go with the npc so I can finish that part as well. I have just a few annoying bits of work to do and then this should be released, I will update the OP as soon as I know exactly where I stand on the vendors(I did something wrong on the last attempt).
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Charlotte X
 
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Post » Fri Oct 09, 2009 10:39 pm

Okay, the armory has been placed within raven rock, I will be making a way to get the MKII armors after
Spoiler
you destroy raven rock in the Main Quest for everyone who wants to use this mod on an older savegame, a simple workaround would be to complete my quest then use the console to add the items, although I will be making a way to get it for everyone
.

I need to finish the dialogue and get the lines to Tyana Rie for the voice files for the NPC. This shouldn't take much time, I just have to think them out and write them down.

I have all of the locations except for the very final location setup, I just have to remember where it was(I hate it when the GECK crashes :brokencomputer: ).

I may have to tweak a few of the items a little further, before I make this mod into a [RELz] I may even go with a limited release just to have some people test out the armors for me(ten people can do in a couple hours what it would take me a few days to do) with this version of the game and not have any troubles(well, besides maybe some minor mod incompatibilities).

Still have to do something for the Tesla armor, it will probably be a place holder for a longer quest which will be implemented later, unless I can find a scripter who is willing to whip up a little something for me really quick(or give me some pointers as all my scritping attempts have failed fantastically).
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Naomi Lastname
 
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Post » Sat Oct 10, 2009 12:35 am

it looks like vendors wont be able to sell T-51.

I'd regard that as a good thing anyway.


Since you're adding resists, maybe you can clear up how DR works for me. Someone who made a pre-Geck PA mod claimed that vanilla PA doesn't provide any energy resist, but the way I understand it, standard DR protects against everything, so all damage resists are added on top of that, right?
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Tyler F
 
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Post » Fri Oct 09, 2009 2:09 pm

Is the DR good working anyway? I changed the DR stats of my power armors to 80 for the armor and 10 for the helmet but still, it feels like the armor is weak. Also it is pretty easy to kill enclave soldiers in PA with two or maximum three shoots.. even with a DR _that_ high. I don't get it, I have to say.
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tannis
 
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Post » Fri Oct 09, 2009 5:51 pm

Um, not sure you're doing it right. I have the DR set to those numbers and the guys are pretty tough nuts to crack. I will be cranking the NPC version of the armors stats through the roof so Enclave will become beasts.

The fact that I have to unload Lincoln's Repeater into one soldier a couple times for him to die is just making the game more fun.

Of course I have to test it further, but in the end enclave will be A LOT harder then they have been(hence the reason I think this may unbalance the enclave commander mod and will probably make sure their fragility isn't upset by the changes in my mod due to that being such an awesome mod).

I will be working on this some more today as I believe the vendor problem has been solved once and for all by Kikaimegami(thank you, mostly for the script, but also for educating me into just how far the depths of my own stupidity stretch).
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Manuel rivera
 
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Post » Fri Oct 09, 2009 8:37 pm

Unless the failsafe causes enclave soldiers to explode like blood filled shrapnel pi?atas (ala Enclave Eyebots or turrets) you should make it so that you can loot "MK II PwrArmr Scraps" or "MK II Tesla Scraps" something. These could be used to repair MK II power armor you own. Also with scrap metal and a fusion battery and a certain number of scraps collected, a schematic, and a certain location that functions as a workbench, you could could assemble a suit yourself of Mark II or Tesla armor, assuming you killed enough enclave soldiers to reverse engineer the technology found in the scraps into your own labor of love.

There could be a door in the citadel called "technology reverse engineering research chamber" Which requires you bring in 20 peices of scrap to get a scematic, and 15 pieces of MK II scrap + 1 fusion battery + 1 plasma rifle to construct a suit of MK II armor, or 15 peices of MK II tesla armor + 5 plasma rifles + 3 fusion batteries to construct a suit of Tesla armor. Of course, for the sake of balance you could have the MK 2 scaps weigh 2 or 3 Lbs, so it takes a lot of work and inventory space to get all the materials to the lab if you want that suit of armor.

On second thought, enclave soldiers being exploding blood and shrapnel pi?atas would be hilarious. Especially if someone could script the self destruct program to trigger when a critical hit is scored, and the soldier inside would otherwise still be alive >:D Using stealth and the silenced 10mm pistol would be fun again.
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Amy Smith
 
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Post » Fri Oct 09, 2009 3:41 pm

Yeah, I am taking steps towards this end, as it stands now it will most likely just be scrap(maybe a battery every now and then). It will be tied into a quest later, right now I just want to get what I have planned up and running, then let people download it to at the very least get a feel for what is going on.

The exploding idea is pretty cool, but I am unsure how to go about doing such a thing(as I have said on many occasions "I svck at scripting"). For now scrap will have to do.
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Sophie Morrell
 
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Post » Fri Oct 09, 2009 9:15 pm

]Update: you still CTD when six effects are on an item and you attempt to view it in the PipBoy, but I removed the Fire Resist on the MP-47 armor(something had to go) and am making a Unique helmet to go with Linden's armor that puts the +5 to big guns on it(as the helmet would be the part with the HUD affecting accuracy). I was trying to script a forced equip of an MP-47 helmet to go with the armor, but that went nowhere very quickly, so this workaround with have to do. To compensate I am giving it slightly more to rad and energy resist.[/b][/color]



I had the same problem too and honestly I'm thinking of a way (program wise) to re do the stat section so we have have more bonus skills and what not. Anyway I was seeing if you were still having that problem and needed help?
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Chloe Yarnall
 
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Post » Sat Oct 10, 2009 6:33 am

how do you get this?
Linden's T-47C Outcast Helmet I have the armor from him he gave that to me but no helm did I do something wrong?

very nice stat adjustments
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elliot mudd
 
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Post » Sat Oct 10, 2009 4:30 am

how do you get this?
Linden's T-47C Outcast Helmet I have the armor from him he gave that to me but no helm did I do something wrong?

very nice stat adjustments

its something new this armor will add ;)
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loste juliana
 
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Post » Sat Oct 10, 2009 1:00 am

Yeah, I am taking steps towards this end, as it stands now it will most likely just be scrap(maybe a battery every now and then). It will be tied into a quest later, right now I just want to get what I have planned up and running, then let people download it to at the very least get a feel for what is going on.

The exploding idea is pretty cool, but I am unsure how to go about doing such a thing(as I have said on many occasions "I svck at scripting"). For now scrap will have to do.


In the Red Racer factory, the creatures in there have mind control chips that have the effect of causing their heads to asplode when they die (self-destruct to thwart enemy anolysis I guess). That could be the basis for the script. A bit of adapting could do what you want. Maybe have not just the head explode, but the whole body (not sure how... time to investigate!) accompanied by a plasma grenade explosion (PlaceAtMe the pertinent explosion) and then RemoveItem the helmet and armor, and then AddItem the scraps. There'd be a GetRandomPercent (to determine if the tamper charge fires), and it'd be on an OnDeath block (though the template script probably already is).

If I can figure out how to make the body explode a la Bloody Mess, I may be able to whip something up.

EDIT: Better idea: When the player goes to loot the body, that's when the tamper charge may go off. You'll hear the "click-tweeee" sound of something arming, get a warning, and then you have to get the hell outta dodge. Maybe modify the chance to thwart the tamper charge by the player's Repair skill (or explosives skill?)

Another funny idea: The first attempt to loot an Enclave soldier will result in detonation no matter what. Since it's your first time tampering with Enclave hardware, you don't know about the tamper charge yet. ;) :evil:

Also, to make Enclave soldiers more potent, the leveled loot lists that add the armor to them need to have their object condition values changed to be higher than Vanilla. They're being issued at as low as 30% condition IIRC.
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Luis Reyma
 
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Post » Fri Oct 09, 2009 9:35 pm

In the Red Racer factory, the creatures in there have mind control chips that have the effect of causing their heads to asplode when they die (self-destruct to thwart enemy anolysis I guess). That could be the basis for the script. A bit of adapting could do what you want. Maybe have not just the head explode, but the whole body (not sure how... time to investigate!) accompanied by a plasma grenade explosion (PlaceAtMe the pertinent explosion) and then RemoveItem the helmet and armor, and then AddItem the scraps. There'd be a GetRandomPercent (to determine if the tamper charge fires), and it'd be on an OnDeath block (though the template script probably already is).

If I can figure out how to make the body explode a la Bloody Mess, I may be able to whip something up.

EDIT: Better idea: When the player goes to loot the body, that's when the tamper charge may go off. You'll hear the "click-tweeee" sound of something arming, get a warning, and then you have to get the hell outta dodge. Maybe modify the chance to thwart the tamper charge by the player's Repair skill (or explosives skill?)

Another funny idea: The first attempt to loot an Enclave soldier will result in detonation no matter what. Since it's your first time tampering with Enclave hardware, you don't know about the tamper charge yet. ;) :evil:

Also, to make Enclave soldiers more potent, the leveled loot lists that add the armor to them need to have their object condition values changed to be higher than Vanilla. They're being issued at as low as 30% condition IIRC.


I like the first idea, just on death as it is a heartbeat sensor for the fail-safe to activate. I already have the armor that the NPC's use checked as "not playable" so there is no need to remove it from the inventory(that way the recognizable chunks still have armor on them) but adding the items on death would kinda svck too, because you wouldn't ALWAYS want the items to be there, would have to have some way to make it happen rarely.

I am already changing their loot lists so that the armor is always at 100%(since the player can't loot it anyway) so that is probably the reason they are so tough.

FYI to everyone, the dialogue is being written this weekend(if everything goes according to plan. . .which it rarely does. . .) and as soon as I can get enough time the final location is being, erm, located and modified for the NPC. I just need more than a few minutes at a time to get some real work done. Don't you just hate it when life is being so hectic you can't get alone time?


Edit: loot lists for enclave are at %100 now, and actually the list had values ranging from %10-%60 in vanilla so they are even tougher now than before(energy weapon users be extra careful when going against guys in Tesla, I had sneak attack crits with A321's plasma rifle at max skill and %80+ durability that were hitting for 9-30 damage, just chest shots though, no head shots yet)
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.X chantelle .x Smith
 
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Post » Sat Oct 10, 2009 4:09 am

Op has been updated, I added a poll for people to vote on how to obtain the Tesla Armor. I hope people actually read and vote instead of just skimming this like they usually do.

Right now I am working on fixing the vendors yet again as another problem has crept in to cause no one but Moira to sell T-51. After that I will be finishing my diabolical traps(lol) and the final location. Then I will hopefully have something on the final dialogue and can begin work on the NPC(biggest trouble for me will be the facegen as I always make people look too yellow. . .like dayglow yellow, it's weird). I will then be testing the run through to make sure that the armor is obtainable. . .anyone have a savegame of right before entering Raven Rock, all my games either have already completed that step or haven't even started(don't worry, I will be checking the nexus for savegames too).

Alright, PM me if you've got a save, and I may be looking for another voice actor if the quest idea is the one implemented.
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Robert Devlin
 
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Post » Sat Oct 10, 2009 5:38 am

I like the first idea, just on death as it is a heartbeat sensor for the fail-safe to activate. I already have the armor that the NPC's use checked as "not playable" so there is no need to remove it from the inventory(that way the recognizable chunks still have armor on them) but adding the items on death would kinda svck too, because you wouldn't ALWAYS want the items to be there, would have to have some way to make it happen rarely.

I am already changing their loot lists so that the armor is always at 100%(since the player can't loot it anyway) so that is probably the reason they are so tough.

FYI to everyone, the dialogue is being written this weekend(if everything goes according to plan. . .which it rarely does. . .) and as soon as I can get enough time the final location is being, erm, located and modified for the NPC. I just need more than a few minutes at a time to get some real work done. Don't you just hate it when life is being so hectic you can't get alone time?


Edit: loot lists for enclave are at %100 now, and actually the list had values ranging from %10-%60 in vanilla so they are even tougher now than before(energy weapon users be extra careful when going against guys in Tesla, I had sneak attack crits with A321's plasma rifle at max skill and %80+ durability that were hitting for 9-30 damage, just chest shots though, no head shots yet)

What if the Enclave wants to salvage their armor back? That would make more sense IMO. Also, you have to consider that any Enclave soldiers around him wouldn't be too appreciative of being blown up by their dying comrade.
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Tai Scott
 
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Post » Fri Oct 09, 2009 7:14 pm

What if the Enclave wants to salvage their armor back? That would make more sense IMO. Also, you have to consider that any Enclave soldiers around him wouldn't be too appreciative of being blown up by their dying comrade.


True. I just don't want the player to be able to get his hands on the armor early, or else the whole point of my quest is kinda nil. Maybe just have the explosive script activate when you go to loot them, but then again I don't really know what is possible via script since I haven't delved too deeply into it yet.

Maybe put the armor explosion on a ten second delay? It has to explode before the player has a chance to get to it, but like you said it would svck to be standing next to the guy who died.
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Tessa Mullins
 
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Post » Fri Oct 09, 2009 3:10 pm

Okay, just a little update here, the armor is now sold properly by Moira, Gustavo and Flak/Shrapnel. It costs >2000 caps for the whole suit and you can buy it from level one so it is one of those "Oooooooh, shiny" items. Next thing coming up is finishing the cells(first two are done, third one is at about %70 done, fourth is about %90, fifth is ~%60, last one is at %95 it just needs keys and a few notes changed). Dialogue was almost done last night, so if thedamned kept up his pace then Tyana probably has the dialogue and is working on the speech, so that just needs finished then implemented. I will be working on the face of the NPC(I might even scale him up just a touch to make him look like a fairly big dude) and hopefully I can make him and not have him be dayglo yellow.

Also, don't forget to vote in the poll. I would really enjoy getting a chance to make a mod that is CRAFT compliant(lol new NPCs are a bit more work it seems) but whatever everyone wants will be what I go with. I will just have to use CRAFT later.
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Anna S
 
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Post » Sat Oct 10, 2009 3:21 am

I had the same problem too and honestly I'm thinking of a way (program wise) to re do the stat section so we have have more bonus skills and what not. Anyway I was seeing if you were still having that problem and needed help?


Sorry, can't believe I missed this. Yeah, having too many effects is still causing a problem. I am (still)trying to figure out a way through script to make a workaround that works better than just removing a resist, but I haven't had much luck with scripts.


Edit: just a quick update as well, I think I overdid the toughness of the enclave troops because now it is taking ~300 hits from the xuanlong(at max skill with max durability) to down a single soldier. . .so I think I will tone down the armor a few notches on the enclave side of things.
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Symone Velez
 
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Post » Sat Oct 10, 2009 12:00 am

thanks to Cipscis I got the script up and running for the MP-47 armor to have a helmet so it can have the same resists as everything else(effectively you lose the ability to freely select a helmet but I gained the ability to have 10 effects on one "suit" instead of five, with there being the normal 5 on the armor and 5 on the forced helmet)

this script goes onto the armor(and can be plugged into existing scripts, like the one on the MP-47 armor)

scn ScriptNameHereBegin OnEquip Player		Player.Additem TestHelmet 1	Player.EquipItem TestHelmet	EndBegin OnUnequip Player	Player.UnequipItem TestHelmet	Player.RemoveItem TestHelmet 1End


That code adds the helmet when the armor is equipped then equips the helmet, and when the armor is unequipped it unequips the helmet and removes it from your inventory.

This second part goes on the helmet
scn TestHelmetScriptBegin OnUnequip Player	Player.UnequipItem TestArmor	Player.RemoveItem TestHelmet 1End


This part is where if you unequip the helmet(to try to put a different helmet on) the helmet gets removed and the armor gets unequipped.

Also, the helmet gets tagged as a quest item so that it cannot be sold or dropped for unending helmets. The helmet is stuck on your personage until you unequip the armor, and then the helmet goes poof because it is "part of the armor" and since I make the armor weigh five more and the helmet will have a +5 to carry weight your current weight and total effectively never change.

Woo, go me on my first success in scripting.

Edit: Only problem I am having so far is that the helmet always get equipped at max durability, does anyone know of a way for me to script the item to be added(and equipped :rolleyes:) at the same condition % that the armor is currently at? I know it isn't much of a fix, but that way the helmet at least somewhat resembles the armor in condition.

Edit2: helmets were changed to zero weight in these two instances so i could open up more slots for future expansion on these armors, which will probably start with something as mundane as poison resist(you are encased in metal, there should be some chance the poison dart/stinger doesn't get through or scraqes some of the poison off on the armor).
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lauraa
 
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Post » Fri Oct 09, 2009 3:00 pm

Since I have had some luck with scripting, I am going to try my hand at the exploding enclave that Madcat suggested. I'm going to go cook some food for the morning and then hop to it. Hopefully I can have some luck and get it to work before I get frustrated and need to break something again n_n;
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Taylrea Teodor
 
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Post » Fri Oct 09, 2009 6:38 pm

Well, i have a somewhat working script to make the enclave troops explode when they die. The Problems are: other nearby enclave do not run away from the dead soldier so they get hurt from it as well(only marginal damage atm, three shots from my xuanlong was only doing 8-14 damage), the script I made gets attached to the actor, not the armor so I am willing to bet that that would cause a lot of incompatibility.

I am going to keep experimenting with this just because I want to fix both problems and get the armor to be the part that explodes(because even a naked person with this script will explode when they die) and I want them to run and treat it as a hazard. Here's hoping I don't muck this part of it up.


Edit: I have a script that goes on the armor that should cause them to explode but for some odd reason I can't get it to work. I am probably overlooking something and not doing it properly. . .or doing the complete wrong process and getting nowhere fast. I think I need sleep. 23hours and counting.
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Chrissie Pillinger
 
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Post » Sat Oct 10, 2009 4:04 am

I almost forgot, before I go and get some sleep, this is the script I am trying to attach to the armor in order for it to go boom. . .and it hasn't yet.

scn UnoEnclaveFailSafe2ref wearerbegin OnLoad		set wearer to GetContainer; Get the wearer of the armorendBegin OnDeath Wearer		playSound3D OBJMegatonBombTamperArm		wearer.placeatme GrenadePlasmaExplosion 1		KillActor Wearer 0 1		KillActor Wearer 2 3		KillActor Wearer 4 5		KillActor Wearer 6 7		KillActor Wearer 8 9		KillActor Wearer 10 11		KillActor Wearer 12 13END


The reason for all the kill actor lines was so that the whole body would turn to giblets(when used in the script attached to the NPC and not the armor it seemed to work) when the plasma explosion went off. I am not entirely sure what I am doing wrong here but I thought since this was a simplistic as it is maybe someone could point me in the direction of which blocks to use(and don't just point to http://geck.gamesas.com/index.php/Category:Commands because I have been there all morning and it has only marginally helped) or if I should use "IF" more often in there or just what. My brain and eyes hurt and I am going to be sleeping in <3 minutes.

Poll will be closed when I get back up(pretty sure it will end in favor of the quest but you never know).
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Becky Cox
 
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Post » Sat Oct 10, 2009 4:14 am


try this...

scn UnoEnclaveFailSafe2ref wearerbegin OnLoad		set wearer to GetContainer; Get the wearer of the armorendBegin OnDeath Wearer		playSound3D OBJMegatonBombTamperArm		wearer.placeatme GrenadePlasmaExplosion 1		KillActor Wearer 0 0		KillActor Wearer 1 0		KillActor Wearer 3 0		KillActor Wearer 5 0		KillActor Wearer 7 0		KillActor Wearer 10 0END

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?
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Camden Unglesbee
 
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Post » Sat Oct 10, 2009 5:02 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 :)

Here is the list:

Description

This mod change the "Abbreviations" for all Skills and Effects applied to Weapons, Armor and Clothing in the game for allowing more effects on a single item, otherwise, reaching a fixed number of characters the game would crash.


General Effects

Ignore Crippled Limbs = ICL

Bloody Mess = BMS

Water Breathing = WBR

Unarmed Damage = UAD

Invisibility = INV

Paralysis = PAR

Detect Life Range = DLR

Infravision = IFR

Stealth = STH

Action Points = AP

Carry Weight = CWT


Damage Resist

Damage Resist: DRS

Fire Resist = FRS

Rad Resist = RRS

Poison Resist = PRS

Energy Resist = ERS


Fight Related

Melee Damage = MDM

Critical Chance = CRC


Skills

Barter = BRT

Big Guns = BGS

Energy Weapons = ENW

Explosives = EXP

Lockpick = LKP

Medicine = MED

Melee Weapons = MEL

Repair = RPR

Science = SCI

Small Guns = SMG

Sneak = SNK

Speech = SPC

Unarmed = UNR
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Tracy Byworth
 
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