Power Armor AI?

Post » Mon Jan 11, 2016 12:20 am

My dad actually mentioned this idea to me... How about power armor that follows you around when you're not in it? A lot like Titanfall, where when you get out it turns on an autopilot feature and you can order it to follow you around or stay put. Would be really awesome if it would actually help you fight as well. Now, I'm no mod creator so I have absolutely now idea how plausible the idea is, but I think would be a really cool option to the game, and it'd be pretty badass to see your tank of a power armor suit running around bashing people's skulls in while you chill out and eat some squirrel bits from behind cover.

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Haley Merkley
 
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Post » Mon Jan 11, 2016 12:13 am

It'd be do-able once the CK comes out. I'm guessing the simplest way of doing it would be to have an identical suit of power armour to yours with a no-dialogue NPC wearing it, which gets swapped for your power armour when you get out (and swapped away when you want to get back in).

The difficulty would be creating a duplicate of your power armour, with any mismatched parts, and the chosen paint-job. That might need to wait for F4SE support, which would mean the mod would be PC only, not on console.

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Tanya
 
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Post » Mon Jan 11, 2016 1:33 am

ha you read my mind thought of exactly the same way of doing it.

Honestly though, the only feature I'd want is the ability to tell my armor to go home. It'd be useful if I need to ditch it for whatever reason. I'd also want an ability to summon armor to my location. Either through the armor hoofing it to my location, or a dropped off via assorted ways (purposefully dancing around the various traveling methods given during the main quest)

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Alan Whiston
 
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Post » Mon Jan 11, 2016 12:38 am

That would be awesome!

The approach would all depend on what is exposed to papyrus and how the power armours actually work.

My immediate thought would be to have a remote control item which toggles an invisible follower npc to spawn and get in your last PA. Then when you press it again it tells him to get out and then delete him. Hopefully all this done without animations.

What it looks like to me: The idle PA is a Furniture object. When you select it it plays the get in animation. At the end of the animation a SetRace() happens changing the Actor to some PowerArmorRace. Kind of like Skyrim's werewolves or vampire lords. Maybe we could spawn our invisible man and then skip straight to the SetRace() step?

But as mentioned before, we won't know until the CK comes out. But it's definitely doable and a pretty cool idea for a mod

- Hypno
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Rob
 
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Post » Mon Jan 11, 2016 1:40 am

Huh. I wonder how they handle the different armour parts? I'm guessing they don't simply do a SetRace, as you can have the frame with a mismatched collection of parts, or no parts at all. Maybe the parts are handled as NPC armour items? That would make sense, as when you're repairing the armour you see the armour's 'inventory' with the option to equip parts, almost as if it's a special case of trading gear with a settler.

The furniture object may be where things get a bit odd - it's possible it's an invisible piece of furniture overlapping an AI disabled NPC. Or they do a playidle, in the same way as cart riding in Skyrim (sorry, not sure if you've been digging into the .esm with FO4Edit, or just going by appearances).

Oh well, time will tell :)

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Emily Jones
 
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Post » Mon Jan 11, 2016 7:19 am


Pure appearances mate :P. You can kind of see the moment it swaps from object to skinned mesh. Maybe I'm over thinking it and there's no PA beast mode, just special conditioned Armor pieces? Can't wait to get a peek under the hood!

- Hypno
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Jessie
 
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