[RELz] Powered Power Armor

Post » Sat Feb 19, 2011 9:48 am

The thermal overide mesh will not disappear
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Markie Mark
 
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Post » Sat Feb 19, 2011 12:30 am

Mmm, not exactly sure what that means. The HUD vault boy icon stays red?
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Ebony Lawson
 
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Post » Sat Feb 19, 2011 5:30 am

I haven't had a chance to actually try this in game yet, but am glancing over the new version of the main script (keeping myself occupied on a break at work)...


I see that you dropped timescale from the thermal calculations as had been discussed here --- not sure if it really matters within gameplay or not, but it appears that timescale is still used in the menumode calculation for dTUpper (although timescale is not included in the menumode calculation for dTLower).


Edit: Also, I notice that you're using fTOverheat to only trigger the player damage calculations if the damage is over either the 135 or 150 mark depending on the underarmor --- yet it looks like you're still calculating the damage itself based on a hardcoded 135 (such that once you start taking damage, the thermal underarmor does not actually mitigate any of the damage that you are taking). Is that intentional?
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Albert Wesker
 
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Post » Fri Feb 18, 2011 7:06 pm

Nope, definitely not intentional, but thankfully pretty minor errors. Thanks for the heads up. I also left in a debug line that flashes a message every time a ref walk happens, so I'll fix that stuff and upload r1.3.2.
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Hussnein Amin
 
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Post » Fri Feb 18, 2011 9:57 pm

Not sure what I'm doing, if it's removing and putting back on the PA, or shop menus, or what... but my worn Lower Liquid Cooling is multiplying like rabbits. 3 extra in misc, then 4, 5, 6. (I used the spares as trade-in toward a neural interface, but still :P )
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Hot
 
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Post » Sat Feb 19, 2011 1:01 am

Great idea! :tops:
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April D. F
 
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Post » Fri Feb 18, 2011 11:38 pm

Not sure what I'm doing, if it's removing and putting back on the PA, or shop menus, or what... but my worn Lower Liquid Cooling is multiplying like rabbits. 3 extra in misc, then 4, 5, 6. (I used the spares as trade-in toward a neural interface, but still :P )


That's a relatively bizarre bug that I thought I'd squashed. As far as I know, the add/remove code for Lower Liquid Cooling and TRO (it does that too) is basically identical to every other upgrade, but for some reason they'll multiply like that. I'll take a look at it again, I must be missing something. I should also get rid of my calls to "removeme", that function isn't really meant to be used in gamemode blocks, but it doesn't seem to cause a problem for the other upgrades.
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Yvonne Gruening
 
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Post » Fri Feb 18, 2011 9:26 pm

Hey Imp, I sent you a PM. I believe it will be relevant to your interests.
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Solina971
 
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Post » Sat Feb 19, 2011 6:24 am

After a day or so of play testing, I've put together a workaround for the crashes and AI glitches of the earlier 1.3.x releases. A more permanent solution is in the works, but probably won't be released until I've added in some new content, like air tanks, an electrostatic pulse generator, the autodosing manifold, and maybe a new vendor.

The explosions have also been reworked. Up two three explosions happen at brief, random intervals, picked randomly from a list including the bus, car, nukagrenade, and eyebot explosions. It's occasionally pretty spectacular.
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ANaIs GRelot
 
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Post » Fri Feb 18, 2011 8:51 pm

This is pretty fantastic :)
One thing that is bugging me, though, is that I started likening it to my laptop - it has limited charge, and can run in a high power mode where it tends to overheat. However, I can turn my laptop off!
I figure that'd be a pretty useful feature to conserve low amounts of power for when you need it, assuming its simple enough to do (I mean, I can't imagine it being more than a few lines of code and an if statement, but FOScript does seem like it can be a sdrawkcab dat at times :P

In any case, between this and TTT's Impervious, Power Armour feels lovely and fresh again, thank you <3
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Glu Glu
 
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Post » Fri Feb 18, 2011 9:25 pm

I could add in that option, but I don't think you'd like it - have you run out of charge yet? The "Power Assist" gets replaced with "Servo Drag" that cuts your speed in half.

You can turn your laptop off to save power, but you can't use it for anything but a paperweight when you do. Likewise, you could just take the armor off, and carry a set of stealth armor or something for times when PA isn't really needed.

I came up with this mod in response to the strain effect in Arwen's Encumberance module, as well as something I added to my basic needs mod. Running around the wastes all day with the kind of loads the average fallout character usually carries would be completely exhausting, and burns a ton of calories. I pictured power armor to be almost like a vehicle, letting you get around with a lot less work. It uses up electricity, but it helps save you food and strain.

Unfortunately I've been too busy tracking down bugs to put together an Arwen's Tweaks compatibility patch - the two will just about work together without one, but the last time I checked, the increased jump height gets overwritten, and I'd like to add in some kind of strain mitigation, since the suit is doing part of the work.
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Rachel Cafferty
 
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Post » Fri Feb 18, 2011 7:05 pm

Indeed, I honestly can't think of any situation other than being very low on power and miles away from any way of recharging where it would be useful, it just seemed odd to me that I could put 'er into overdrive and not off, so more of a... immersion touch than an actual gameplay device.
In any case, I agree with your vision of PA, certainly the vanilla "Suit of armour" PA was rather underwhelming.

I do have a bug report, though, if you use underarmour and PA alongside Pipboy readius (Or, I imagine, anything that dequips all your equipped items and then requips them) then PA seems to be de-equipped most of the time. Not sure if there's any reasonable way to work around that, I'd guess it's just readius not being able to know the "order" of equipped items, and as such isn't really a bug report for this at all. Ah well. Lovely mod regardless :)
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Charlotte Buckley
 
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Post » Sat Feb 19, 2011 1:50 am

I'm still getting reports of crashes associated with this mod, so I've just uploaded an optional patch that disables the script that is causing them. All upgrades will continue to work for the player and NPCs, but there will be no power armor explosions or lootable upgrades found on NPCs. I'm working on a better fix.
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STEVI INQUE
 
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Post » Sat Feb 19, 2011 4:39 am

I'm just now wrapping up one of the upgrades for the next release. It's an Electrostatic Pulse Generator, sort of an area-of-effect stun gun that knocks back any living thing within a certain radius of the wearer (NPCs can, and will, use it too if it's in their inventory). It's triggered via hotkey, so it can be used while another weapon is equipped, and runs on your power armor's power source. It can be used an indefinite number of times with nuclear power armor, but the recharge time is considerably longer than when used with ultracapacitor powered armor. The state of charge is shown by a small lightning bolt icon just above and to the left of the vault boy in power armor icon. The icon will become completely transparent (disappear) after you discharge the ESPG, but gradually fade in to your hud's opacity as it recharges, finally switching from red to green when it's ready for another pulse.
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Cheville Thompson
 
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Post » Fri Feb 18, 2011 10:50 pm

I'm just now wrapping up one of the upgrades for the next release. It's an Electrostatic Pulse Generator, sort of an area-of-effect stun gun that knocks back any living thing within a certain radius of the wearer (NPCs can, and will, use it too if it's in their inventory). It's triggered via hotkey, so it can be used while another weapon is equipped, and runs on your power armor's power source. It can be used an indefinite number of times with nuclear power armor, but the recharge time is considerably longer than when used with ultracapacitor powered armor. The state of charge is shown by a small lightning bolt icon just above and to the left of the vault boy in power armor icon. The icon will become completely transparent (disappear) after you discharge the ESPG, but gradually fade in to your hud's opacity as it recharges, finally switching from red to green when it's ready for another pulse.


Will it have an effect on bots and Power Armor? Seems like an EMP might have a big effect on robots...
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Maria Leon
 
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Post » Sat Feb 19, 2011 4:43 am

I'm not sure I have a really good physics based explanation for why it would cause knockback, its more based on that scene from Jurassic Park where the kid gets blown off of the electric fence, but I'm picturing it being sort of like a bunch of bolts of lightning radiating from the user, like the arc from a tazer, rather than a huge electromagnetic pulse that fries circuitry via induced current. I could throw that in though, maybe have different settings for it. That would be pretty easy, the way it's set up. I could have mass-mesmetroning too.

I do sort of like the idea of an alternate temprorary paralysis effect that could be applied to bots and PA wearers. It would be useful, but the way its set up now would be great for something like feral ghoul rampage, where you're surrounded by a mob of meleers.
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Sami Blackburn
 
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Post » Sat Feb 19, 2011 12:55 am

That sounds pretty good. I suppose receiving a large electric shock would certainly cause your muscles of spasm a little, so the knockback isn't "unrealistic". Mass-Mezzing would be nice, but then I'd start to get worried about button overuse, though I suppose you could always have two buttons - one to use, and one to scroll through available abilities. I mean, that's how super metroid did it, and who are we to argue with that? :P
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James Shaw
 
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Post » Sat Feb 19, 2011 7:46 am

I could overload the one button - tap to cycle, hold to fire, or vice versa. That's how I've started handling the HUD repositioning. I'll need to figure out some good icons for those other bursts though.
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Kerri Lee
 
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Post » Sat Feb 19, 2011 3:54 am

So I just got my hands on a TRO, and it's lovely, all speedy and carry-y and everything. Only problem is it's in Fahrenheit! Also using the ambient temperature mod, which can output in Celsius, so it's a bit out of place! (Plus I see "100" and think "oh god how am I not dead?" :P)
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Silvia Gil
 
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Post » Sat Feb 19, 2011 9:39 am

So I just got my hands on a TRO, and it's lovely, all speedy and carry-y and everything. Only problem is it's in Fahrenheit! Also using the ambient temperature mod, which can output in Celsius, so it's a bit out of place! (Plus I see "100" and think "oh god how am I not dead?" :P)

Celsius is for commies ;)
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jaideep singh
 
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Post » Sat Feb 19, 2011 3:39 am

Celsius is for commies ;)

Well then I suppose Liberty Prime will be mad at me :(
Anyway, I've tried my hand at "fixing" it myself, with some success. Upper body works fine, lower body still in F. Not sure how. Don't much like the syntax, but I'll bear with it.

edit: Oh, it's also changed lower down in the script. Too late at night for me to follow through why.
edit2: It's also changed further up relative to the further down. Bah! Getting there.
edit3: That's the one! Dirty Commie Temperature Scales ahoy!
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Melanie Steinberg
 
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Post » Sat Feb 19, 2011 6:12 am


Anyway, I've tried my hand at "fixing" it myself, with some success. Upper body works fine, lower body still in F. Not sure how. Don't much like the syntax, but I'll bear with it.



I laughed when I read that. I wasn't sure what positioning I wanted for the gauges, so I played around with a few options, and it was easier to just change the y values than rearrange the order of the "rects" in the xml. But I've had the same headache trying to figure out which was which since. The position that I'm using right now for the Electrostatic Pulse Generator lightning bolt icon was a total accident - I made some coding error and it defaulted to 0,0, but it looks perfect there.
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TOYA toys
 
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Post » Fri Feb 18, 2011 7:57 pm

Alright, I've got a bit more experience with this mod now, still loving it, so that's good. A few niggles - there's 3 states for your PA icon, I'd suggest adding a third for "TRO is active and a part of you is overheating", because that'd be much easier to catch out of the corner of your eye than the relatively small number. My other "complaint" is that with FWE, the upgrades are very, very expensive, I really feel like I've earned them - but I'm just not seeing things like Water Cooling unplugging from the armour and plugging into a completely different model! It seems cheap, to me, which is odd, considering the price. Some of the modifications seem very much like they're pretty in-depth, and I can easily justify the price by thinking a hefty part of it is for installation - but then I can uninstall it and install it on armour I've never seen before in my life? Odd.
I guess it's a fairly odd request, "Your cool items are just too useful!", but in any case, I'm really enjoying PA now. TRO has saved my ass on more than one occasion :P
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Milagros Osorio
 
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Post » Sat Feb 19, 2011 9:54 am

I tried to make as many of the upgrades as possible sound like something easily installed, but I agree with you that liquid cooling is pushing it a little. It would be sort of cool to link the upgrades to individual suits of power armor, and maybe make the player need a workbench to install them, but I'm pretty sure doing that would require putting an object script on any set of armor that I wanted to use the system (I've got too many upgrades, and way too many possible combinations, to do it the way WMK does it). Requiring an object script would break easy compatibility with custom and DLC armors, and, unlike the weapons in Weapon Mod Kits, once you've reached the power armor stage, you just won't be changing your armor that much. You might keep a roving trader outfit and the CSA with you for certain occasions, but the weight would prevent you from lugging around multiple sets of uniquely modified power armor, so from a gameplay perspective there isn't much of an incentive to use that system. I did make armor model specific versions of the ultracapacitor conversion kits and experimental microfusion packs, so I guess I could do the same for liquid cooling, but it seems like too much effort for too small of an improvement of gameplay. Anyway, glad you like the TRO. I'm making good progress on the Energy Pulse Generator, which should be fun, and my current implementation of the ref walks responsible for lootable upgrades and explosions has been 100% stable in my testing, and works more reliably than the latest release.
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Emma louise Wendelk
 
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Post » Sat Feb 19, 2011 10:01 am

What do you think of gribbleshnibit8's PIMP mod as a auto doc module?
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cosmo valerga
 
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