[REL] Advanced Power Armor

Dubby said:
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SetScale x.x
Yes I know that command and thats what I was playing around the first time I played the game, but it increases the size of your player as whole. And it also does not effect other NPCs wearing power armors.
 
It should. Though, NPCs render their stats very differently than the player character does. At least I've noticed that from armor penetration tests.
 
Whoa! Lexx, you made a lot of great work as always! ;D Good to see you again after FOnline beta.
Personally i think the bigger shoulderpads are better. In game those pads actually looks quite big.

I have a little favour to ask of you - can you capture some screenies from the back of the armor and some other directions? I'm making APA in real life, using some techniques and sheet steel (For LARP purposes mostly) but i need some ideas for back. Your model looks awesome, so i can use your pattern if you don't mind :P
 
Hmm there isn't much to see without good texture.



Also keep in mind, that Omega from the Bethesda Forums made the model, but dropped it then/ stopped to work on it. I picked it up because after several weeks, no one other wanted to help out. I adjusted it, added/ fixed some issues, etc. like you can read in my posts above.

/Edit: Post from Hal:
Update, completely handpainted, no texture sources.


Texturesheet
Boots

Hope you like it.
 
Dubby said:
It should. Though, NPCs render their stats very differently than the player character does. At least I've noticed that from armor penetration tests.
you mean the command set scale ? Well I used it on my player once (also in Oblivion as well sicne its bascialy the same thing) and it does indeed increase the size of your player but of NPCs only if you select them. Thats what I mean even if you increase your own size. Those NPCs that have a PA stay the same. Unless we talk about a mod of course. But I have yet to see a mod that is increasing the size of people that wear a PA
 
Isn't it possible to create a kind of global script that asks, if player/npc == power armor, then scale +0.2 or so?
 
I dont know it I have no knowledge with the GECK and such. I just have seen once a try on the nexus by someone that got the same thought that a PA should increase the size (at least somewhat), and I think he was playing around with it though using the same way just the "cheat" set scale. He mentioned that he somehow did it for his player but still did not figured it out how do it for NPCs in general to always have increased size that have a PA equiped on them.

So to say that ... I have no clue how easy or difficult it would be ...
 
Lexx said:
Isn't it possible to create a kind of global script that asks, if player/npc == power armor, then scale +0.2 or so?

Global? No. An equip-based script or effect-based script could do that though.
 
Lexx said:
A small image again. :>


You should eventualy do something to cover the glove from the arm that has the pip boy. Kinda destroys the reason of a resistance in radiation and sealed suit when you have your fingers exposed to the enviroment.

Though just a idea.
 
Conflicts with the pipboy light though, which is hardcoded. A fose script might be able to deactivate it though.
 
Not from me, sorry. But there is already a mod that deactivates the pipboy on the arm.
 
Dubby said:
Conflicts with the pipboy light though, which is hardcoded. A fose script might be able to deactivate it though.
Lexx said:
Not from me, sorry. But there is already a mod that deactivates the pipboy on the arm.

You freaks! NOOOO :P

I dont mean to remove the pip boy. Just something to cover the hand were the pip boy is attached to. I have no issue with the Pip Boy. It just looks strange to have visible fingers [why it could not have been made already from the begining by Bethesda that a PA or sealed suit gives you a glove over your hand is beyond my head anyway ...].

Would it not be possible to just change the hand and leave the Pip boy untouched ?
 
Maybe it is possible to change the glove. At the moment I don't know if the hand is attached to the pipboy or if it is an extra model, etc.

I will take a look at it this evening.
 
Second is a pipboy remover, so this is a no, first looks like a total replacer, if this is the case, then it is also a no, because this would affect all armors.

/Edit: Ok, the first doesn't look like a total replacer, so I will check it out.
 
The first only makes it so the glove is removed, so you get the armors normal glove working...

the second does remove the pipboy (makes it invisible) but makes it so you can have the total armor

All that you can say is that you recommend the first one to better preserve the look of the armor. no need to add it to the mod by default
 
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