Fallout New Vegas
fallout 2 combat armor

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TPOl7uHKA

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Was updating Brotherhood armor textures... Hope it looks better now. 
Sorry, it is slow due to lack of time and skills... not because of massive changes. If i plan too much it may take years :) have to be realistic of what I can do. 

Also I wanted to ask if you use some rebalance modes? Do not want to interfere with vanilla parameters too much with the BOS armor. But if you use other rebalance modes, which parameters should be there for seamless match? 

I hope its not much left. I only want to adjust few things and make 'world objects' for the classic models. 
I already added the backpack to gun runners vendortron arsenal with some script. Looks like it works in the game and respawns after few days

so the things that left to do: 
1) adjust meshes
2) make 'world objects' for the classic models and backpack 
3) add backpack to couple of locations where you can find combat armor in vanilla game
4) in order to balance the backpack i want to make it only usable with this armor, but unfortunately have no clue how to do it at the moment...

15 comments

  1. Bkrp
    Bkrp
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    About the backpack being usable only with the armor, there's a mod that makes wearing recon armor and recon helmet a requirement to use power armor. You can try to see what kind of method they use to check if you're wearing a specific piece of armor to become able to wear another piece of armor and try to adapt to your needs.

    Here's the mod:
    https://www.nexusmods.com/newvegas/mods/65449
    1. Duskill
      Duskill
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      No need to check mods, it's a super easy object script:

      Begin OnEquip
                If ( Player.GetEquipped yourarmorsformID == 0 )
                      player.unequipItem yourbackpacksformID

              endIf

      End

      Attach it to the backpack and done.  If you want this work for everyone, not just the player, then delete the 'player." part from each of those lines, and none will be able to wear those backpacks without the armor.
    2. TPOl7uHKA
      TPOl7uHKA
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      thank you! I was wondering if it is possible to write such script.. looks simple.
      But i think it will not work as intended: when I unequip the armor the backpack still remains equipped.
      Is there a way to run this script when the armor is equipped?
    3. Radioactivelad
      Radioactivelad
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      Just add another section to the script that begins with onunequip that unequips the pack.

      Truth be told, why not just make the backpack part of the armor itself? I think that should be possible with an armor addon, so you don't even have to change the model itself.
    4. TPOl7uHKA
      TPOl7uHKA
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      >Just add another section to the script that begins with onunequip that unequips the pack. 

      this will work if I add this script to the armor. I did not want to edit original data too much, but okay, i will se what i can do. 
      Also many people would like to use it without the backpack. The model doesn't look good with some weapons on the back etc, so i wanted to have the option to unequip it and add some bonuses to motivate using it. 
    5. Radioactivelad
      Radioactivelad
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      Yeah,I thought so, but you could just have a "w/ Backpack" set of armor.

      I just think it's best that any time you don't explicitly need a script, it's better to not have one. (Though it does matter a lot less here since this isn't a gamemode script.)

      Also... I wouldn't agree that needing the armor to use the backpack is necessarily a downside, especially with how godly the stats of the armor are looking. (I would elect for a reload and movement speed penalty on the backpack myself.)
    6. Duskill
      Duskill
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      Ah, right, I forgot about unequipping part.

      Well, if you don't want to add extra script to vanilla combat armor, I might have a solution for you here too, but it will be more complicated. Give me a moment to test if I'm thinking right. 
    7. Duskill
      Duskill
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      So, I tested it, seems to work.

      You'll need two scripts, an updated object one and an effect one, which you going to attach to the new Base Effect. That base effect going to become part of the new actor effect that will be added and removed by equipping/unequipping backpack through scripts. Your scripted actor effect will need to have a duration time too, something ludicrious that almost impossible for the player to surpass, like 1000000000.

      Here are script examples, from the test esp, first one is object:
      scn aBBAequippie
      Begin OnEquip
                If ( Player.GetEquipped ABBcombatblack == 0 )
                      player.unequipItem ABBAcombathelmi
                      player.dispel ABBAAbiliForcombat
                Elseif ( Player.GetEquipped ABBcombatblack == 1 )
                      player.CastImmediate ABBAAbiliForcombat
              endIf
      End
      Begin OnUnequip
                      player.dispel ABBAAbiliForcombat
      End
      Begin OnDrop
                      player.dispel ABBAAbiliForcombat
      End
      Begin OnSell
                      player.dispel ABBAAbiliForcombat
      End

      Second one is an effect:

      scn ABBAbasarmoref
      float timer
      begin ScriptEffectStart
            If (( Timer >1 ) && ( Player.GetEquipped ABBcombatblack == 0 ))
                      player.unequipItem ABBAcombathelmi
                      player.dispel ABBAAbiliForcombat
            else
                      set Timer to Timer +GetSecondsPassed
            
           endif
      end
      begin ScriptEffectUpdate
            If (( Timer >1 ) && ( Player.GetEquipped ABBcombatblack == 0 ))
                      player.unequipItem ABBAcombathelmi
                      player.dispel ABBAAbiliForcombat
            else
                      set Timer to Timer +GetSecondsPassed
            
           endif
      end

      There are some extra lines here that aren't necessarily needed, but make sure circumstances under which the script fails/sticks to the player when it shouldn't are unlikely (At least, those circumstances I thought of at the moment).
      What happens here is that you setup a timer script that keeps checking, for as long as the player wearing the backpack, if the armor is on. If it finds out that it doesn't, it unequips itself and removes the scripted timer effect.
      Here's  the test esp, you can study yourself all what I did https://www.mediafire.com/file/am9u5jkir3s7nhp/DarrenDuke.esp/file

      All my edits in all my mods start with either ABB or ABBA, so everything new in esp is easily searchable. And it's called DarrenDuke coz I've used this awesome companion mod as a 'blank esp' before deleting everything out of it except my stuff (Was too lazy to create a new one).
    8. Duskill
      Duskill
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      Oh almost forgot, you'll need NVSE and Jips plugin for it https://www.nexusmods.com/newvegas/mods/58277 as requirements for CastImmediate (And for ElseIf instead of Else
      If). 
      There are variations that don't require those, like CastImmediateOnSelf and AddSpell, but I haven't played around with those much so don't know how they will work. 

      And Radoactivelad, big fan of your Zap Rowsdower and Sammy The Ghoul companion mods (:
    9. TPOl7uHKA
      TPOl7uHKA
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      Oh, thank you for that comprehensive answer! looks like it is more complicated variant, but I will have a look. It will help a lot if I push for this option. 
    10. Duskill
      Duskill
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  2. Radioactivelad
    Radioactivelad
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    I'm partial to jsawyer and some other balance mods that add Damage Resistance to medium and heavy armors. It makes them distinctly more protective than light armor, and it makes up for all the other advantages light armor has.
    1. TPOl7uHKA
      TPOl7uHKA
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      looks complicated :) will have to see which stats should i add from this mode 
  3. spoonsandvich
    spoonsandvich
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    can't decide which one is better
  4. Jimmbalaya
    Jimmbalaya
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    Nice!