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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
Here's the mod:
https://www.nexusmods.com/newvegas/mods/65449
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.
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?
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.
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.
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.)
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.
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).
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 (: