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Work in progress: Republic Special Forces Equipment


Cerasumat

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I started toying around with the idea of a set of utility items and weapons that require having a special set of armor equipped. After some attempts i got it working :)

 

Skins are done. (mostly tweaking original skins, dont expect anything fancy)

Items have been made.

The armor / weapons / utility links are working.

Inventory icons are done (recolored originals, again nothing fancy)

Major background story's and info on items are done.

 

After i do some tweaking and finetuning and put the items somewhere in the game ill release the pack.

 

Here is a sneak preview of whats in the mod :p

 

Specialforces.jpg

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one thing to say...o SHIAT! that's a TERRIFIC armor skin...to get things to shine en liten mus, u just create and alpha channel for the TGA and then color it in in different shades of gray...however dark teh shade of grey is how much the skin in the normal channel will shine.

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Originally posted by Achilles

I'd be interested in seeing how you were able to accomplish the armor dependency. Very cool concept and nice looking skins! I know you said you didn't do much, but the shader on the heavy armor just looks too cool :D

My guess would be make the armour give a feat or something , then make the other items require that feat to be able to be equiped. Kinda like my missions armour that gives mission the lightsaber prof feat so she can grab a lightsaber.

But im still interested in looking at whats ben done.

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Originally posted by Jackel

My guess would be make the armour give a feat or something , then make the other items require that feat to be able to be equiped. Kinda like my missions armour that gives mission the lightsaber prof feat so she can grab a lightsaber.

But im still interested in looking at whats ben done.

That's clever! I would have thought it was done using scripts or something.

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Originally posted by Achilles

That's clever! I would have thought it was done using scripts or something.

Hee , nah , I figured that stuff out ages ago , I was experimenting after i had made Mission a jedi but then figured i wanted her as a scout but to be able to use a lightsaber but didnt want to give her the ability ti add bonuses to her attacks with it so gave her the bonus feat in her armour. I thought about doing it that way because you can specify if an object is for someone lightside or darkside , what class they are etc so I figured hey why not!

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Originally posted by Jackel

My guess would be make the armour give a feat or something , then make the other items require that feat to be able to be equiped.

 

 

Bingo :D

 

I renamed a unused feat called Guard Stance into Special Forces Armor Equipped and changed its type so it will show up on the characters list when he has it. I also gave it a new icon and description. I then made it a required feat for the other items and weapons.

 

Both armors are upgradable, as are the weapons. All items have a new custom icon in the same style as the armor skins. (black with light blue accents)

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Originally posted by Cerasumat

Bingo :D

 

I renamed a unused feat called Guard Stance into Special Forces Armor Equipped and changed its type so it will show up on the characters list when he has it. I also gave it a new icon and description. I then made it a required feat for the other items and weapons.

 

Both armors are upgradable, as are the weapons. All items have a new custom icon in the same style as the armor skins. (black with light blue accents)

 

Well there you have it. I guess the next obvious question is: what do the stats look like? :D

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Hey great work :thumbsup: nice skins, you can see how the CM_bright gets killed if you use CM_baremetal at the same time. Two shaders can’t coexist on the same model. unless they are modeled that way and still would have to be separate objects like the vacuum mask.

 

svösh

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Originally posted by svösh

Hey great work :thumbsup: nice skins, you can see how the CM_bright gets killed if you use CM_baremetal at the same time. Two shaders can’t coexist on the same model. unless they are modeled that way and still would have to be separate objects like the vacuum mask.

 

svösh

 

Yup i found that out when i was reskinning them. I did make a .txi file with CM_Bright to see if that would make the lights turn on but no dice. (infact what you see on those screens is the armor with a CM_Bright .txi) I think in my n00bienis i forgot something, owh well :) the armor shinyness is more important then the lights anyway.

 

As for the stats: Ill post them once i figured them out lol. Since all these items work together and there are 2 possible armors i need to add them all up and see what i get then. I dont want to make it overpowered but better then the normal items in the game.

 

But here is a general indication of what im planning for the armors:

 

Light armor:

defense bonus, stealth bonus, dex bonus, energy immunity bonus (5-10%)

 

Heavy armor:

defense,STR bonus, melee and energy immunity bonus (5-10%)

 

My current plan is to limit the armor's to the Soldier class as i dont see Mission or a Jedi be a Special Forces commando :p but i might make it free to all classes to make Scoundrels make more use of the stealth + sneak attack option.

 

The light armor and utility belt will have lots of skill bonuses. (demo,security,stealth,treat injury, repair, computer use) Soldiers always have so little skill points and i would assume a Spec Ops soldier should know how to disable a simple mine if he had some minor training. (1 demolitions) Or walk around without waking up the entire neighbourhood (1 stealth) and stick a kolto pack in his leg to heal that papercut. (1 treat injury)

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You can restrict your armour to non jedi classes by setting the class alignment restriction to Soldier , Scout and Scoundral all at the same time. Im doing that with a sword im working on and going to put something how the force distorts the sword and makes it useless or soemthing like that so it has a reason to be in non jedi hands.

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Stats on the items.

 

Heavy armor.

Armor class 8

Defense bonus 2

mesh underlay

4+ strength

3+ fortitude saving throw

armor reinforcement

Defense bonus 3

5% slashing / piercing / bludgeoning / energy damage immunity

 

Light armor

Armor class 4

Defense bonus 2

10+ stealth skill

mesh underlay

4+ dexterity

3+ foritude saving throw

armor reinforcement

Defense bonus 3

5% energy damage immunity

 

Disruptor Rifle

all sniper shot feats

scope

keen

improved energy cell

1d4 piercing damage

hair trigger

3 attack bonus

beam splitter

on hit STR damage DC22

on hit DEX damage DC22

1d6 electrical damage

 

 

Heavy blaster pistol

all rapid shot feats

scope

keen

hair trigger

2 attack bonus

beam splitter

1d4 ion damage

improved energy cell

1d6 energy damage

 

Vibroblade

1 enhancement bonus

all power attack feats

vibration cell

1d4 slashing damage bonus

energy projector

2 attack bonus

4 energy damage bonus

durasteel alloy

1 attack bonus

4 slashing damage bonus

 

Vibrosword

1d8 slashing damage bonus

vibration cell

1 attack bonus

1d6 slashing damage bonus

energy projector

keen

2 attack bonus

durasteel alloy

1 attack bonus

bonus feat: sneak attack IV (needs testing)

 

belt

4+ INT

10+ stealth,repair,computer use,demolitions,security,treat injury

 

energy shield

10% energy and electrical damage immunity

20 pts energy and electrical shield, unlimited uses

 

melee shield

10% slashing / piercing / bludgeoning damage immunity

20 pts melee shield, unlimited uses

 

NOTE: only one shield can be active at a time

 

Gauntlet

2+ strength

2+ dexterity

1 defense bonus

1 attack bonus

3+ reflex saving throw

 

Targetting Optics

5 attack bonus (works on all weapons)

3+ will saving throw

18 force resistance

 

Implant

3 regeneration

4+ constitution

2+ universal saving throw

immunity to poison and mind affecting

 

 

Known bugs/issues:

 

-targetting visor will unequip every time you load a savegame. just have to re-equip it.

-verpine headband is now blue :p

 

Mod should be finished within a day or two.

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I dont like making mods without a nice background, call me a role-playing freak :D

 

 

During the Mandolorian Wars the Republic saw the need of a unit that could function in extreme conditions and could achieve objectives no normal infantry unit could ever hope to achieve. In the latter stages of the war experienced soldiers who were extremely loyal to the republic were recruited for this new unit.

 

Thats how the first Republic Special Forces Unit was formed:

The 66th "Kath Hounds".

 

Using technology gathered from all corners of the galaxy the Republic researchers developed new weapons, armor and utility for this unit in order to give it an edge in every aspect of squad based infantry combat.

 

When the Sith attacked the "Kath Hounds" achieved major succeses but not even their training and equipment can stop the Sith onslaught......or can they?...that depends on you!

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Originally posted by Glamador

damn you and your amazingly captivating background story!

 

lol thanks :)

 

Mod is pretty much finished now, although i havent placed the items in the game yet so you have to summon them with the giveitem cheat :(

 

Was thinking about having all these items scattered around the endar spire and near the republic pod in the undercity but the scripting that requires is a bit overwhelming. :eek:

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