Larger Power Armors

I've only ever modded for Oblivion, but even then I didn't do anything with models. But my guess is that you have to edit the armor mesh itself (I don't think any of the tools in GECK can do this, because you couldn't in the TES Construction Set either)... try making the armor bigger in Blender or something.

Wish I could help more.
 
I think it can be done with a script. Yet when I put the script on the armor, it only worked for me. I need to know how to make it so that scripts affect NPCs, and then we'll be all set.
 
"This block will be run once when the scripted object is equipped by the specified Actor. If no parameter is used, the block will be run whenever the object is equipped by any actor"

According to this, it should work. Since you are not using a parameter, it is supposed be affecting NPC's as well... unfortunately I don't know what else can be done. I'll post again if I find something more though.
 
FractalArt said:
"This block will be run once when the scripted object is equipped by the specified Actor. If no parameter is used, the block will be run whenever the object is equipped by any actor"

According to this, it should work. Since you are not using a parameter, it is supposed be affecting NPC's as well... unfortunately I don't know what else can be done. I'll post again if I find something more though.
Maybe it doesn't work because the NPCs don't actually equip the item, but begin with it already equipped.
 
That was one of my thoughts, but I couldn't think how to fix something like that.

...I'm just throwing this out there, but maybe make this a scripted effect? Kind of like a +1 in agility. Because armor effects are placed on people as long as it's equipped, the script doesn't need to be ran by a specific action.
 
Hm... well, in the TES IV Construction Set I remember being able to add enchantments to armor and weapons. If you went to your enchantments tab and attempted to create a new one, there would have be a drop down list of spells that you could add to the enchantment. But there was also an option for scripted spells to be added too... so all you need is to make a scripted spell, add it to the enchantment, and it will eliminate the need for an "OnEquip" and "OnUnequip" in the script.

...also, sorry for saying "spells" and "enchantments". I am not familiar with the GECK counterparts.
 
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