About this mod
Conversion of Metal Gear REX Modder's Resource Uploaded by BBTBB to be a buildable defense turret for settlements. ESL work done by Ragnarr1313
- Requirements
- Permissions and credits
- Changelogs
Source: Metal Gear REX Modder's Resource Uploaded by BBTBBN
Conversion: jsnider193
ESL Files: iramike
Introduction: Conversion of the MG REX resource that has posted here to the Nexus. Will be releasing this in two or three stages.
NOTE: 0.2.0 Changed the base model to be a different look.
Stage 1: The Meshes -------------------------------------
This is provided as a RESOURCE for anyone who wishes to play with the models for their own mods or to animate it. If changes are required please indicate and will see if can make for you or assist you in making them.
1. MG REX Model: Two complete nif meshes of the resource. MG_REXstatic2A is made up of the four major components whereas MG_REXstatic3_parts is composed of the 16 individual parts.
2. Large Components: The four major components that make up the overall model,
3. Individual Parts: All the individual parts that were combined in Blender to make the four components in 2 above.
If the raw output from BS/OS is desired please indicate and will post that also.
Collision has been approximated for all of the above by using multiple parts of items available in FO4. It is not perfect but works for the static versions of the model.
Stage 2: Buildable units at Settlements via the Workbench. ------------------------------------------
Status: esp is being tested at this point. Turret equivalents are able to be constructed and placed. Test version is included for those that would like to help and or provide feedback.
1. May build turret at the workbench that provides defense for th settlement .. may be to much at this point but the REX is not cheap. Two different types .. Stationary Home or City defense units. Multiple weapon load outs are available with more planned. For the 'workbench' units the weapon is now replaced with a visible spot light that moves as if scanning for targets, have not done this for the turret units. The 1st units 'should also' generate power (have not fully tested this yet) whereas the 2nd do not ... have tried to make the 1st a power generator as supposed to have an internal fusion reactor or something like that.
2. Random Encounters: The units have been set up in the esp for the NPC but no placement has been made at this point exvept for 1 test unit in Concord .. it is potentially deadly now. Let me know if have trouble with .. best way to attack is in VATS as the hit locations are still stuck between the legs.
3. Start Location: Planned, currently a large barge is set up near the Atom Cats with a Continental Siege Unit on it and some other cosmetics. This is intended to be the location need to go to get the schematics for the units in order to be able to construct them (this is not implemented yet).
ISSUES - FUTURE PLANS
1. Collision is not correct for these buildable units (some there at ground level but none on top). If place a static version (one provided in the esp) collision will work. This is driven by skeleton also so a separate race with a large enough skeleton is required.
2. Weapon placement still being investigated. Working on using CPA to allow multiple weapons to be placed on the base unit .. similar to what can do with weapons (thanx to AlphaSigmaOmega for the idea). Need to make sure can be built correctly at the work station.
Stage 3: Pseudo Animation ..........................
will try to make moveable and or driveable ... never did this before so a complete learning experience for me.
TOOLS USED ----------------------------------
Blender
Noesis
MindTex 2
Nifskope
GIMP
Body Slide/Outfit Studio
paint.net
3D Builder (used to fix mesh issues that sometimes occur when convert in OS)
Substance B2M3