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ObieDwyer

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Everything posted by ObieDwyer

  1. There is a mod for Skyrim called Unlocked Grip which does something similar. I'm not sure how it works exactly but I'm fairly sure it's possible to retrieve the player's equipped item and change the grip animations via a script. Of course it's probably going to look wonky and cause some clipping issues seeing as the two-handed weapons are fairly large for the character to just slap on his waist.
  2. I'm assuming you're using NVSE right? Edit: So unfortunately I can't get it the exact way you want it set up but it's reasonably close. The way I currently have it is that for every few seconds in the pipboy or some other menu (this can be changed if you want it to), it detects the player's perception (and if he's using a heavy weapon) and changes the fVATSDistanceFactor game setting based on this. fVATSDistanceFactor: The default value for this is 2 and it goes down by .1 for each point of Perception above 5 the player has. I'll put it here for the time being: https://www.dropbox.com/s/vw1isab9z07i8oq/Perception-Based%20VATS%20Ranges.esp?dl=0 I haven't tested it yet so I won't put it on the nexus but if everything checks out on your end I'll put it up there.
  3. Using the SetRestrained function in a script could get him to just say put.
  4. I think what would probably be easiest is to just have it all be controlled by a set of activators. In Fallout shelter each row has about 8 sections not including elevators. So just have a kind of ant colony reconstruction of the vault which is 8 by (lets say 10 rows for now) cells. Each cell containing either being empty or containing a room of your choosing. Could put the Overseer's room within the entrance room of the vault and (assuming it's possible) have the game read the ant colony version of the vault to see what the doors in the rooms connect to.
  5. It's possible, but it wouldn't have the same fancy UI as Caravan or Blackjack.
  6. That's probably possible. There are game settings for how distance affects accuracy. Give me a while and I might be able to whip somethin up.
  7. I have a question. Is such thing actually possible to be made through modding? Probably, although I need you to clarify so I'm getting this straight. Do you want Perception to give you a flat bonus in VATS? So for every point above 5 you get +5% hit chance?
  8. Currently I'm making a baseball bat that has an altfire to launch a baseball. I've got it to work, however there is one problem: The weapon disappears afterwards. I know the GECK documents this but I am looking for some kind of work around. The GECK says that if the sub-weapon that's fired via the script is a grenade-type weapon with ammo use at 1, then the weapon art disappears. Since the sub-weapon I'm using (a baseball) is not meant to be playable, i've set ammo use to 0 however it doesn't seem work either way. So if anyone knows how to prevent this, let me know. I could force the weapon to unequip and then re-equip to reenable the weapon art, but i'd rather look for a less hack-y solution. Any ideas?
  9. Tranquilizer darts typically aren't used in regular firearms since they're not made to use or even fire them. Tranquilizers go off from compressed air, not combustion. Which is why you probably haven't seen a mod that doesn't have a tranq dart that's not associated with a tranq gun. For a less than lethal round adapted into most (if not all) weaponry, rubber bullets could probably work. They'd essentially have to operate like the 12ga Bean Bag rounds. So what I propose is that you can have a dart gun that shoots all those different kinds of tranquilizers and poisons with the new gameplay mechanics you mentioned. And then to make other guns non-lethal you give them rubber bullets, a less effective but more common option.
  10. incorrect I say VR implementation as in like free-moving hands and such. Perhaps it's possible but I would think it would take a whole lot of work just to get a messy product. @.@ you thinking to literal! Think FO3 Anchorage etc using the VR pods etc that are in game XD. Good Luck, Geoff Oh wow I actually forgot about those VR pods. I was thinking of Oculus and such. A VR mod would be hella however. So I'd be happy to assist in any way that I can. EDIT: Should we get some kind of team together on this? I can do quite a bit with the GECK although my mapping skills (especially outdoor areas) are lacking. However I could just easily copy the layouts from DnD dungeon modules :V
  11. There are a bunch of mods that add Perception based VATS to NV. Although not by your method.
  12. incorrect I say VR implementation as in like free-moving hands and such. Perhaps it's possible but I would think it would take a whole lot of work just to get a messy product.
  13. Sounds like GS is a good place to start, I'll mess around a bit with it. Chet's packages already have him set to lock and unlock doors so all you have to do is put a lock on the General Store's Door. However: I'm not 100% how to implement trespassing and such. You can make him the owner of the door but I'm not sure how to set it to make the door be public during store hours or how to make him mad at your trespassing.
  14. This is a pretty interesting idea. Add me on steam and perhaps we can work something out.
  15. Is it a mod, or is it built into the game? I tried a quick search and it seems that it's a graphics option in Morrowind. If it was a mod, I'd say we could look at it for some clue as to how it was implemented, because frankly I can't think of any practical way to do it via any of the (admittedly limited) modding methods I know. I think he's talking about the ShadeMe mod for Oblivion and MGE for Morrowind (at least I think MGE has real-time shadows, can't remember). Either way, what you're asking for is a big undertaking. It's probably do-able from what we've seen with ShadeMe, but it's still going to require a damn good coder who's willing to work on it.
  16. I dug through some of the files and it seems pretty easy. Expect it to be done in a few days. EDIT: Finished http://www.nexusmods.com/newvegas/mods/60030/?
  17. I'd be willing to help depending on what needs doing. I've done a few basic quests for Skyrim and I'm almost finished with a Easy Pete Companion myself so I'd say I'm relatively experienced with the GECK's quest system. Send me a message on steam if you need my assistance with something: Wing Attack Plan R
  18. Badabing Badaboom: http://www.nexusmods.com/newvegas/mods/40861/?
  19. Here you are: http://www.nexusmods.com/newvegas/mods/60014/?
  20. I couldn't get either of those to work for some reason. It keeps saying that "(GetWeaponType/GetEquippedItemType) is not a function or does not exist" Script Fragment: Event OnObjectEquipped(form akBaseObject , ObjectReference player) if akBaseObject.GetWeaponType() == 1 Debug.MessageBox("1h weapon equip") else Debug.MessageBox("Untrue weapon equip") endif endevent I just get these two error messages: I still get those same messages if I use:if (player.GetEquippedItemType(1) == 1) Does it matter that the script is extending ReferenceAlias?
  21. I'm working on a script that needs to know what kind of weapon a player is holding. I've tried using a formlist filled with keywords to determine if an equipped weapon is one-handed or not, but I think a simpler and more compatible method would be to determine whether the weapon uses 1 handed or 2 handed animations. I recall there being a condition that asks what kind of animations a weapon is using (something along the lines of GetWeaponAnimType) but I was wondering if there is a command (or at least some work around) that can be used in a script?
  22. I'm trying to make a mod based off of tf2 so I can try to make this for you.
  23. It probably has to be done with a script. Other than that I can't help you.
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