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TheBritish

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  1. Here's a nice looooooong description of everything that goes into the threat ratio :) (http://geck.bethsoft.com/index.php/Confidence) I'm not talking about "making it". It's a built in function that's currently used to determine when someone starts running and such :) The only thing that you'd need to add would be the target's inventory value. This will probably require some messing around with FOSE for GetValue and ListGetNthForm to loop through the inventory of the person. Then I'd scale it to something reasonable like say... 0-0.3 and add that to the Threat Level value to determine if they drop or not... I'll mess around now and see if I can put something quick together to show you how simple it "could" be, but I really don't want to get caught up in implementing it :) Sorry --EDIT Okay, I made up a sample thingie, so you can see how it might work. You'll have to figure out the implementation (probably adding it to a quest so it's a conversation topic for everyone). and tweak the values to perfection, but it's a start. (I ran it through the Script validator at http://www.cipscis.com/fallout/utilities/validator.aspx rather than testing it myself. Oh and it requires FOSE) ;Declaring Variables... short sCount int iValue short sInvenLength ref listInventory ref itCurrentItem short sItemCount short sItemValue int iStackValue float fScaledValue float fMaxValue float fThreatRatio float fThreatRatioPlusInventory ref selfForCrime set fMaxValue to 0.001 * 300 set listInventory to GetContainer set sInvenLength to ListGetCount listInventory set sCount to 0 set iValue to 0 Label 1 set itCurrentItem to ListGetNthForm listInventory sCount set sItemCount to GetItemCount itCurrentItem set sItemValue to GetValue itCurrentItem set iStackValue to sItemValue * sItemCount set iValue to ( iValue + iStackValue ) set sCount to ( sCount + 1 ) if sCount < sInvenLength Goto 1 endif set fScaledValue to iValue * 0.001 if fScaledValue > fMaxValue else set fThreatRatio to GetThreatRatio player set fThreatRatioPlusInventory to ( fThreatRatio + fScaledValue ) if fThreatRatioPlusInventory < 0.1 ;drop everything Label 2 set itCurrentItem to ListGetNthForm listInventory sCount set sItemCount to GetItemCount itCurrentItem Drop itCurrentItem sItemCount set sCount to ( sCount + 1 ) if sCount < sInvenLength Goto 2 endif elseif fThreatRatioPlusInventory < 0.3 ;drop weapons and caps Label 3 set itCurrentItem to ListGetNthForm listInventory sCount set sItemCount to GetItemCount itCurrentItem if ( itCurrentItem.GetEquipType == 5 ) || ( itCurrentItem == caps001 ) Drop itCurrentItem sItemCount endif set sCount to ( sCount + 1 ) if sCount < sInvenLength Goto 3 endif else ;attack set selfForCrime to GetSelf SendAssaultAlarm selfforcrime endif endif
  2. Well that ought to be interesting, I hope someone does it :) I'd love to do it, barring fixing the nuuuuumerous bugs that would come about (:)) it shouldn't take too long... but I'm too easily distracted from my own mod. That comes first! Hey look a butterfly! :o
  3. Obviously, if you're going to go changing the AI Packages for every NPC, your mod will conflict with a lot of other mods, but you could probably just implement this as: 1) User Presses Key 2) Evaluate Threat Ratio (http://geck.bethsoft.com/index.php/GetThreatRatio) 3) If threat ratio < 0.3 drop all items, set AI Package to Flee, evaluate package (evp) Should be fairly simple to implement (though you'll need FOSE to use the keypress) For being able to outright threaten people, I think for that your best bet would be to add a new conversation topic for "Give me your clothes, your boots and your motorcycle", evaluate the threat ratio, if > 1, they start combat with you, if it's < 1 they raise alarm, if < 0.3, drop all items. (-- Adding a conversation topic for "everyone" shouldn't be too hard or conflicty :)) I think that's everything you wanted...
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