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Dynastia

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Everything posted by Dynastia

  1. Yes, it's on a weapon. I couldn't get it working on an effect. I've changed it all to begin gamemode, and now instead of the NPC refusing to stop combat, the reticule over the NPC briefly turns red, but he immediately becomes non-hostile again. I think the problem is either with the scriptpackage which forces melee weapons overriding the script (if that's at all possible) or I'm just not getting the syntax right for the "if player.getunconscious" part (i've tried every combination of player, playerREF, 1, and to 1 that I can think of).
  2. My goal is to have a generic dialogue which leads up to a beating/robbery against the player, perpetrated by a generic NPC. The goodbye dialogue adds a unique unplayable brass knuckles with a setunconscious script to the NPC. The NPC then attacks the player through startcombat player, and when if player.getunconscious they stopcombat player and player.removeallitems. And get rid of the unique-knockout-weapon too, to tidy things up. The weapon works fine, but I'm having a major problem getting the NPC to stop beating up the unconscious player. I've tried using spell effects and attaching an object scripts on the weapon itself, to no avail. Here's my script, which I'm now trying to apply to the weapon (after numerous attempts to make an almost identical code in an effectscript attached to a spell, and questscript attached to a quest)... the code is just so damn simple but refuses to work when I test it. scn aaBeatingScript ref me begin scripteffectstart set me to getself startcombat player addscriptpackage aaMeleeOnly end begin scripteffectupdate if player.getunconscious stopcombat player player.removeallitems me removescriptpackage aaMeleeOnly removeitem aaKnockoutKnuckles ,1 endif if getdead removescriptpackage aaMeleeOnly removeitem aaKnockoutKnuckles ,1 endif End Begin ScriptEffectFinish removescriptpackage aaMeleeOnly evp removeitem aaKnockoutKnuckles ,1 end aaMeleeOnly is a scriptpackage that just states Sandbox and Combat Style DEFAULTMELEE. It's the only way I could make the NPC in question use the knockout weapon instead of any gun they might have on them (the dialogue isn't supposed to be tied to a specific NPC so I have no way of knowing what weapons they might be carrying) aaKnockoutKnuckles are the unique weapon in question, which knocks its victim out (and works just fine). Please help, experts. What am I doing wrong?
  3. I finished the Blood Ties quest in a manner which left Lucy's Sealed Letter stuck in my inventory ; does anybody know if there's a console command I can use to remove it? I know it doesn't weigh anything, but I have a boatload of mods that add all kinds of config items in my inventory, so it's cluttered enough already and I really don't want to be stuck with any more.
  4. I hate the way enslaving NPC's is handled in the vanilla game (wasteland scavs have access to experimental mind-control gamma beams and a GPS-network of exploding collars?) so I thought I'd outline my ideas for a better system. If anybody has any additional ideas or better ideas than mine, please say so. The Mesmetron should be removed from the game, and replaced with a club that deals very low damage, but each hit has a chance of putting somebody into a mezzed state of confusion (no frenzy/headpop) or more preferably knock them unconcious (as may be seen in Arwen_Realism Tweaks mod), at which point they can be stripped of equipment and fitted up with a collar. The Exploding Collars should be taken out of the game as much as is humanly possible. The random slaves begging to get the collars off, the guy who runs from Paradise Falls and gets his head exploded, and the collars on Clover, Crimson, and all other slaves could be removed. One or two could stay on the slaves who need to mention them during quest dialogue (the child slaves from Lamplight, for instance), but it should be taken to mean that they were fitted with very simple radio-activated exploding collars as a punishment for repeated escape attempts, and that the collars can only be detonated in and around Paradise Falls. The rest of the slave collars could be replaced with some sort of plain metal collar with chains and manacles similar to those worn by old-timey slaves and chaingangers (people who can do apparal models and textures would be needed), and when a person is enslaved out in the wasteland, instead of running off to Paradise they should follow the player around and follow basic orders like "Follow me" or "Stay Here" or "Turn out your pockets" (similar to slaves in The_Collector mod) until they are taken to the front gates of Paradise where they can be sold to Grouse through dialogue. Another upside to the regular metal collars would be that they would be non-quest, and you'd be able to carry as many as you wish to buy from Pronto or Grouse or whoever (they should be cheap, but heavy to the tune of 5 pounds or so). Slavery via Speech Checks could be greatly expanded to include the PC passing speech checks to talk certain characters into voluntarily entering slavery to escape worse conditions (ie. the water beggars, Dukov's party girls after Dukov has been killed) or by using lies and trickery to get them to the front gates (some of the more naive wastelanders like Brailee Ewers, Sierra Petrovita and Sticky would be perfect victims for this) Slavery via Drugging could be added for characters with a propensity for excessive drug use ; Pauly Cantelli, Leo Stahl, Snowflake... one could simply add in dialogue options inviting them to get high with you, and at the cost of 4 hits of Med-X you've got yourself a shackled-up slave ready for transport to Paradise Falls. Supermutant Captives are already tied up and helpless ; simply adding an option to enslave them should be all it takes. NPC Companions with the exception of Fawkes, Dogmeat and the Mr. Gutsy should be able to be sold into slavery by simply walking them into Paradise and informing Eulogy that they're for sale, similar to Fallout 2. This could include temporary companions like Sydney, Sticky and Cherry. Do any experienced modders know whether any of these ideas are outside the realm of possibility?
  5. Being from a commonwealth country and knowing that the way we talk in casual conversation tends to be pretty monstrously offensive to a majority of Americans, so I do try to be careful on international forums. I've got no problem with having a few words struck from my vocabulary, and no problem with checking over my posts ; I just wanted to quickly check to see how careful I'd have to be.
  6. I've got a pretty filthy mouth, and quite often let out a word unfit for civilised company without meaning to. This can also happen when I'm typing something up quickly and not doublechecking every word I post ; so as you can imagine, I was relieved to see there's a word-replace filter here (and anywhere else I post where swearing is not tolerated). Only problem is, I've been checking out the rules and the reasons people were banned, and noticed quite a few folks have been banned for vulgar language. So my question is, do I have to start doublechecking each post I make before I hit "reply", or are these people who deliberately bypassed the swearing filter with ASCII symbols or whatever, and I can pretty much relax and let the swear-filter take care of cleaning up my posts?
  7. Are you going to make ammunition/modern firearms all but non-existant and reserved only for the most powerful bosses and most inaccessable looting venues, and bring in crossbows, compressed air-guns, muskets, javelins, melee weapons etc. as common weapons ; where a single-barrel breechloading rifle and twelve bullets makes you a wasteland king? Personally, I think that the scarcity of pre-war guns and ammo was one of the most defining aspects of Mad Max's world, and has been sadly ignored by all other post-apocalyptic fiction because Hollywood can't imagine an action movie without millions of bullets spraying everywhere and explosions every four minutes. Also, my suggestion would be to split the game into three or four "stages" ; when you finish a certain amount of the main quest you go from stage 1 to stage 2 ; the Mad Max world changes hugely between each movie, going from a world in which the government's control over outlying regions is slipping, to a peak-oil nightmare where the government has completely collapsed and people scavenge violently for the pre-war resources, to a post-apocalyptic desert where pre-war resources have completely run out ; and enemies and loot tables could change accordingly.
  8. But apart from slaves and people with specialised knowledge (Walter, Moira, etc.), not many people in the Fallout universe would work a day in their lives ; at least, not in the way our society is used to working. Survivalism is all about counting calories, and trying to do as little as possible to avoid needlessly wasting your energy reserves. Hunter-Gatherers (which is basically what scavengers are) just sit around all day long, because they can't afford to waste any energy. People like Walter, whose expertise is needed, would probably work long hours but be awarded a lot more food than any of the regular Megaton folks, but an average Megaton settler would probably spend their days doing very very little, and only venturing out to scav between long periods of doing absolutely nothing. Honestly, I can't imagine there is regular work and paychecks for all those Megaton settlers ; aside from the Stahls, Simms, Cromwell, Stockholm, Moriarty, Nova, Gob, Walter, Moira and Doc Church ; and out of those, only Moira, Walter, Nova and whoever does the cooking at the Brass Lantern are going to get their hands dirty. Maybe a few might be doing repairs to the outer wall and buildings, and one of them watches the Brahmin outside Doc Church's, but the rest? It's not like they've got a coal mine or factory supporting the town.
  9. The chainsaw should naturally be a useless tease-weapon that you can never actually get to start.
  10. A broken assault rifle converted into a matchlock musket. edit ; Or any weapon ever used in the Mad Max trilogy. Luger, hatchet, wrist-mounted crossbow, full-sized crossbow, giant compressed-air arrow cannon, compound bow, a live poisonous snake for chucking at people, razorbladed boomerang, glaive, chainsaw, molotov cocktail, javelin, pair of bolt cutters, ridiculously enormous mallet, metal club with lots of spikes in it, a dog-whistle that makes retards cry and fall over... did I miss anything? Nobody can say that's not lore-friendly.
  11. People who don't want to die of infected rashes and lice bites. It'd only take a handful of sand and a little water to get clean (you'd still stink like a homeless drug-addict, but you'd be clean enough not to face serious health risks). Or if even that's too much exposure, they could always wash by coating themselves in brahmin butter and scraping it off with a blunt knife.
  12. I'd definately download one, but it's not that big a deal since there are very few old folks in the game. Personally I'd love a body replacer that keeps the vanilla healthy good-looking bodies for vault-dwellers, enclave members and maybe the brotherhood of steel, but makes the wastelanders more emaciated, with all the pimples and carbunkles and tumours and sun/windburn that should go along with their awful diets and constant exposure to very harsh elements. Also, a raider tattoo mod that gives them awful unprofessional-looking tattoos instead of perfectly done tribal designs would be great (something like Chopper Read, rather than what you'd see on 20-year-old surfers from california) edit ; but of course, now I'm just being greedy and demanding.
  13. I don't mind that it's not totally nude ; when I think about it, I probably couldn't come up with too many uses for scavenged pairs of underwear, especially if they've been worn non-stop by an unwashed jethead desert dweller for the last six months. I sure as hell wouldn't want to bandage an open wound with them, or wrap my lunch in them. I've already got a nude body replacer for ghouls, it came with one of the beautiful-people type replacers I mentioned, and obviously it has none of the 'glammed-up sex god' look that their human models do), so I'm happy enough with it. It certainly gives the wasteland a more ugly, desolate and dog-eat-dog feeling. Genitals on the ferals would also be a nice touch, but I can't fault the modders for not wanting to spend weeks staring at feral ghoul junk, especially when I'd probably try to avoid even glancing at them when playing. Anyways, I'll give your suggestions a try and report back.
  14. I've been trying out a few different nude mods (male and female), mainly because it's a huge immersion breaker for me to strip off a corpse and have it go from wearing nothing more than a few leather cheststraps and a metal codpiece to a very modest 1950's undershirt and shorts. Basically, it annoys me that they're wearing MORE after you strip them off. However, the body replacers I've found seem to be focused less towards realism and more towards having some beautiful naked bodies to ogle. I realise that the characters in fallout 3 vanilla are uniformly good-looking to begin with, but most of the nude mods out there seem to take it a level further and really turn them into veritable sex gods and goddesses. So I'm wondering if somebody could point me to a nude body replacer that doesn't try to beautify the wastelanders, if you know of any? Even one that replacers the retro underwear with some oblivion-style loincloth would be fine, so that the looted bodies don't end up wearing MORE after you undress them.
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