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REQUEST! Functional bandoliers please!~


SilverNirvash

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i love the bandolier mod already released because you can equipment and they increase your carry weight but that seems to me a bit rather too EASY really. but when looking at them i am reminded of an older mod from Fallout New Vegas. A backpack that can be worn and in turn increase carry weight but also functions as a bag in of itself. HOWEVER it only lets you carry crafting materials! which is a great idea no matter how you look at it. What i'd like someone to do IF POSSIBLE is create an addon to the bandolier mod already out OR make one from scratch that adds to the world of skyrim 4 new types of bandolier's/pouches/bags/holders

 

each item will be functional in the sense that they increase carry weight depending on their physical size but they will also in turn be functional in the sense that they actually carry something around the bags actual size and the items you put in them will also increase that bags physical weight much like in the fallout NV mod.

 

also just like the NV mod or skyrim followers the bags themself will also have a carry weight limit.

 

Large padded Bandolier w/ an added bag on the back = Carries Crafting materials such as ore, firewood, harvestable things like plants for potions and so on but only CRAFTING matierals (patches could be made to make it compatible with mods that add crafting materials), the bag itself weighs 1.0 , Adds 150 to your carry weight and can carry up to 120 worth of items causing it's physical weight to become 121

and because this item is padded at the shoulder it should logically act like a piece of leather armor so i figured it should provide at the very least a SMALL amount of protection? so maybe add 10 to armor if that doesn't seem too over powered? ( i leave the armor rating at the mod makers digression)

 

 

Medium sized Satchel = Carries food and drinks and potions ONLY, this bag weighs 1 adds 60 carry weight and can hold up to 50 making its weight 51.0 at max weight.

 

 

Small Pouches (left front right front left back right back and so on)= carries things like lockpicks and smaller light weight misc items (gems etc). these each weigh .5 each adds 25 to your carry weight and can carry up to 20 each weighing in at 20.5 when full.

 

 

Thigh strapped holster = holds UP TO 2 daggers of any kind.

Now this one was the tricky one to balance out in my mind. The two heaviest "daggers" in skyrim are the blade of woe(weighs 7) and Nettlebane (weighs 10).

Unfortunately i myself have not done the brotherhood questline yet so i'm not sure if the blade of woe like its oblivion counterpart is actually a QUEST item in turn NOT droppable, tradable, sellable, and so on. HOWEVER keeping in mind its the second heaviest dagger in the game i'd say that it still should be part of the dagger holsters max carry weight in case a mod uses the blade of woe as a base for its stats and such. Nettlebane however if i'm not mistaken IS a quest item thus can NOT be dropped and so on. doesn't change the fact that it's still the heaviest dagger in vanilla skyrim. so logically the dagger holster should be able to naturally hold BOTH daggers seeing as it's meant to hold up to 2 daggers of any kind. in the end making the dagger holster's max carry weight ending up being 17 HOWEVER! unlike the other bags this holster will ONLY add to your total carry weight 12 to counter the seemingly broken nature of holding 17 weight because the lightest dagger is like 1 or something like that potentially holding far more than 2 daggers. so at max carry weight the holster itself will weigh 17, the holster itself weighs 0 because lets face it it's just a few pieces of leather holding 2 daggers to your thigh.

 

i'm hoping this idea gets some attention because i'd really like to see some functionality in my traveling bags. i always felt like while the bandoliers did give me more carry weight they also took up slot on my equipment for nothing taking away potential armor pieces instead. i need something that makes it feel worth having on my back and waist otherwise why give that spot to a bag that does something i can enchant any piece of armor to do as well?

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oh and i just thought of something new that i completely forgot about! how to access the actual bag! i was thinking a few things tell me what you think? :3

 

1: while in your inventory you drop the bag on the ground and go into sneak mode to access it

 

2:equip or unequip the bag to get a menu that reads "equip/unequip, open, cancel" the first option of course changing depending on if its equipped or unequipped lol.

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It is all possible to an extent.

 

The satchel (for lack of a better word) is an armor piece and an interface piece to the actual container which is tucked away in some inaccessible cell. So when the player adds something that item's weight gets removed from the player. To keep the player's weight from changing the satchel would need to maintain it's empty weight and the player actually keeps the items on their person.

 

Some of the groupings you want to have are not easily sorted. The dagger thing with a simple weapon check to keep out all the other crap would be letting in any weapon. Further study on how to separate out daggers from other weapons would be necessary. Perhaps even requiring constant patching and updating with other mods. The same would be true of the crafting and small misc stuff.

 

You could do pre-defined form lists that you must update with each mod, dlc, etc. That is a lot of hassle.

You could leave the satchel open to holding anything and the player responsible for not taking advantage of it.

 

I'm thinking of a different method. Since the satchel cannot hold the items while worn or in the player inventory without screwing up the carry weight, the player can be given the freedom to put whatever they want inside when the satchel is being interfaced with while on the ground (OnGrab event). For carry weight purposes the items in the satchel are given back to the player when put back into the player's inventory. That addition of items by the player to the satchel can create a form list. This form list will then be used when the satchel is dropped or placed in another container. But rather than a simple transfer, the list will be passed thru a series of checks intended to weed out only the desired items to store. If the satchel is to have a weight limit, then the container for the satchel itself can check the weight of each added item. When exceeding that amount, send the item back to the player. Perhaps with notification that could include by how much overweight the last item was for the container.

 

If you want the items to be removed from the player, yet the player feeling the weight of it all as if it were inside the satchel.... I suppose one could try to modify the player's carry weight directly. Or there could be multiple versions of the worn piece with different weight values and they get swapped out as the container contains more weight. Neither one is a pretty or elegant solution.

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It is all possible to an extent.

 

The satchel (for lack of a better word) is an armor piece and an interface piece to the actual container which is tucked away in some inaccessible cell. So when the player adds something that item's weight gets removed from the player. To keep the player's weight from changing the satchel would need to maintain it's empty weight and the player actually keeps the items on their person.

 

Some of the groupings you want to have are not easily sorted. The dagger thing with a simple weapon check to keep out all the other crap would be letting in any weapon. Further study on how to separate out daggers from other weapons would be necessary. Perhaps even requiring constant patching and updating with other mods. The same would be true of the crafting and small misc stuff.

 

You could do pre-defined form lists that you must update with each mod, dlc, etc. That is a lot of hassle.

You could leave the satchel open to holding anything and the player responsible for not taking advantage of it.

 

I'm thinking of a different method. Since the satchel cannot hold the items while worn or in the player inventory without screwing up the carry weight, the player can be given the freedom to put whatever they want inside when the satchel is being interfaced with while on the ground (OnGrab event). For carry weight purposes the items in the satchel are given back to the player when put back into the player's inventory. That addition of items by the player to the satchel can create a form list. This form list will then be used when the satchel is dropped or placed in another container. But rather than a simple transfer, the list will be passed thru a series of checks intended to weed out only the desired items to store. If the satchel is to have a weight limit, then the container for the satchel itself can check the weight of each added item. When exceeding that amount, send the item back to the player. Perhaps with notification that could include by how much overweight the last item was for the container.

 

If you want the items to be removed from the player, yet the player feeling the weight of it all as if it were inside the satchel.... I suppose one could try to modify the player's carry weight directly. Or there could be multiple versions of the worn piece with different weight values and they get swapped out as the container contains more weight. Neither one is a pretty or elegant solution.

that all seems good but.....oblivion back in the day had a mod called Loot to gold, the mod itself is sort of a cheat mod in the sense that any item put into this specific bag could be converted to gold according to your bartering skill with out all of the hassle of finding an NPC with the appropriate amount of gold in their own inventory. HOWEVER that's not the point.

the point is Loot to gold gave the player a 2 items one item is functions as the "sell" option you click this item it's removed for a second and an interface appears that lets you sell all of your loot with in the other item. the other item is the bag itself that contains all of your loot and no there is no limit to how much loot you can put into this bag HOWEVER the bag itself takes on weight as you put stuff into it. i thought if at all possible there could be a way to combine THAT concept of -loot in bag = weight added to bag itself in inventory- with the current concept of -equip bag to gain extra weight capacity- that way the bags themselves feel more realistic when worn because honestly who wears a bag for extra carrying capacity yet doesn't feel the penalty of actually wearing it with stuff inside in real life? when i put a watermelon in my backpack for safe keeping so i can run across the street back home with out the burden in my actual arms i still feel the weight of the watermelon on my back and that still slows me down to a degree.

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I already have something local that includes the ability to access a remote merchant. But it doesn't sell or give access to stuff inside of a container.

 

There is one or two mods already that have options to provide gold for items stashed in a particular container. But I don't think those do anything with regards to reducing the item's gold value as such is done with the normal bartering process.

 

My theory was that if the player had access to a remote merchant and access to endless storage by means of two separate devices (whether in the same mod or different mods) that the player can decide as they see fit to keep or sell. No need to try and combine functions into a single device.

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well i don't care so much about the whole selling loot through a bag thing. i'm more interested in

 

a bag that adds carry weight when worn

can store items up to a certain capacity

and adds the weight of those items to it's own to make it feel realistic

 

these are the 3 key elements to the bag itself and i'd like if at all possible to have different types of bags that are MEANT to be carried certain types of items depending on the bags size and placement. if gold were an item gold could have a weight and be put into a little pouch on the hip like they did in medieval times. and like i said a holster on your thighs (two holsters in one item one on each thigh) that holds 2 daggers (one in each holster kind of deal) stuff like that. i want equipment that looks functional and IS functional.

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focusing on the bag only

 

you want something that adds X weight to the player's max <-- doable

-- apply the carry weight effect to the item's armor record

-- no script involved

-- drawback, carry weight only takes effect when equipped

 

Can hold up to X weight worth of stuff <-- doable

-- grab the weight value of each item that is added to the container and add up the totals, when the total is reached don't allow any more items to be added.

-- scripted on the container itself and not the armor interface object

 

And as it gains contents increase the displayed and functional weight in such a way that the player carry weight does not decrease despite there being less items on the player's person <-- not sure. I don't know of any way to change the weight value of an object mid game. Swap the bag with another version, yes but that would be unwieldy as there is no telling how many possible weight values one could have. Just saw the SKSE added GetWeight and SetWeight functions, with those it might be doable.

-- scripted on the container for ease of getting the variable from the previous calculations, but affects the armor interface object. Value doesn't save between sessions so some care needs be taken to insure the proper values between game sessions.

 

Looks like I might be able to pull off the IS functional, but the LOOKS functional is a different story.

 

Personally, I think I'd drop the whole adds to the carry weight when worn. When you pick up a backpack, yes you can carry more than you could with your two hands but you still can only carry as much as your muscles allow. The player's carry weight in my opinion is just that the total amount that their muscles will allow them to carry. So while I can understand having items put into the container change the weight of the bag itself and thus still affect the player's weight, I can't get behind adding the carry weight effect. That was bethesda's cop out for not providing a portable container (i.e. bag of holding) :P

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