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Curious FO3 Schematics


DaemonGrin

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Just curious what would be involved (I know there are mods that add them) in making the FO3 schematics available for use in FNV since all of them are in the geck already.

 

Thanks,

Geoff

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I don't exactly understand what you mean, by that I mean the schematics are already loaded in the GECK I can drag and drop them in a cell. I mean what is involved in being able to use the schematics to craft the weapons in FNV for use. Sorry I wasn't clear or sorry if what you stated is all I have to do to be able to crasft them and I'm just a dunce lol.

 

Thanks,

Geoff

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You'd have to make the workbench recipes that make them. I'm not sure if the assets

For the weapons are in the geck or not, so you may have to make the weapons themselves.

On top of that the rock it launcher is difficult to add, as the new ammo system in NV is different, so you'd have to use some creative scripting for the rock it launcher.

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as the new ammo system in NV is different, so you'd have to use some creative scripting for the rock it launcher.

 

Not necessarily, the new ammo system can work for you here, with a form list, with custom ammunition for the junk items it uses, you can have the player select which item they want to fire in the same way that you change ammo normally in NV, granted, you would need a script to add the ammo based on which miscellaneous items the player picks up but that wouldn't be very hard. Something like:

 

 

scn ExampleScriptName
 
short iItemCount
 
begin onEquip
    if Player.GetItemCount TeddyBear01 > 0
        set iItemCount to Player.GetItemCount TeddyBear01
        Player.AddItem ExampleRockItAmmoTeddyBear iItemCount
    endif
end
 
begin onUnquip
    if Player.GetItemCount ExampleRockitAmmoTeddyBear > 0
        set iItemCount to Player.GetItemCount ExampleRockitAmmoTeddyBear
        Player.AddItem TeddyBear01 iItemCount
    endif
end

 

This would add ammo items based on how many teddy bears the player has when the rockit launcher is equipped, and then removes said items and gives the player an equal number of teddy bears back. Obviously this just works for scrap metal. I'd include the rest of the miscellaneous items, but honestly I never made the weapon in Fallout 3 and I have no idea what it shoots. :P

Edited by Jojash
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as the new ammo system in NV is different, so you'd have to use some creative scripting for the rock it launcher.

 

Not necessarily, the new ammo system can work for you here, with a form list, with custom ammunition for the junk items it uses, you can have the player select which item they want to fire in the same way that you change ammo normally in NV, granted, you would need a script to add the ammo based on which miscellaneous items the player picks up but that wouldn't be very hard. Something like:

scn ExampleScriptName
 
short iItemCount
 
begin onEquip
    if Player.GetItemCount TeddyBear01 > 0
        set iItemCount to Player.GetItemCount TeddyBear01
        Player.AddItem ExampleRockItAmmoTeddyBear iItemCount
    endif
end
 
begin onUnquip
    if Player.GetItemCount ExampleRockitAmmoTeddyBear > 0
        set iItemCount to Player.GetItemCount ExampleRockitAmmoTeddyBear
        Player.AddItem TeddyBear01 iItemCount
    endif
end

This would add ammo items based on how many teddy bears the player has when the rockit launcher is equipped, and then removes said items and gives the player an equal number of teddy bears back. Obviously this just works for scrap metal. I'd include the rest of the miscellaneous items, but honestly I never made the weapon in Fallout 3 and I have no idea what it shoots. :P

 

 

Well the first time I played FO3 I made the rock-it Launcher thinking "w00t ROCKETS!!!" when I realized my mistake I got rid of it lol. I was just leaning towards the Dart Gun and railway rifle for a WIP of mine. Those were my favorites XD

 

Thanks SenterPat for the info.

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