genovauk Posted March 17, 2009 Share Posted March 17, 2009 Name : Maximum Ammo Capacity Details : What this mod does is limit how many rounds of ammo they can carry. It does this by letting the user pick up the ammo from either the floor, container or by buying it through a barter menu.It then calculates how much over the limit the player is (if they are) and drops the excess amount on the floor. Currently the defaults are listed is as follows : Mesmetron Power Cell - 500Energy Cell - 500Electron Charge Pack - 2000Dart - 10010mm - 600Flamer Fuel - 5005.56mm - 900Missile - 100Mini-nuke - 50Railway Spike - 500Microfusion Cell - 700BB - 200.308 Caliber - 300Shotgun Shell - 300Alien Power Cell - 500.32 Caliber - 6005mm - 2000.44 Round - 600 I have the quests in place with the variables etc.. and am currently working on the messagebox script for the configuration menu. The configuration menu will have the following settings : Set all to defaultSet all to unlimited (vanilla style)View default settingsView Current Settings And individual ammo settings for : DefaultUnlimitedUser chosen option I have posted this here to gauge what the puplic would think of such a mod, Would it be used or discarded as not much point. I was thinking of adding in the CALIBR ammo also. The reason I ask is not that it isn't doable because it most certainly is, I have beta tested it somewhat and it does exactly waht I want it to do, It's just no matter how I try to create the menu system (if I include CALIBR) it will have easily over 100 message boxes and a huge backend script to menu all these boxes together or just as many dialogue options if I do it that way and even more terminals and notes if it's done that way, Unless i'm looking at it the wrong way. Which brings me to my second question Is there an easier way to make a menu system that isn't so damn big. With CALIBR in aswell it totals 48 different ammo items all needing 2 menus 1 for default\unlimited options 1 for user options. Anyways post your comments,suggestions and ideas. I need to know if this is going to be a viable mod that people would want\use. Link to comment Share on other sites More sharing options...
Skree000 Posted March 17, 2009 Share Posted March 17, 2009 not really sure why a mod would be required for this, perhaps only a mod that makes ammo have weight, so you can only carry so much (like traditional fallout 1 and 2) Dont want to sound mean or anything, I admire your hard work and persistence. Just giving my opinion. I wouldnt use such a mod, but maybe others would. Link to comment Share on other sites More sharing options...
genovauk Posted March 17, 2009 Author Share Posted March 17, 2009 That's the reason I made this post, It wasn't really that hard but there is a hell of alot of menu script to be done yet, The good thing is the script could be easily adapted for other items etc... I just want some more opinions before carrying on. (basically taking a short break from it) Link to comment Share on other sites More sharing options...
genovauk Posted March 18, 2009 Author Share Posted March 18, 2009 I have decided to discontinue this mod for the time being. I'm not deleting any of the assets it will be my first mod to go into my inclomplete mod folder on my hardrive. There are a few reasons for this, I don't think anybody really wants a mod that limits items by count of said items, A weight mod would be more suitable for this I think. Unless it's for a quest etc. I found out this morning that after proof reading all the menu code in wordpad as that's where I do most of my initial scripting I copied and pasted into the script window of the geck and found the scripts only support up to 1487 lines of text, Yes the menu code is that long, well in fact it's a hell of a lot longer. Don't really know how to compress it down some more yet which means I will have to do some more planning or dialogue menu it instead which I havn't much experience in at all. But it' not all a waste I learned a few things along the way. How to create a message box menu.Quests and scripted variables and how to call and change those variables by script and quest stages. Thereare probably more I learned but those two are the main highlights. Anyway like I said, i'm keeping all the scripts and the esp on my hardrive and may come back to it later if the need arises. In the meantime if anyone wants a stab at it just PM me and i'll emaill the files. I have a few other things in the works so keep an eye out, you never know I may bring a mod out that no one can live without. Someone said something I can't remember who or where but it went something like this : "I have not failed. I've just found 10,000 ways that won't work." Link to comment Share on other sites More sharing options...
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