Subject96 Posted October 17, 2013 Share Posted October 17, 2013 (edited) Ok the goal here is to have the backpack from the weapon (The Avenger in this case.) add an armor type object effect to the player not the target. I came up with the idea that I could create an armor based on the mesh of the backpack from the weapon and then reattach it to the weapon via the Armor List drop down menu. Hopefully this would apply the effect to the player instead of the target. So far my attempts have failed pretty miserably... so I am wondering if its possible to do this via a script. Ohh and something else... is it possible to increase the max ammo capacity of 250? Edited October 17, 2013 by Subject96 Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted October 19, 2013 Share Posted October 19, 2013 Armor addons can't have any effects or anything special, and the addon list won't equip anything but armor addon forms. You could add an OnEquip script to the weapon form that would add a special armor item to the player, there are limitations/issues with this method that you should be aware of. See the EquipItem page for more. As far as ammo capacity, no, not to my knowledge. They seem to have given the ammo capacity field a single byte for the value, which means that 255 is the maximum it can ever be without some fancy hacking. What you could do is use NVSE SetPlayerCurrentAmmoRounds to modify the number of rounds left in the gun, and then check that and remove extra ammo each time the weapon is fired. It'd be a bit hacky, but it should work. Link to comment Share on other sites More sharing options...
Subject96 Posted October 19, 2013 Author Share Posted October 19, 2013 Thanks for replying! I had extracted the backpack mesh from the weapon mesh and made a stand alone armor which had the object effect that I then added to an armor list. What wound up happening was no effect and a permanently attached backpack. The idea I have been tossing around revolves around using a perk that is active only while the weapon is equipped. But I have yet to find a function that will cover this as far as scripting goes. I am certain I have seen something similar done with armors I do not see why it could not be applied to weapons. The ammo thing is not worth messing with I think, while it would be cool to have a couple thousand rounds at my disposal while using gatling weapons. I think I can achieve the same feeling through upping the base weapon damage and slowing down the rate of fire. I do hope that the next Fallout game is NOT on the current game engine. Would be really nice if it got ported over to Skyrim's. (I would not complain about Id Software's latest either.) Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted October 19, 2013 Share Posted October 19, 2013 For a perk that works when the weapon is equipped Begin OnEquip Player.AddPerk PerkName End Begin OnUnequip Player.RemovePerk PerkName End Link to comment Share on other sites More sharing options...
Subject96 Posted October 22, 2013 Author Share Posted October 22, 2013 Works like a charm, thank you! Link to comment Share on other sites More sharing options...
betto212 Posted October 22, 2013 Share Posted October 22, 2013 i have an idea about how to bypass the limit of 254 rounds on a minigun. add a script that remove ammo over 4000 and remove the reloading animation . this will work ? Link to comment Share on other sites More sharing options...
Subject96 Posted November 4, 2013 Author Share Posted November 4, 2013 I tried using this script in the same manner in Fallout 3 (Vanilla no DLC) and it does not work. The perk shows up under the Perk tab on the Pipboy but the effect is not being applied. Any ideas? Link to comment Share on other sites More sharing options...
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