AxlDave Posted October 22, 2013 Share Posted October 22, 2013 I seem to recall the poison weapons function is in New Vegas, but is also possible in FO3. Thing is, you only get one kill per use, which means you have to keep applying the poison if you want to attack more than one person who looked at you funny. Is there any way to make it so that after applying the poison, you get, say, 10 kills before it runs out? The only thing I can think of is to write a script that, upon "consuming" the poison and killing someone, auto-adds another instance of the poison into your inventory and then auto-applies it to the weapon. The problem with this is that every time you kill someone, you'd get a pop-up message to confirm use of poison. Slightly irritating. Link to comment Share on other sites More sharing options...
AxlDave Posted October 25, 2013 Author Share Posted October 25, 2013 Okay so the scripting idea was slightly more problematic than I thought, anyone know of another way to have multiple-use ingestibles? Or is there an already existing one I don't know about that I could copy? Link to comment Share on other sites More sharing options...
Subject96 Posted November 2, 2013 Share Posted November 2, 2013 Just make a poison object effect and apply it to whatever weapon you wish. There are a couple that do this and the effect is permanent without the hassle of reapplying poisons. The Point Lookout unique shovel is a perfect example of this. Link to comment Share on other sites More sharing options...
AxlDave Posted November 3, 2013 Author Share Posted November 3, 2013 Yeah I don't want it to be permanent though, that's the trouble... Link to comment Share on other sites More sharing options...
darkfox85 Posted November 22, 2013 Share Posted November 22, 2013 Hi there I don’t know about multiple use ingestibles, and I know this is over two weeks old, but I’ve got a crazy idea if you fancy it You know how the chem psycho “gives” the player a perk (PsychoPerk) to increase the amount of damage they cause? How about another “chem” of your own design that has a similar script and effect that gives a *new* perk. This perk doesn’t have any effect of its own, but does act as a “condition satisfier.” Now, you’ll need to edit certain weapons beforehand to have an object effect that only “activates” if it recognises the player has this *new* perk (via condition.) Of course, once the player takes this new chem, the player will have the perk, and thus the object effect in the weapon (in this case, a poison effect) activates. Doing it this way gives a lot of flexibility over how long the poisoned effect lasts (just set the chem. to whatever duration,) but the downside is you’ll have to put the object effect in every weapon you want to be affected (maybe even every weapon in the game depending on how keen you are.) Um...I’m sure there’s an easier way some modder boffin might know, but this is how I would do it. Any help? Link to comment Share on other sites More sharing options...
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