Nubblecakes Posted July 2, 2009 Share Posted July 2, 2009 Let me start off by introducing myself. I'm new to the forums, although I've been playing Fallout 3 for a while now. I've always had an interest in modding games and such, whether it be making new weapons, or creating levels. I have much experience with level design, but in the Source Engine (Half-Life 2's engine). Fallout 3 seems like a promising game to branch out my modding capabilities. I've also been looking into modding for Unreal Engine 3, as I've been told it's a good engine to work with. So hopefully my experience will help me comprehend your advice better. :biggrin: Anyway, I've recently started screwin' around with the G.E.C.K. by making silly little over-powered personal weapons and apparel and such, and I've been mostly successful at it. However, one of my ideas just can't seem to come to fruition because of restrictions with the editor (well, most likely restrictions with my experience with the editor). I don't know if it's possible to create a loop-hole or not, which is why I made this thread. My idea is to have a switch-blade called the "Cloak and Dagger" which, yes, is marginally based off the unlockable for the spy class in Team Fortress 2; assuming you know what I am talking about. Basically, I want to make it so when you have the blade out, you go into cloak mode like the stealth boy. However, I cannot seem to create a weapon-type effect script that can utilize the stealth field effect. I can only make an apparel-type effect script that utilizes it. When I change the script-type to weapon, it simply says the stealth entries are invalid. So, if at all possible, what would I have to do to work around this? The only option I have in mind is to make a suit that cloaks me, but then I would be cloaked 24/7, which isn't what I want. If you have any insight on this, let me know please. PS: I'm not sure if this question was asked previously, if so, I apologize for not looking around enough. And on another note, sorry if this was the wrong section to post in. I figured the description was most suitable for questions regarding the G.E.C.K. SDK. Link to comment Share on other sites More sharing options...
StealthicKhaos Posted July 2, 2009 Share Posted July 2, 2009 Hmmm, search 'Pip boy stealth boy add on' Toggles on and off a re-usable stealth boy. Link to comment Share on other sites More sharing options...
Nubblecakes Posted July 3, 2009 Author Share Posted July 3, 2009 That sounds good enough. Thanks for the information. Link to comment Share on other sites More sharing options...
Nidokoenig Posted July 9, 2009 Share Posted July 9, 2009 You could add a stealth perk and script it to to be added on the item being equipped. I messed around in the GECK and was able to do just this: http://www.fallout3nexus.com/downloads/file.php?id=7636 When equipped, the item has a script which adds a perk which adds an effect which adds a stealth field if the player has a weapon out. Link to comment Share on other sites More sharing options...
BulletSix Posted July 10, 2009 Share Posted July 10, 2009 you could do it like the chinese stealth armor.It works as an item-enchantment there ... Link to comment Share on other sites More sharing options...
Nidokoenig Posted July 10, 2009 Share Posted July 10, 2009 That's the problem: Weapons are blocked from using some of the enchants apparel can(and that perks can, for that matter). The drop down menu for weapon enchants doesn't include the StealthBoyInvis effect, as the OP described. See pic for what happens when you switch an apparel enchant with stealth to a weapon enchant. I'd love for someone more experienced to demonstrate otherwise, but my tomfoolery with scripting and hidden perks seems to be the simplest way to make the game behave as if the weapon is cloaking the player. Link to comment Share on other sites More sharing options...
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