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[Fo4 Mod Question / Request] LegendaryItemQuest and related Script


McSchemes

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Hello. To whoever may read this, I am sorry for likely wasting your time with such a stupid idea.

There is a bit of logic to this thing however, probably also a market for it.

 

 I am intermediate into modding fo4 personally via fo4edit. I have recently concocted some pretty sweet legendary effects for myself. Things like ‘Arcing’ for laser weapons, which grants the weapon 25% increased energy damage and the dlc01lightning projectile and its arc capabilities - at the cost of firerate and reload speed. There are others.

However, i tried my hand at editing the aforementioned quest… to no avail. What is likely happening is that there is a property precluding my entry from actually being read by the “legendary drop script” despite it being correctly entered and keyworded in the “legendary drop quest”. I am sure this is a wall many have hit before.

It would likely be fixable in the CC but I do not want the CC. My Idea is as follows…

 

Would it be possible for some absolute legend to create dummy values in both the script and quest, that can then be edited by users such as myself in fo4edit, to add our homebrew legendary effects to the actual “drop list”? I am aware that this would mean the names of said dummy effects would not be able to be changed (or you would re-run into the issue of script and quest being out of sync…). But since we can rename all weapons in-game… i don’t really care. This may also cause an issue of there being “blank” legendary drops whenever a dummy effect is randomly chosen that has not been edited by the user in fo4edit. Again, i do not care. Lol.

 

is something like this feasible? Reasonable? possible? Have i been drinking too many refreshing beverages… (that may have actually been irradiated blood packs, but i digress)?

I would imagine if a dummy effect drops it would just appear as “Dummy01 Laser Rifle” or “Dummy03 Western Revolver”… and they would either have one’s effect attached to it, or not, and could then be renamed to their proper name at a workbench.

Perhaps different versions of this could be added including only one dummy effect for editing, then 2,3,4,5 and lastly 10. Just to circumvent the blank effect “issue”.

 

i am aware that it is a tall task involving script, quest, and instance naming modifications… but what the hell you know. Just a shout into the void as someone who can mod well in fo4edit but really does not want to involve CC. Thanks for reading this far if you did. Peace!

ps: feel free to tell me to get bent or to lay off the mysterious syr- er… bloodpacks… if you so desire.

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