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Object/Base Effects (Enchants etc)


Demeggy

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Hi all,

 

I've scoured the net and the forums for any sign of a tutorial on applying effects to custom weapons with little luck, so I'll call up on the knowledgable lot down here for a bit of help :)

 

I've custom'ed up a weapon that is meant to unlock any locked door when fired upon.

 

Having tried applying a ref target script, I now realise that this function only works with creatures/npcs, and thus won't work on a door.

 

Having done a bit of research, I can see that a base and object effect on my weapon is the only solution.

 

I've had a crack at creating both and then applying the echantment to the weapon, but with no joy.

 

Is there anyone out there with a bit more experience at applying echantments to weapons?

 

Much appreciated :)

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Why not just console hack it instead? The amount of time it would take to switch to that weapon fire it at the door and wait for the scripts to actually activate compaired to hitting the '~' typing in unlock and clicking on said door" is negligable.
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Why not just console hack it instead? The amount of time it would take to switch to that weapon fire it at the door and wait for the scripts to actually activate compaired to hitting the '~' typing in unlock and clicking on said door" is negligable.

 

Defies the point of there being a weapon for it surely? It's all part of my mod you see, falls in with it specially. I'm sure it's achievable, I'll just keep digging. Cheers

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I see.

 

There is another modder on here that was trying to create a weapon to disable (make it disappear) whatever he shot at it.

 

Your gun sounds like it will work on the same basis except it would attempt to unlock said target. I would suggest trying the forum search for it but it shouldn't be to old maybe 6 pages back at the most.

 

Hope this helps !

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I see.

 

There is another modder on here that was trying to create a weapon to disable (make it disappear) whatever he shot at it.

 

Your gun sounds like it will work on the same basis except it would attempt to unlock said target. I would suggest trying the forum search for it but it shouldn't be to old maybe 6 pages back at the most.

 

Hope this helps !

 

Cheers dude, I'll have a goose! Just found a thread by Cipscis over at Bethsoft that explains it, but it's a bit vague, so might have to track him down and pester him if he doesn't mind :P I'll look up this thread youve mentione din the meantime though, much appreciated.

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I might aswell bump this somewhat in the hope somebody has any idea what I'm doing wrong. I can't seem to find the thread you're referring to mate, I've searched but there doesn't seem to eb anything similar (Unless I'm missing it :S)

 

Any further help would be massively appreciated.

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Thought about building a quest script that basically "gives the gun" an extremely rediculously high Lockpicking skill perk, and then creating an ImpactDataSet or unique Projectile (coupled with a script) that basically looks for what it just hit (via one of the GECK's many "get..." functions) and sends an Activate command? Effectively treating the gun like it's an NPC who just opened the door?

 

In short, the gun gives the player holding it a 200 lockpick skill enhance perk (or something), and the gun just shoots projectiles that have an Activate command lodged in them.

 

I could be out of my mind with script frankenstiening, but in my sleep deprived state, this seems feasible.

 

EDIT: Oh, you could also see if there was a way to artificially increase the players "Use" reach. So say like, you have a script for the weapon that basically states that OnEquip "increaseplayerusereach" & "setLockpickSkill100". Then have it so when you Fire the button, it just tries and Activates it's target (you wouldn't want to just rebind Use to your Fire button for the period of your holding the weapon, because you probably don't want to be shooting at people when you just want to talk to them :P).

 

Could also maybe look at the Force Lock function? Maybe setting the gun so that increases the chances of succeeding at the Force Lock and having it just send the command to the door. Probably won't open it, but it'll unlock it all the same. Just a matter of finding what the function/command/script is in the GECK.

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Thought about building a quest script that basically "gives the gun" an extremely rediculously high Lockpicking skill perk, and then creating an ImpactDataSet or unique Projectile (coupled with a script) that basically looks for what it just hit (via one of the GECK's many "get..." functions) and sends an Activate command? Effectively treating the gun like it's an NPC who just opened the door?

 

In short, the gun gives the player holding it a 200 lockpick skill enhance perk (or something), and the gun just shoots projectiles that have an Activate command lodged in them.

 

I could be out of my mind with script frankenstiening, but in my sleep deprived state, this seems feasible.

 

EDIT: Oh, you could also see if there was a way to artificially increase the players "Use" reach. So say like, you have a script for the weapon that basically states that OnEquip "increaseplayerusereach" & "setLockpickSkill100". Then have it so when you Fire the button, it just tries and Activates it's target (you wouldn't want to just rebind Use to your Fire button for the period of your holding the weapon, because you probably don't want to be shooting at people when you just want to talk to them :P).

 

Could also maybe look at the Force Lock function? Maybe setting the gun so that increases the chances of succeeding at the Force Lock and having it just send the command to the door. Probably won't open it, but it'll unlock it all the same. Just a matter of finding what the function/command/script is in the GECK.

 

I vaguely followed what you were saying there, but as far as I'm aware, trying to locate a ref for any door ingame is pretty much impossible. Thanks anyway though, I'm sure something will come to me.

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