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Gun Cleaning Mod


GoldenFenrir

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Yes to the respawning of the Weapon Repair/Cleaning Kit. And it makes sense. Simulates life well enough.

It leaves your inventory as you use it and then goes right back in when you're done.

 

Reloading benches aren't really a priority as usually a reloading bench will be in the same area as a work bench. So if that's too much trouble don't worry about it. Although Devin seems to have enlightened us to a way to make it simpler...I think?

Again still new to this stuff.

 

However campfires I really think are more necessary as they are spread outside throughout the wasteland. That allows more freedom as workbenches are usually indoors or in towns.

 

I think I see why the bed wouldn't work. The making of this mod revolves of crafting. Thus benches and campfires. Obviously the beds can't do that.

Alright I think this padawan is learning.

 

 

Alright new question. Is it possible to apply the Repair Skill to all this. As in repairing it to only 56% condition if your repair skill is 56. Something like that. Is that possible? It makes sense. A courier less trained in repair might not clean his guns as well as someone more experienced.

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Alright new question. Is it possible to apply the Repair Skill to all this. As in repairing it to only 56% condition if your repair skill is 56. Something like that. Is that possible? It makes sense. A courier less trained in repair might not clean his guns as well as someone more experienced.

Your very limited if you stick to a recipe only solution, and your going to have to really clutter up your workbenches or campfires with a lot of recipe entries. A scripted solution is far, far more flexible. I'm going to walk you down that path, as there isn't a whole lot more to say about recipes in this context.

 

If you go with a scripted solution you can attach a script to any activator (like a campfire or workbench) or use a script effect on a ingestible (from now on I'm just going to call it a script since that's what the script effect is based upon) like the weapon repair kit. So no problem to attach a script to those three (and others).

 

From there you can fine tune how much a weapon is repaired based on skill or other criteria, the max amount you could repair it etc. For example you could have a repair kit in your inventory that repairs based on your skill, is re-usable (respawns), and even add a couple of bells and whistles. You could make it fade to black when used & advance the clock forward half an hour to simulate the time it takes to clean the weapon. If I can figure out how to hook/initiate the player wait/sleep menu you could also have some restrictions (ie you can't clean your gun when enemies are nearby) to balance it a bit since it can be done anywhere.

 

The same script could be attached to a work/reloading bench, campfire etc, but would add an extra step to the interface.

 

You could have a certain number of uses/cleanings require one unit of solvent and lubricant. Washo (that detergent) might be used as the solvent (say 10 cleanings use up one box).

 

Ed's (Harris) red gun cleaner formula (been around since the 40's) uses kerosene, lanolin (a wax) and deionized water, among other components. If you want to go more in depth, turpentine could take the place of kerosene in our wasteland recipe. For the lanolin perhaps some meat (the fat) or plant product could be subsituted for the wax. And deionzed water would require a unit of pure water. Maybe a empty soda bottle (or empty whisky bottle) to hold it all in.

 

I'm not sure if we have any good FONV analogs to gun oil, or components to make it. Maybe it could be purchased from the gun runners.

 

Anyway that's a basic lay of the land and some additional ideas for you to consider.

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This all sounds like a good idea, only it sounds out of my ability, I'm still new to scripting and am doing requests as practice.

I understand your reservations, but if there's no scripting involved, the mod is simply going to be very limited. I'm not a script guy, nor do I have any programming background. But I find it pretty easy to solve most of my problems because we all "stand on the shoulders of giants" (we're building on the experience, examples and insights of a lot of modders that have already done teh work for usO. And in addition, fallout's scripting language is very simplified (I think it's a subset of C, if I recall correctly).

 

 

Also it sounds like one damn long script

No, it's actually some pretty simple code. Adding your weapon cleaning kit back to inventory is one line. The amount to repair, the repair maximum & actually repairing your weapon can be two lines. The fade to black and bumping teh clock forward can be one line.

 

Also you can make the amount of time you bump the clock depend on gun skill or repair skill. Some people may take half an hour to strip and clean a gun, where as others that are much more experienced may do it in 10 or 15 minutes.

 

There are a lot of things one can tweak, but it's simply going to have to be done via script if you want any kind of depth and flexibility.

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You'd also need to do checks for each item of the recipe so that you can craft it.

Huh? The recipe is separate from the script. For example, the solvent recipe has the required items built into it's form. The script doesn't do checks for each item of the recipe, it would just verify there is a gun cleaning kit or a solvent, or what have you, in the players inventory.

 

You don't have to make a recipe for each weapon to repair it, that's whay the script is for. So I guess I'm at a bit of a loss as to what your referring to.

 

There's a ton more to it

A ton more? I'm having a little trouble following you. My post was all about scripting, so I'm assuming, since you replied to it, your also referencing the same subject. You say you don't know anything about scripting, but you state there's a ton more. Want to run by me, what all that is?

 

As far as non scripting work, you can change all the weapon formlist's "Repair Item List" to none, that will prevent the repair menu from showing up. Most of the rest will or could be one via script.

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As far as non scripting work, you can change all the weapon formlist's "Repair Item List" to none, that will prevent the repair menu from showing up. Most of the rest will or could be one via script.

 

That's what I had planned on doing. And I thought you mean tot include everything in the script, not make a cleaning kit sepereately. But making the cleaning kit is where I'm stuck, only being able to do it at a workbench.

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