Tertisentar Posted March 23, 2010 Share Posted March 23, 2010 Medium gains my vote as well :turned: Link to comment Share on other sites More sharing options...
pkleiss Posted March 25, 2010 Share Posted March 25, 2010 Here is a link to a YouTube demo video I made showing I have been working on for my mod. It includes the Enhanced Vision Helmet from this thread, although I used the 'High' version for the vid. Link to comment Share on other sites More sharing options...
Burbinator Posted March 26, 2010 Share Posted March 26, 2010 wow teleport gun is awesome. Seriously, that alone deserves a place in top ten mods. In general, I'm so happy someone is making weapons that don't shoot nukes =]. question, though: what exactly does the photo kinetic gauss gun do? From what I could see it produces random effects on hit (I saw an explosion, green gas cloud, and emp discharge?) Also, is there a set pattern to the monster generation of the holograph injector or is it completely random? +kudos Link to comment Share on other sites More sharing options...
pkleiss Posted March 26, 2010 Share Posted March 26, 2010 I am glad you like them. They are fun to use. I like to teleport myself up to where Stockholm is then unleash mayhem into Megaton with the spawning gun. The teleport gun has its problems. It puts you into walls way too often in interior cells and on occasion in exterior cells. If I can ever figure a way to stop that from happening, I'll release it. Until that time its more like the Philadelphia Experiment Gun. The PKGG does apply a plasma explosion to fleshy targets and an EMP explosion to robotic targets. It is the only one of the four toys that is actually in the mod in my sig as it works flawlessly. And the Holographic Injector (spawn gun) does randomly generate creatures. I was thinking to make it have two forms - the present one and one where the creatures are friendly to the player. But its the kind of thing that sets game balance way off. I have to make customized creatures for it so as to be able to disable and delete them on death and to limit the amount of loot that can be had. Otherwise it, too works fairly well. Link to comment Share on other sites More sharing options...
Burbinator Posted March 27, 2010 Share Posted March 27, 2010 Considering the holographic injector... it uses energy cells or something like that right? You could tweak it to have multiple "firing" forms. To spawn relatively weak enemies like a mole rat, it costs 1 energy cell. A feral ghoul roamer maybe 2, a supermutant overlord 10-15. Perhaps a behemoth could be 50 =). Choose between directly shooting people or spawning some monsters. Or some sort of combination of the two. jw, do you earn xp from such kills? To do so would be unbalanced, tho I understand it'd be difficult to do it any other way. another question: are these guns technically "silenced"? I assume they're actually shooting projectiles to determine where to teleport/place the creature, but if I spawn an animal while sneaked, I'm not going to alert people and get owned after my animal dies, right? Sneaking around teleporting would be freaking awesome if this isn't an issue. Actually, even silenced projectiles will alert enemies if they're close to it. Is that what would happen with the teleport gun? Link to comment Share on other sites More sharing options...
pkleiss Posted March 27, 2010 Share Posted March 27, 2010 Having a weapon have multiple firing forms usually means swapping the weapon for another via a menu of some kind. While that is not impossible, it sure is a hassle. I think for use with my mod, I'll make it spawn just one or two creature from the same family - like ghouls; ferels, roamers and/or glowing ones. Its not too hard to reduce the XP reward for killing them. All I would need to do is lower their level, but increase their health or damage. A script could even be run to remove any XP awarded as well. The guns aren't silenced at present, but I could make them such. There, I just did it. One could even remove detection events, as they are called, such that no enemy could detect the player from using the weapons. But that would not stop them from noticing you once you popped near them. Link to comment Share on other sites More sharing options...
evilneko Posted March 28, 2010 Share Posted March 28, 2010 I have to make customized creatures for it so as to be able to disable and delete them on death and to limit the amount of loot that can be had. Otherwise it, too works fairly well. Kinda like Portable Equipment mod. IIRC everything it spawns has a "PE" prefix. Or maybe it didn't. Hmm. Been a long time since I played with that stuff. I abandoned it eventually because the turrets kept shooting my RTS villagers :sweat: Link to comment Share on other sites More sharing options...
Kruzer Posted March 28, 2010 Share Posted March 28, 2010 Quite a cool selection of ideas. Comments on two of them: Re the Temporal Displacer Gun: This isn't named quite right. It has little or nothing to do with time, but with position. I'd consider changing the name to something along the lines of the Spatial Displacer/Spatial Displacement Gun, or Translocator, both of which are much more relevant to the item's function. Re the Holographic Injector: I like this idea, but as you said, it can be exceedingly unbalancing for actual use. If it were implemented like an actual gun with the need to find uncommon "ammo" for it, at least the spawns it creates would be consumables that are limited the way other ammo is, and smartly done, creating a self-limiting cycle. If it were my toy and I was keeping with the concept of holography, I'd mull over the following: Make it so the "ammo" is gained from kills by way of applying the gun's built-in imager (i.e. adding an option when looting a corpse) which allows the gun to attempt to make a holographic image and add it to storage in the form of a specific type of "ammo" (Yao Guai Holo/Yoa Guai Image/etc., for instance). I'd tie the success rate to the weapon's condition, setting a reasonably moderate maximum at 100% condition so as not to allow for an overabundance of "ammo" to be created. I'd go with something like half the weapon's condition, at best, so 50% max, and frankly, I'd be more likely to fix it at closer to 33% considering how useful it is. And maybe a bit further to adjusting success rate based on the level of the creature being imaged (I'm presuming there is some value like this you can make use of in mods). You mentioned that multiple firing forms are difficult. Would that include allowing a single gun to make use of variable types of ammo, in the sense of having multiple forms of ammo in inventory which can be used with the gun, but have only one form of that ammo loaded at a time? This could be done via custom interface whenever the reload button is pressed while wielding the gun. Alternatively, use the Rock-It Launcher approach, where you could load all the image types you think are useful at a given time, and let the gun's script select which image to toss out at random from what's been loaded into the "imager." Further balancing: Make the gun fairly delicate--all those fancy electronics, y'know--and set a moderate degredation rate, with repair via other expensive guns such as the line of lasers or plasma guns. If possible, I'd even go as far as to degrade the gun based on the "level" of the creature being imaged, so that imaging a lot of behomoths would quickly degrade it, while imaging a bunch of radroaches won't make much of a dent. Since the images are essentially self-contained energy-based copies of a form, have them wink out after a set period of time, and of course, leave behind no remnants to loot. I would, however, make them "friendly" to the player, though not doing so would make this a more tactical weapon to use. Oh, and because I don't know when to stop, I'd also adjust the name to Holographic Projector. Injector works, but not as directly as Projector, IMO. Maybe you can tell I'm a wannabe modder without the fortitude to learn the trade for myself (maybe later...). No offense taken if you chuck this all in a ditch and have a good laugh. ;-) Link to comment Share on other sites More sharing options...
pkleiss Posted March 28, 2010 Share Posted March 28, 2010 I had someone post a comment on YouTube regarding the mis-named Temporal Displacement Gun almost immediately. I have subsequently renamed it to the Spatial Distorter, but was too lazy to update the video. I even have a degree in Astrophysics, but still blew the name. :no: So, you are right on about that. As for the spawning gun... I love your ideas. I have been fighting with a way to apply it to the game without making it an uber-weapon. Limiting ammo is a great idea, and 'recording' new ammo is a fantastic idea. Using a formlist of custom ammo would work well. Looting a dead creature while having the spawn gun equipped, would work as you have suggested in that the player would have a chance to gain an additional 'creature image' ammo item that can be loaded into the weapon just like the railway rifle. The tricky part would be how to let the player choose which hologram to fire. Keeping that part random would be easier. I'll have to experiment a bit to see how it pans out. Another difficulty is that there are so many different creatures in the game. I would have to make up both an ammo and custom creature object for each creature and creature variant in the game. There are hundreds. Unless I could figure out a way of adding the base form of a creature to the ammo list without actually making an ammo object for it. But then the weapon would still need to use up some standard ammo type as well. All the spawned creatures will be customized with non-playable loot items, so there is nothing to loot. If they were friendly to the player, then there would also be no problem with gaining XP from killing them. I had though to make them all level 0 creatures to limit the amount of XP that could be gained, but I could just make them immune to player hits such that the player couldn't ever kill them. At least I think I can do that. Anyway, those were some pretty good suggestions, keep them-a-coming! Cheers! Link to comment Share on other sites More sharing options...
evilneko Posted March 28, 2010 Share Posted March 28, 2010 Give spawned creatures only a fraction of their normal hitpoints. ;) Link to comment Share on other sites More sharing options...
Recommended Posts