BerlinRunner Posted July 10, 2014 Share Posted July 10, 2014 I'm sure someone with a knowledge of scripting can figure something out.It's a bit messy, in implementation (the character pointing out the reference door/container---> maybe the crosshair ref function feeding the ref to the companion and maybe the GetLocked function screening the ref), but the actual scripting of the lock, depending on which vision of the lock related skill you go with, would be;1. GetLockedLevel, store the var, unlock then Lock again at one level loweror 2. pecentage chance of failure based on the return of the getLockedLevelor 3. bonus to lockpicking etc. etc (since you have many different versions of the lock skill being bandied about the thread). But I wouldn't recommend focusing on the perk. Build the character/personality first the perks/special abilities etc will flow naturally from the actors backstory/skill set etc. In addition I'd say a lockpicking advantage is more suited to a prospector or thief than a think tank. We can come up with great perks that really amplify his/her cerebral cybernetic nature. For instance hacking would probably be a better skill set than lockpicking for a think tank. However lets not limit our creativity, maybe there is something that is a little more outside the box. And the last bit of my rambling is to be *very* wary of changing lock levels and what have you. A good mod author uses locks along with other obstacles (terminals and otherwise) in a very carefully balanced way, to squeeze the most challenge and reward from the mod. We don't want to F with that. Hopefully someone commits to this project soon.Oh I'll be working on it, that's why I'm petitioning ideas for it. I think it would be more manageable if you start small and focus on fleshing out the actual character, before we get carried away too much with the goodies. Just some food for thought, because I get too "big picture" with my mod sometimes, and i miss the small details that could really make a big impact on the mod itself. Link to comment Share on other sites More sharing options...
blaze1514 Posted July 10, 2014 Share Posted July 10, 2014 I'm sure someone with a knowledge of scripting can figure something out.It's a bit messy, in implementation (the character pointing out the reference door/container---> maybe the crosshair ref function feeding the ref to the companion and maybe the GetLocked function screening the ref), but the actual scripting of the lock, depending on which vision of the lock related skill you go with, would be;1. GetLockedLevel, store the var, unlock then Lock again at one level loweror 2. pecentage chance of failure based on the return of the getLockedLevelor 3. bonus to lockpicking etc. etc (since you have many different versions of the lock skill being bandied about the thread). But I wouldn't recommend focusing on the perk. Build the character/personality first the perks/special abilities etc will flow naturally from the actors backstory/skill set etc. In addition I'd say a lockpicking advantage is more suited to a prospector or thief than a think tank. We can come up with great perks that really amplify his/her cerebral cybernetic nature. For instance hacking would probably be a better skill set than lockpicking for a think tank. However lets not limit our creativity, maybe there is something that is a little more outside the box. And the last bit of my rambling is to be *very* wary of changing lock levels and what have you. A good mod author uses locks along with other obstacles (terminals and otherwise) in a very carefully balanced way, to squeeze the most challenge and reward from the mod. We don't want to F with that. Hopefully someone commits to this project soon.Oh I'll be working on it, that's why I'm petitioning ideas for it. I think it would be more manageable if you start small and focus on fleshing out the actual character, before we get carried away too much with the goodies. Just some food for thought, because I get too "big picture" with my mod sometimes, and i miss the small details that could really make a big impact on the mod itself. I agree. This is a very good (yet surprisingly original) idea (I mean the whole flushed out Monitor companion, get body, etc... I mayself used to use force fallow on some of the think tank members, but this is another level). Link to comment Share on other sites More sharing options...
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