thunderlord2200 Posted July 11, 2014 Share Posted July 11, 2014 i forgotten the name for that "toy gun" u can use to call forth the space beam of death. but what im asking is is there anyway to make a mod that fixes everything thats wrong with this weapon? (like all the fixs one mod has) but also incress the power of the weapon so it can kill things like something ths powerfull could. (but not to powerfull to where it blows u up also (like a mod makes the beam a mini nuke O-o dont want that) and has less weight since some punk kid is able to run around and play with it. i would think something like this weapon would be no more then 1- 5 pounds.. to the point makes fixes for the "toygun"make it have less weightmake the beam stronger. (and)when the suns out give it inf ammo im not asking for a balance im asking for something that would be something real like u might see in fallout. theres no way it would be that weak ans heavy among other things. Link to comment Share on other sites More sharing options...
Notamungus Posted July 13, 2014 Share Posted July 13, 2014 I'm not sure how the damage thing would work, as I'm pretty sure the attack is a scripted effect, but the other two should be a simple GECK edit. I'm not currently at home, but I could certainly give it a look in a couple days for you (assuming nobody else does) If you don't want to wait I could probably walk you through it from here. Just keep in mind I'm very new to modding. Link to comment Share on other sites More sharing options...
Notamungus Posted July 13, 2014 Share Posted July 13, 2014 Actually the ammo may pose a problem as well due to it being scripted to add another cell every 24 hours (or whatever the time frame is). I'll have to check that out. I have absolutely no experience with scripting, so if it does end up conflicting you'll have to get a more experienced modder to do it. But I like the idea, and if I can get it to work I will. I'll even pokey nose around, see if I can get the scripting to work. Link to comment Share on other sites More sharing options...
MarchUntoTorment Posted July 13, 2014 Share Posted July 13, 2014 Script shouldn't be a problem - I believe it's programmed to do a set amount of damage in a set radius within the script, so just adjust the damage figure. Blast radius may be trickier. No idea how to do the cell thing, though. Link to comment Share on other sites More sharing options...
Notamungus Posted July 13, 2014 Share Posted July 13, 2014 I was thinking you could just make a ammo recharge effect with a condition that it's day Link to comment Share on other sites More sharing options...
devinpatterson Posted July 13, 2014 Share Posted July 13, 2014 I was thinking you could just make a ammo recharge effect with a condition that it's day If you need to, just look at the recharger pistol script as a guide. Link to comment Share on other sites More sharing options...
Notamungus Posted July 14, 2014 Share Posted July 14, 2014 Oh I know how to do that, I'm just unsure if that would conflict with the script that adds another cell every 24 hours. I suppose the worst it could do would probably just add another one... As I mentioned before, I won't be able to do any of this until Wedneday or Thursday. Link to comment Share on other sites More sharing options...
devinpatterson Posted July 14, 2014 Share Posted July 14, 2014 Oh I know how to do that, I'm just unsure if that would conflict with the script that adds another cell every 24 hours.OK that comment right there worries me. You don't have two scripts, I'm saying add the block of code to Euclid's C-Finder script. For example look at this; scn LaserRifleAmmoRegen ; regen the ammo for the recharger rifle float updateTime begin onEquip player set updateTime to 0 end begin GameMode short delta if player.GetItemCount AmmoMicroFusionCell <= 999 if updateTime <= 0 ; ShowMessage LaserAmmoRegen delta GameHour updateTime player.additem AmmoMicroFusionCell 1 1 set updateTime to 2 else set updateTime to (updateTime - GetSecondsPassed ) endif endif end If you change the ammo to a unique type that isn't found in the gameworld (the same way the microfusionbreeder is) and change the count to a low number (say 1) as well as the target update time you can have the pistol "recharge" set to whatever you like. A second, several seconds, every minute, every hour, whatever you want. Right now it's setup to recharge every 2 seconds. Link to comment Share on other sites More sharing options...
thunderlord2200 Posted July 14, 2014 Author Share Posted July 14, 2014 thats really cool. tobad i know nothing about the geck. xD thanks for everyone for taking a look at my request have not been on (lost post also) Link to comment Share on other sites More sharing options...
devinpatterson Posted July 14, 2014 Share Posted July 14, 2014 http://forums.nexusmods.com/index.php?/topic/1809950-courier-light-power-armor/ thats really cool. tobad i know nothing about the geck. xD thanks for everyone for taking a look at my request have not been on (lost post also) No problem. Could you clarify some points/details, since it's your request? makes fixes for the "toygun" Which fixes do you want? Keep in mind if it's another authors work we can't include it without permission, however if it's a fix I may be able to reverse engineer it. make it have less weight This is your call, how much do you want it to weigh? 2lbs, 3lbs? make the beam stronger. The wiki lists it as 150, how much do you want it to do? (and) when the suns out give it inf ammo No problem already set that up in the code above, but there's really a minimum amount of time before you can fire the weapon again (the animated effect on the pistol, the blast etc). The wiki list 5 seconds, but the script seems to imply less than 9 (< 9). So do you want it set to minimum wait time (maximum fire rate) or would you rather have it fire at a different rate (once every 30 seconds, once a minute etc). It's your call. Link to comment Share on other sites More sharing options...
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