The5thRider Posted July 9, 2010 Share Posted July 9, 2010 Hi, as I was playing a modded version of FO3, which includes a bunch of mods increasing number of spawned enemies per spawn point, I encountered a loot problem. After looting all those enemies I got overburdened almost after every fight (heavy sneaking tactics) so I must drop most of the stuff on the ground, later, get my bike, and salvage all the dropped loot, the thing is I can't always see or remember where I did leave the stuff I was carrying, so my request would be a script or sth. that gives some kind of a shader over a item, in a configurable (or infinite) radius from the player, to highlight it on the ground, something (for Oblivion users of Midas Magic) a detect "Magic" items mod, this function could Be implemented as a perk, or a quest or just a default function to the game world, similar functionality was in Diablo series (Diablo 1 hellfire, Diablo2)I think that this shouldn't be too much of a problem for a skilled scripter :) Regards Link to comment Share on other sites More sharing options...
Theonewhoisodd Posted July 9, 2010 Share Posted July 9, 2010 Though I have no experience scripting and can't help I like this idea. I would definitely endorse a file like this. Link to comment Share on other sites More sharing options...
evilneko Posted July 9, 2010 Share Posted July 9, 2010 You could always drop a light (provided by groovatron, lights, or glowsticks mods) and use Book of Mark to mark the place and easily travel back. :) Link to comment Share on other sites More sharing options...
The5thRider Posted July 10, 2010 Author Share Posted July 10, 2010 You could always drop a light (provided by groovatron, lights, or glowsticks mods) and use Book of Mark to mark the place and easily travel back. :) I didn't realize that there is such a mod :), but it doesn't solve loot left in buildings/collapsed tunnels and such, some tunnels are so widely connected that You'd have to walk overburdened through several locations to get topside. (or make several trips, not overburdened) Anyway as I was thinking more and more about this, this could be made as a "Wasteland Scavenger" Perk, so You could SEE more, that You can differ the rubble from the REAL thing lying around in the destroyed world not just the stuff You drop on the ground and then try to find it, the Mark Racall Book just solves the problem of intentionally left stuff. Regards Link to comment Share on other sites More sharing options...
bfg10k17 Posted July 10, 2010 Share Posted July 10, 2010 Maybe a perk that placing those annoying red exclamation signs (a bit smaller, and upside down, like an arrow) on top of the stuffs that you can take and on the lootable boxes, armor cases and such ?But yeah, it would be a lot of work I guess. :confused: Link to comment Share on other sites More sharing options...
Cipscis Posted July 11, 2010 Share Posted July 11, 2010 Highlighting all objects of a certain type within a certain radius of the player by applying a shader wouldn't be particularly difficult. The easiest way to do it would be to highlight all items within a radius of the player when they activate the ability, and remove the shader when they deactivate or reactivate the ability, instead of constantly updating the highlighted object while the player moves about with the ability active. A simple reference walk that checks the type of a reference and its distance from the player, then applies the shader and adds the reference to a form list (so the shader can be removed later) would be all that's required, in terms of scripting. For example, this script will apply a shader to nearby weapons when the "N" key is pressed, and remove it when the "M" key is pressed:int bIsNPressed int bIsMPressed int iAction ; 0 - Do nothing ; 1 - Apply shading ; 2 - Remove shading only ; 3 - Remove then apply shading int bActive ref rCurrentRef Begin GameMode ;;;;;;;;;; Detect Keypresses ;;;;;;;;;; if bIsNPressed != IsKeyPressed 49 ; N set bIsNPressed to IsKeyPressed 49 if bIsNPressed if bActive set iAction to 3 ; Remove then apply shading else set iAction to 1 endif endif endif if bIsMPressed != IsKeyPressed 50 ; M set bIsMPressed to IsKeyPressed 50 if bIsMPressed if bActive set iAction to 2 endif endif endif ;;;;;;;;;; Perform Action ;;;;;;;;;; if iAction == 0 ; Do nothing Return endif if iAction > 1 ; Remove shading if iAction == 3 set iAction to 1 ; Apply shading next else set bActive to 0 endif Label 10 if ListGetCount HighlightedWeaponsList set rCurrentRef to ListGetNthForm HighlightedWeaponsList 0 rCurrentRef.StopMagicShaderVisuals WeaponShader ListRemoveNthForm HighlightedWeaponsList 0 endif endif if iAction == 1 ; Apply shading set bActive to 1 set rCurrentRef to GetFirstRef 40 1 0 ; Ammo Label 10 if rCurrentRef if rCurrentRef.GetDistance player < 1024 ; Arbitrary maximum radius rCurrentRef.ListAddReference HighlightedWeaponsList rCurrentRef.PlayMagicShaderVisuals WeaponShader endif set rCurrentRef to Pencil01 ; Prevent "apple" bug set rCurrentRef to GetNextRef Goto 10 endif endif set iAction to 0 End Cipscis Link to comment Share on other sites More sharing options...
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