GandhiMangler Posted October 28, 2010 Share Posted October 28, 2010 I'm working on a "realism" mod that modifies weapon damage based on the type of ammo used. This is my first mod, and the first time I opened the Geck was yesterday. :) So instead of each weapon dealing some preset damage, it's based on ammo type, and then a modifier based on barrel length (pistol, smg, carbine, rifle, and long rifle to keep it simple). Unique weapons are given a bonus, if they had one originally. I'll be doing something similar for energy weapons, and shotguns, then taking a look at melee to make sure it stays balanced. Right now I'm probably going to be brute forcing the changes, but I'm wondering if I could write a script instead to do this. Question: Anyway, the original question: during the course of this mod I decided the Varmint Rifle (and Ratslayer) really should be chambered in .22LR, not 5.56. the model LOOKS like a typical .22, and who hunts rats and squirrels with 5.56 (well ok, ROUS's maybe. But this is a prewar rifle :) )? That's just overkill. (Oddly enough, the base value I chose for .22LR doesn't modify the damage of these guns a bit). Does the Ammotype variable determine the type of ammo NPC's carrying the rifle will have in their inventory? How do I ensure the correct ammo is given to the PC by Sunny Smiles? Link to comment Share on other sites More sharing options...
Vagrant0 Posted October 29, 2010 Share Posted October 29, 2010 The bottom line is that if you start playing around with what ammo type each weapon uses, you'll have to go through lots of scripts, inventories, and leveled lists to make the needed adjustments. It's possible, but it will likely leave a rather large footprint. Link to comment Share on other sites More sharing options...
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