vTemporalZEROv Posted March 10, 2015 Share Posted March 10, 2015 So basically each weapon can hold 3 attachments max, via scripting like WMK though you are not bound by that law, I wish to make a hybrid gun that can be either a sniper, shotgun, or assault rifle. Basic layout of my idea tree: Weapon Base ---> Player chooses attachment to begin with, which in turn will decide the starter build of the gun.STARTS WITH: Silencer - ShotgunSTARTS WITH: Stock - SniperSTARTS WITH: Extended Mag - AR The weapon base will be very small and instead of the 9mm SMG in Doc Michelle's house on top of the SS crate in the start room, the base will be there, next to it will be all 3 of these above stated attachments. What I need help with is, once the player chooses an attachment, like a starter pokemon in the pokemon games, I want the rest of the attachments to be deleted, unavailable, etc to the player until they legitimately find them in the game, instead of just being able to snatch all 3 of them, they can only get the chosen one due to the other ones disappearing. Q: How would I do this? I know absolutely 0 scripting for Fallout 3 or NV.. in papyrus in general, so how would I make it so once the player chooses an attachment, the others disappear, but not the one chosen? (Specific script would be VERY helpful, but I am open to a tutorial.. just not preferred) (if you wanna PM me to keep the knowledge hidden from peering eyes.. thats ok too I suppose) And from there once the player attaches the mod to the weapon base, a script runs and removes it from the inventory and replaces it with the [Chosen] weapon base? Like let's say I choose the silencer, the weapon is removed from my inventory and a (blah blah named shotgun blah) base is added to my inventory in place of it? And the newly added weapon base is a new weapon, so you can add a new 3 attachments to it, once you add all 3 attachments to it, you can upgrade it at a workbench to become a new base, an advanced version of the previous weapon base, the model for the gun will stay the same, but the attachments will be wiped because of it being a new gun. Example: I choose silencer and attach it to weapon base -> Becomes shotgun base. I add all 3 possible attachments to shotgun base -> Gains access to advanced shotgun base. When I upgrade to advanced shotty base - > Replaces gun in inventory with new gun (advanced shotty base) with same model, sounds the same, does the same damage.. etc, basically looking like the same gun, but it is different actually so you can add 3 more attachments to it. (Removes gun from inventory, adds new one) I add all 3 possible attachments to the advanced shotty base - > Can access the elite shotty base (and so on) Basically I am hoping someone on here can help me combine FNV attachments with FO3 Weapon Mod Kits ideals and make this multi-tree possibility gun. Anyone who helps me with it in a significant way can have a say in the attachments for the guns, and gets credit for helping me. Anyone willing to help me do this idea? So far I have considered these possible weapon mods: SilencerExt. MagLong BarrelShort BarrelSawed-off BarrelLaser SightStockSmall StockFolding StockCarbon Fiber PartsCarbon Fiber InternalsHybrid Alloy FrameHeavy FrameLight FrameExtended FrameHigh Caliber RoundsTiny - Tot RoundsShort ScopeMedium ScopeSniper's Revenge ScopeMax - Fray Rounds (Master Level Weapon Base Upgrade) (Insanely reduces size of mag, increases firerate, highly increases damage)Full Auto ReceiverTank ReceiverGauss BarrelMuzzle BreakMuzzle Breaker (Silencer w/ Muzzle attachment) (Still working on this idea)Advanced SpringHeavy SpringSkinny Dipper (Causes fire damage - Zhu-Rong projectile)Plasma Cycler (Fires plasma instead of bullets)Laser Atrium (Fires laser instead of bullets) KEEP IN MIND MOST OF THESE WILL BE SCRAPPED IN FAVOR OF CROSS-WEAPON-BASE ATTACHMENTS LIKE SILENCER/ EXT MAG/ ETC, STILL WORKING ON THE IDEAS AND HAVE TO MAKE THE MODELS/TEXTURES AS WELL AS INTEGRATE THEM INTO THE GECK. My main problem still persists though, how do I make a script run that exchanges the weapons? I will make each individual weapon in the GECK of course, but I need a script layout to make it so it is like WMK, but not a diverse or advanced, since it requires all 3 attachments in order for the option to be available to begin with.. Not like WMK where you can add a silencer, then laser sight, then ext mag, but remove them at choice. Someone help me please :) We will make history. Link to comment Share on other sites More sharing options...
vTemporalZEROv Posted March 13, 2015 Author Share Posted March 13, 2015 No one? :ermm: Link to comment Share on other sites More sharing options...
svartberg Posted March 14, 2015 Share Posted March 14, 2015 It's pretty general, I'll give the summary• usually you make a new quest in GECK, and a quest script, and everything goes there• in this case can just make a popup (say in doc's house) to choose the type of weapon, then give the player the item based on it (I think is player.addItem <baseid> )• then you just make mods for it as usual (I have no idea if different weapons can share same mods, if not just do it via scripting and more menus)• to advance it to the next level, might be able to just make a weapon recipe, or you could again make it via the quest script (e.g. say on every weapon mod you put it advance the quest stage) Sorry I can't give specific details, but usually you gotta google these things up, and then work on it step by step Link to comment Share on other sites More sharing options...
vTemporalZEROv Posted March 14, 2015 Author Share Posted March 14, 2015 Mkay makes sense, thanks I'll try that. Link to comment Share on other sites More sharing options...
vTemporalZEROv Posted March 14, 2015 Author Share Posted March 14, 2015 I must thank you, I have noticed how easily it is to make a crafting recipe, or at least from what I see in the geck, you have requirements, ingredients, and output, is it literally as simple as filling those out with the desired params and it will work? Or is there a lot more I'm missing? Could I seriously just simply go in and change (not replace) the timebomb recipe and have the desired effects? Link to comment Share on other sites More sharing options...
svartberg Posted March 14, 2015 Share Posted March 14, 2015 no worries mate, ya you can easily change stuff like that without even touching scripting modding bathesda's games is really intuitive, that's why you see so many mods around Link to comment Share on other sites More sharing options...
vTemporalZEROv Posted March 14, 2015 Author Share Posted March 14, 2015 cool thanks Link to comment Share on other sites More sharing options...
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