Perwin Posted November 23, 2010 Share Posted November 23, 2010 Has anyone heard of a mod that would allow a weapon to remove their mods and add them back into inventory?with, perhaps a mild chance of ruining the mod in the process? No I can't make such a mod but would love to have one. Link to comment Share on other sites More sharing options...
Perwin Posted November 27, 2010 Author Share Posted November 27, 2010 No one? Is there a request page for NV mods? Is there the ability already in the game and I just keep missing it? Link to comment Share on other sites More sharing options...
Maganus Posted November 28, 2010 Share Posted November 28, 2010 Can I ask why you would want this? A buddy is working on a mod that will let you add multiple mods to a weapon, breaking the three mod limit that currently exists. This is an idea that I threw at him when it was all done, but this would be an end all. He's got the break done, can add more mods to a gun, currently working on getting into and looking at making 3D models for the new "mods" that will go on things (but not even close to that point yet). Anyway, throw some thoughts might happen in the future. Link to comment Share on other sites More sharing options...
Savage117 Posted November 28, 2010 Share Posted November 28, 2010 I personally want this too, I know some may not understand why, but it just seems odd to see something screwed onto your weapon, please keep the giggling to minimum we are all adults here, and not being able to remove it. For instance I happen to like the 9mm, I had the 9mm with the extended mag and plenty of bullets to keep me going, things were going well then I buy the scope and the thing turns to crap, I can't hit stuff at long range, it's a pistol for gods sake, and now Im having a hard time hitting stuff up close too because the zoom and the tunnel vision. Now I have to scrap a pristine pistol with a perfectly good extended mag and buy another mag mod and beat up pistol, all because of one stupid mod that in real life could be removed with a simple wrench, screw driver, or hammer if you don't care about the mod, and yet its not removable, WTF!!! END RANT P.S. there is a NV request section, but it doesn't get a lot of attention, and no one seems to mind if you post requests here. At least it seems that way, I mean no offence just making an observation, the community here seems pretty laid back. Link to comment Share on other sites More sharing options...
Perwin Posted December 2, 2010 Author Share Posted December 2, 2010 Can I ask why you would want this? A buddy is working on a mod that will let you add multiple mods to a weapon, breaking the three mod limit that currently exists. This is an idea that I threw at him when it was all done, but this would be an end all. He's got the break done, can add more mods to a gun, currently working on getting into and looking at making 3D models for the new "mods" that will go on things (but not even close to that point yet). Anyway, throw some thoughts might happen in the future. Simple, as already stated by Savage117 plus the fact I can carry a pistol, shoot up a bunch of uglies, then throw on a silencer, sneak around and do some silent killing. Then when I want to take the silencer off and just go for outright carnage. I just seems natural to be able to remove these items. Link to comment Share on other sites More sharing options...
civerius Posted December 2, 2010 Share Posted December 2, 2010 The only way I can see this happening in my knowledge, is to create a weapon mod with a script function to disable another weapon mod (and effectively change the model of the weapon 1st person and 3rd) when you put that 'weapon mod' on. So - you have a silencer, you put it on as a mod, you create a custom item that acts as a weapon mod for all or said weapon, then when you open the mod menu for said weapon, by installing created mod, it disables the silencer,changing the model and dissipating the custom item (or not, might be limited by scripting functions). I can certainly I've create plenty of weapon mods, but I don't promise It will work 100% of the time, nor that it will not break anything significant (for example, you uninstall silencer, and you cant put it on again .. ) Link to comment Share on other sites More sharing options...
Maganus Posted December 3, 2010 Share Posted December 3, 2010 Right now, with the mod that Merczeus is working, the standing logic and script will let you mod a weapon, and to further mod the weapon you will remove the mods that are currently installed. You can't just remove one of the mod (the code becomes outrageously hard, so this is the compromise) I.E. - You have a 10mm Pistol, you slap a Sliencer on it. You can "un-mod" the weapon through the modding menu and take your silencer off. If you have multiple mods on the weapon.. silencer, extended mag... both will be removed from the gun, and you could add them back in later. I understand the request, I think, in that you want to be able to silence and un-silence a weapon... which for that real world feel is epic cool... but the game code simply won't allow for it well. The issue is that you adding something to a weapon can't be temporary. At the same time, I can think of a way to do it, but would task someone else with taking on the challenge right now. You would have to make a script that lets you swap between weapons, and switch to the versions of the gun that don't have the silencer, or better yet make that a different item all together. The problem is1) If you wanted to link it to a new button, you have to program that and use script extender, since you can't do that under the current system, then there is the issue of in game vs. in pip boy. If an animation has to take hold, then you would have to make the animation of the character screwing on a silencer or sound suppressor, and unscrewing it. 2) If someone could create the "button" that lets you switch the mob, you could program a button that comes with the silencer letting you mark a script that swaps between the silenced version of the weapon and the unsilenced version of the weapon (version with and with out that mod, depending on where you are in the mod process, which means a recognition script, but it probably wouldn't recognize the weapon "mods" properly, because that's one of the problem that I've already seen with modified version of weapons where you can't code the GECK with a script that recognizes where the weapon is in the modification process to remove or recognize the mods present in a way other than the hard coded modification system in every weapon). 3) Last problem is that, when you switch mods in a way other than the current system, you have to reference a different gun (I.E. the gun that you modify now remains constent, and you just adtivate conditional values, if you change the system to add or remove something, you need to reference a different gun... let's say again a 10mm Pistol in the GECK vs. a 10mm Pistol with just a silencer modification added... and if you refernece a switch between the weapons you can't script well to recognize the condition of the weapon and export it at the same condition. The problem I'm having now is that if you modify or de-mod without using what's present, you are actually switching weapons.... which means your new weapon has a different condition value). What it means for the game without the right script is that everytime you "mod" you are calling on a new weapon, so putting your silencer on and off the weapon creates an exploit that repairs the weapon unless you tell it to "damage" the new weapon, and you can't recognize the condition of the previous weapon and apply it to the new one... or I haven't seen a way to script that yet =). Link to comment Share on other sites More sharing options...
Savage117 Posted December 7, 2010 Share Posted December 7, 2010 Right now, with the mod that Merczeus is working, the standing logic and script will let you mod a weapon, and to further mod the weapon you will remove the mods that are currently installed. You can't just remove one of the mod (the code becomes outrageously hard, so this is the compromise) I.E. - You have a 10mm Pistol, you slap a Sliencer on it. You can "un-mod" the weapon through the modding menu and take your silencer off. If you have multiple mods on the weapon.. silencer, extended mag... both will be removed from the gun, and you could add them back in later. I understand the request, I think, in that you want to be able to silence and un-silence a weapon... which for that real world feel is epic cool... but the game code simply won't allow for it well. The issue is that you adding something to a weapon can't be temporary. At the same time, I can think of a way to do it, but would task someone else with taking on the challenge right now. You would have to make a script that lets you swap between weapons, and switch to the versions of the gun that don't have the silencer, or better yet make that a different item all together. The problem is1) If you wanted to link it to a new button, you have to program that and use script extender, since you can't do that under the current system, then there is the issue of in game vs. in pip boy. If an animation has to take hold, then you would have to make the animation of the character screwing on a silencer or sound suppressor, and unscrewing it. 2) If someone could create the "button" that lets you switch the mob, you could program a button that comes with the silencer letting you mark a script that swaps between the silenced version of the weapon and the unsilenced version of the weapon (version with and with out that mod, depending on where you are in the mod process, which means a recognition script, but it probably wouldn't recognize the weapon "mods" properly, because that's one of the problem that I've already seen with modified version of weapons where you can't code the GECK with a script that recognizes where the weapon is in the modification process to remove or recognize the mods present in a way other than the hard coded modification system in every weapon). 3) Last problem is that, when you switch mods in a way other than the current system, you have to reference a different gun (I.E. the gun that you modify now remains constent, and you just adtivate conditional values, if you change the system to add or remove something, you need to reference a different gun... let's say again a 10mm Pistol in the GECK vs. a 10mm Pistol with just a silencer modification added... and if you refernece a switch between the weapons you can't script well to recognize the condition of the weapon and export it at the same condition. The problem I'm having now is that if youmodify or de-mod without using what's present, you are actually switching weapons.... which means your new weapon has a different condition value). What it means for the game without the right script is that everytime you "mod" you are calling on a new weapon, so putting your silencer on and off the weapon creates an exploit that repairs the weapon unless you tell it to "damage" the new weapon, and you can't recognize the condition of the previous weapon and apply it to the new one... or I haven't seen a way to script that yet =). Im not a very good scripter so excuse my ignorance. Can you just reverse the process that is already used? How does the original process know what the current weapons condition is? It doesn't change when you add a mod. Why can't the script call on the model that the gun was previously using instead of trying to find out what mods are on the gun in use? Or instead of using the current system make a item with the needed scripts attached, lets call it a "mod tool", that way you could skip the current process entirely by using the mod tool to add and subtract mods bypassing the current system. As I said Im not much of a scripter so this could be way more complicated than it sounds. But Im hoping I can help jumpstart an experienced modders thinking so this can finally be realized. Link to comment Share on other sites More sharing options...
kalaboso Posted December 26, 2010 Share Posted December 26, 2010 (edited) ive been TRYING to make a mod that removes weapon mods LOL... its soooo much more complicated than i thought it would be tsk... atm i have limited myself to the silencer... since thats the only weapon mod that you would want to add and remove... my problem is that my script replaces the weapon with an unmodded one and gives you back your silencer... problem is when the weapon has other mods it will still return an unmodded one... removing ALL mods as Maganus stated above would be the most logical solution to this... but atm i really have so little time what with all the christmas parties and work and stuff... anyway the last few days ive been toying with the idea of making the silencer an activatable item much like night vision or bullet time etc... was thinking of the silencer not as a mod but a completely new item... something like the power armor mods in powered power armor... http://newvegasnexus.com/downloads/file.php?id=37983... then script it so that it could be added/removed via the press of a button... but then this would be a lot of work... and im not even talking about the animations and other stuff yet... not really sure if this is possible... it SHOULD be from wat i understand of FONV scripting but i havent really started on it yet... if you guys have any input or if you guys wanna try making one pls go right ahead otherwise i will have to find time LOL Edited December 26, 2010 by kalaboso Link to comment Share on other sites More sharing options...
TBGT Posted December 26, 2010 Share Posted December 26, 2010 Might have a way to skip scripting altogether. Dead simple, requires a workbench, would be to create recipes which visibility requirement(s) are that your weapon is modded and which mods you have attached. Have Ingredients set to your modded weapon and Output set to the unmodded weapon and whatever mods you have attached. Link to comment Share on other sites More sharing options...
Recommended Posts