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GECK Questions - Creating Custom Conditions, Checking Equipped Ammo Type


ThatOtherUser

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Ohhhh boy, have I got a confusing question here, at least for me :l. Hey y'all, it's User again, back from... I dunno, months and months of not doing any modding, with some progress on a new mod me and a friend are designing.

 

I'm putting together a test perk for one of the companions in the mod, and what I want it to do is to check if the player as a special ammo type equipped. Say you load in a magazine of Hollow Point ammunition for your trusty 10 mil. The perk is going to see that, and give you a 10% damage increase, thanks to training from your companion (where to put the round in your enemy and such).

 

Problem is, I'm having a really hard time figuring out the logic for this. I wanna make sure that, when the perk is removed, the damage bonus doesn't have the side-effect of breaking the ammunition you have loaded, so you have to unload and reload it.

 

I checked in the conditions that the GECK has available, and I have GetEquipped, which is the closest I can find to what I need it to do. Problem is, that doesn't see equipped ammo types, just weapons and armor. I could also use GetWeaponAmmo from NVSE, but I both don't want to use the Script Extender just yet, so it stays compatible with vanilla New Vegas, and because I'm worried I'm going to make it glitchy, so someone could just keep swapping out ammo types and building up their damage to game-crashing levels.

 

Anyone have any experience with setting up a perk to detect ammo types? And better yet, is there any way to set up custom conditions that I can use alongside IsInList and such in perk creation? If I can get that, then I'm pretty much golden. I know what I want the perk to check for.

 

I just wanna make sure I can create this perk as simply as possible, so I don't have much trouble debugging it later on.

 

...Yeah, that looks like a good brick of text.

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