VincentIcarus Posted March 5, 2011 Share Posted March 5, 2011 Okay. I'm pretty sure most of us hate the fact that the holograms are indestructible and it's damn near impossible to sneak past them. I personally have been killed by them over a dozen time with a sneak skill of 100 while using a stealth boy and Project Nevada's stealth field nanobots. So I went into the GECK to turn off the essential tag but wouldn't you know it, it's greyed out and won't let me untick their essential tag. So I tried using the console codes to disable them and wouldn't you know it works like a charm. However, I really don't like the idea of cheating so I want to make a weapon that will fire a rare ammo type (probably going to try to use Fission Batteries as ammo) and when the bullet or projectile impacts with the hologram it deletes them (similar to the console disable command). There's only one problem, I don't know how to write a script for something like that. Is there anybody here who can give me a hand? Link to comment Share on other sites More sharing options...
Skevitj Posted March 5, 2011 Share Posted March 5, 2011 One of the shortcuts used to create multiple different NPCs is to use Template NPCs. They (mostly) don't exist in game, but their settings are "inherited" by any NPC's using the template. The reason the Invunerability (and Essential) is greyed out is that the value is ticked in the Template used for the NPC, hence changing on the in-game NPCs won't have any effect and would conflict with what the template says should happen. To remove the flag for the NPC's, look at the "Actor Data" field in "Template Data", that will lead you to the base template used to construct the NPC. Locate the reference in the "Object Window" then look atht e"Actor Data" again. Keep going until there is nothing listed in there, and then you should see the Essential/Invunerable boxes sitting there, able to be checked/unchecked. Unchecking them on the template will then apply it to all using it. Achieving what you were initially after. PS. If you still want the anti hologram gun, with the invulnerable holograms, then post here and I can help you make it. Link to comment Share on other sites More sharing options...
VincentIcarus Posted March 5, 2011 Author Share Posted March 5, 2011 Yeah, I wanted to make a unique weapon that uses a rare ammo type (fission batteries) and the only person/creature it would damage are holograms but I have no idea how to do that. If someone could show me how to do that I'll create it and release it myself. Link to comment Share on other sites More sharing options...
Skevitj Posted March 6, 2011 Share Posted March 6, 2011 You can't have misc items acting as ammo, so you would need to create your own ammo type. If you want it to look realistic, you should probably locate and unpack the mesh for fission batteries so you can apply it to the ammo, so it actually looks like a battery if dropped. The best way to obtain it in game is probably to take a fission battery to a workbench to create a "Modified Fission Battery" or some other trivial name. So you would just need to create a simple recipe which requires a fission battery and gives back the ammo variant. Possibly a second recipe to convert the ammo back to the standard batteries if you craft too many. The gun would then just have 0 damage and a script hit enchantment which disables the target if their base object is contained in a list of holograms. Effect shaders could be added later, instead of just having the holograms disappear instantly. ie, scripteffectstart determines if they're a hologram and plays a shock shader if they are of some other shader if they aren't. scripteffectfinish stops the shader and disables them. There are plenty of tutorials out there to cover the different parts Link to comment Share on other sites More sharing options...
blove Posted March 6, 2011 Share Posted March 6, 2011 Rock-It Launcher used misc items, but Skevitj has the best idea. Create a recipe to craft a fission battery ammo that has an impact script that only affects holograms. Link to comment Share on other sites More sharing options...
Skevitj Posted March 6, 2011 Share Posted March 6, 2011 (edited) I don't think it's quite that simple with the Rock-It. It has it's own mechanic by which items are dynamically converted into different items and possibly back again. I haven't looked at it in detail, but a simple example is the reliable crash if you try and shoot a scripted item and items not stacking with items of the same type after being shot indicating a different item is actually shot. Edited March 6, 2011 by Skevitj Link to comment Share on other sites More sharing options...
VincentIcarus Posted March 7, 2011 Author Share Posted March 7, 2011 Alright, well this is starting to sound more complex than my current skill level is able to perform. If any of you guys know how to do it or know of someone else who is able to would you please see if they can actually make a mod for this. I would really like to see it. Link to comment Share on other sites More sharing options...
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