Aurell1an Posted March 23, 2011 Share Posted March 23, 2011 (edited) Hi everyone. I tried this in the Requests section, having not read the description properly, and got no response. I'm trying to make a new trait called Born Sniper that gives a damage bonus to weapons, but only if they have a scope. For the Sniper, Gauss, and Anti-Materiel Rifles this is easy, but for, say, the Hunting Rifle it's a little trickier. Is there a way to make it so only a scoped version gets the bonus? I've tried making it so the weapon GetIsID is HuntingRifle AND ModNVHuntingRifleScope, and I've tried changing the effect of ModNVHuntingRifleScope to be what gives the bonus if the Trait is in place, but to no avail. If I'm honest I haven't looked very hard at the latter, even though I strongly suspect it's the right way to go about things, because I know zero about scripting right now. Is this possible? Even better, if someone could give me hints on how to make it so the bonus damage is only applied to shows fired while using a scope or when the enemy is over a certain distance away, that would be amazing. And just for the sake of gauging public opinion, the trait will end up looking something like this:Born Sniper (req. PER > 6) x1.5 damage with scoped weaponsx0.7 damage with pistolsx0.5 damage with automatic weaponsx2.5 weapon spread with automatic weapons Cheers! Edited March 23, 2011 by Aurell1an Link to comment Share on other sites More sharing options...
davidlallen Posted March 23, 2011 Share Posted March 23, 2011 I have found a helpful technique is to find a perk in the base game which is close to what I want, trace out exactly how that works, and then copy it. So, there are perks that have the effect you want, Laser Commander and Purifier. Use the geck menu command "edit -> find text" to find these names, and then trace them out. One part which I don't know, is how to tell if a weapon has a specific mod like a scope. The weapon mod concept is new in FNV, and the geck wiki where I get most information doesn't have much FNV-specific information. But perhaps somebody else can fill in that part. You should be able to use getdistance to find the distance when a hit happens. Link to comment Share on other sites More sharing options...
viking99 Posted March 24, 2011 Share Posted March 24, 2011 (edited) doubble post Edited March 24, 2011 by viking99 Link to comment Share on other sites More sharing options...
viking99 Posted March 24, 2011 Share Posted March 24, 2011 I am pretty sure your conditions won't work because a weapon mod is only a mod until it is attached to a weapon. Afterwards it is part of the actual weapon. a possible workaround would be to make a copy of Boones rifle available (remember to make it playable) at gunrunners. To make your mod compatible with other mods you should create a new formlist for your scoped weapons and assign it to the perk. Formlists are a bit funny in the way you edit them you have to drag and drop the weapon to the formlist. Check on the perk cowboy to see how the connection is done. good luck! Link to comment Share on other sites More sharing options...
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