pokemountrush Posted December 6, 2015 Share Posted December 6, 2015 I would like to see a mod that makes the ballistic fist and two step goodbye use shotgun ammo and the displacer and zap glove and unique versions use energy cells. There is a mod that does do this but it makes power fist use ammo and has not been updated for the dlc. so kind of a modified version of the mod. Link to comment Share on other sites More sharing options...
devinpatterson Posted December 6, 2015 Share Posted December 6, 2015 I would like to see a mod that makes the ballistic fist and two step goodbye use shotgun ammo and the displacer and zap glove and unique versions use energy cells. The weapon form ignores ammo use for melee/unarmed weapons, but there's a lot of ways around that. One would be just attaching a script or an OE (which would just be scripted based in the end anyway). If you'd like I can look into putting that together for you this evening. Link to comment Share on other sites More sharing options...
pokemountrush Posted December 6, 2015 Author Share Posted December 6, 2015 I would like to see a mod that makes the ballistic fist and two step goodbye use shotgun ammo and the displacer and zap glove and unique versions use energy cells.The weapon form ignores ammo use for melee/unarmed weapons, but there's a lot of ways around that. One would be just attaching a script or an OE (which would just be scripted based in the end anyway). If you'd like I can look into putting that together for you this evening. okay sounds good. thanks Link to comment Share on other sites More sharing options...
devinpatterson Posted December 7, 2015 Share Posted December 7, 2015 OK here is a test file, check it out and see if it works. There is a basic flaw in my strategy though. Because Begin OnHit Player fires off when the player is hit, not when the player is doing the hitting (IIRC), I have to find a work around. Right now, that's essentially a dual check of the target being hit (ie is not the player) and the player having the ballistic fist currently equipped. When those conditions are true, 2 12ga shells are removed from the players inventory (two barrels on the ballistic fist) on each strike. But I need a different, more effective/accurate way to determine if the player is wielding the ballistic fist (preferably in a OnHit block of a obj script), as I could see the possibility of both the player and other NPCs near by wearing ballistic fists and *any* hit by the player or *NPCs* (say veronica) removing 2 shells from the players inventory. Obviously that's not good, but the way the script is set up, I think that could happen. I'v also ticked the ammo box so it appears as if 12ga ammo is active in the ammo tab when the ballistic fist is equipped. Since I probably shouldn't (it impacts various aspects of the weapon, for example ammo use by NPCs) change the weapons damage when the player runs out of 12ga shells, I'v instead made the weapon unequip automatically when ammo is depleted. However if one were to change the game dynamics and lower the melee damage but throw in object effect to simulate the shotgun pellets separately, that would open up some interesting possibilities. You could have minimal damage (but continue to use your ballistic fist) when your ammo is completed and you could possibly take advantage of the myrid types of 12ga shells. For example you could select a pulse slug if you plan on clocking a bot, some magnum hand loads for a little extra kick, or some bean bag ammo for a non kill scenario. And if you plan on having a little barbecue you could load up some dragon's breath shells. Perhaps slugs could have some armor piercing effects. Anyway, just some thoughts. If anyone has some ideas of a better function to exploit (in determining the player's use/wielding of the weapon) , I'd appreciate it hearing it. Link to comment Share on other sites More sharing options...
pokemountrush Posted December 7, 2015 Author Share Posted December 7, 2015 OK so i cant play new vegas right now (i am using a laptop) but i can try the mod out this weekend. if anyone wants to test this out for me at the moment i would be appreciated. Link to comment Share on other sites More sharing options...
devinpatterson Posted December 9, 2015 Share Posted December 9, 2015 OK so i cant play new vegas right now (i am using a laptop) but i can try the mod out this weekend. if anyone wants to test this out for me at the moment i would be appreciated. Did some *extremely minimal* testing (walked over to two raiders and punched them in the head) and it worked OK. BTW did you have any details on the unique energy cells you mentioned in your OP? Link to comment Share on other sites More sharing options...
pokemountrush Posted December 9, 2015 Author Share Posted December 9, 2015 i meant the unique weapons like 2 step goodbye Link to comment Share on other sites More sharing options...
devinpatterson Posted December 10, 2015 Share Posted December 10, 2015 i meant the unique weapons like 2 step goodbye Yep, that's why I asked you re: details. At a minimum you need a name and a model for ammo Link to comment Share on other sites More sharing options...
arrrrrrrrr Posted December 21, 2015 Share Posted December 21, 2015 (edited) Having read about the ballistic fist, upon finding it in game I too was disappointed to find it didn't 'use' ammunition when it fired. I know it seems crazy to want a mod which adds a cost where there was none before, for no benefit, but I'd also be interested in something like this.would it be possible to have it act like a normal power fist or not properly function if you don't have ammo, or is that running into hard coded difficulties and needless complexity. [edit] and similarly I'd love a mod to add to the shishkebab, both it using fuel of some kind and adding a hose between tank and sword. Edited December 21, 2015 by arrrrrrrrr Link to comment Share on other sites More sharing options...
devinpatterson Posted December 22, 2015 Share Posted December 22, 2015 Having read about the ballistic fist, upon finding it in game I too was disappointed to find it didn't 'use' ammunition when it fired. I guess it primarily has to do with the fundamental differences between a ranged and melee weapon form....and maybe also because they didn't want to have to work out a reload animation as well. I know it seems crazy to want a mod which adds a cost where there was none before, for no benefit, but I'd also be interested in something like this. It's completely understandable, I think realism mods are very popular (as long as the mechanics aren't too aggravating for gameplay). would it be possible to have it act like a normal power fist or not properly function if you don't have ammo, or is that running into hard coded difficulties and needless complexity. The second method I mentioned in post #4 basically details that methodology of dividing up the damage into two separate effects/types. One being the actual kinetic impact (clocking someone) and the second being the shotgun shell itself. Without ammo there would only be melee damage, but with ammo you get a shotgun blast (and also the possibility of using different types of shotshell and slug ammo in your ballistic fist). I'll try and do a bit of tinkering when I fire up the geck next time. [edit] and similarly I'd love a mod to add to the shishkebab, both it using fuel of some kind and adding a hose between tank and sword. I can't help with the hose (as I'm not sure I could make a model that the hose would stretch convincingly with the melee swings of the shishkebab, but a similar method (just a script) that the ballistic fist uses could be used with it to eat flamer fuel. There's a timer countdown function (getSecondsPassed) and that can subtract a unit of fuel for as long as the weapon is fired up (or alternately on a hit, which would be easier, but probably not as realistic). Link to comment Share on other sites More sharing options...
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