TacRedline Posted June 15, 2011 Share Posted June 15, 2011 (edited) First a BIG THANK YOU to the Modders out there that inspired me to pick up the GECK and start making some MODs. I played Fallout New Vegas and while it was pretty good I got about 2/3 the way through the vanilla game and got bored. I found some AMAZING mods and it has completely changed the game for me by the added realism. I got about 10% the way through the game on restarting with these great MODs and based on what I saw from them I decided I wanted even more realism... but after days and days of searching and cross referencing I could not find the mods I was hoping for. So, I plan to write some of these MODs I need and hopefully people will like them (or more hopefully someone has already written what I am wanting to do! =) Thanks again! Rich ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ I am brand new to modding as of 2 days ago - but I've been a computer programmer for a while now so I am picking up things fast. The GECK and NifSkope (I just used it to export and reference NIF animations) are pretty easy to understand: In my poking around here is what I did to obscure the player perception after firing a 9mm Pistol: After exporting a Explosion NIF file I added it to the 9mm pistol animation and made the length 5 seconds - it did obscure my vision but looked pretty awful lol since the exact imaged moved with the screen, looks like I had a cataract vision. A blur would be better. I was also thinking of using "Spell Effects" from Fired Ammunition to combine Noise/Light affects on the player from the player firing the 9mm (more details in my link below). So, here are the descriptions of the Mods I want to write and some ideas on HOW to code them based on the GECK documentation I have read: If you have any suggestions on HOW I should code it (designs, objects, methods, etc) please let me know! =) MOD 1: "Greatly Reduced Player Visibility Effect from Player's Weapon Fire" (tunnel vision, recoil, shock, smoke, etc) Reduced visibility (Muzzle Flash blindness+Recoil blur) Effect on player screen (White-out filter on screen NIF image OR Add blur as Spell Effect) for each ammo type fired event MOD 1.2 "Greatly Reduced Player Hearing Effect from Player's Weapon Fire" (have you ever fired a firearm without ear protection?) Play a ringing sound by adding a Spell Effect for each ammo type fired event (NOT editing each sound file) [needs to affect Player only] Option 2: Mute/Dim/Reduce all player heard sound for each ammo type fired event (is this possible? Would be easier?) MOD 1.6: "Greatly Reduced Perception/Accuracy and MORALE affects for NPC's from their weapon firing" (the NPCs are way too accurate and way too courageous) Firing - Reduce NPC Perception on subsequent weapon shots (for 2 seconds * ([MuzzleFlashFactor]*[WeaponRecoilFactor])/Perception) Firing - Reduce NPC Accuracy (and decreased FLEE/PANIC values) on subsequent weapon shots (for 2 seconds * ([MuzzleFlashFactor]*[WeaponRecoilFactor])/Strength) MOD 1.8: "MORALE affects for NPC's from Suppressive Fire and Taking hits" (the NPCs are way too accurate + NPCs should gain MORALE the more they fire at a target) Suppression - Reduce NPC Perception (and increased FLEE/PANIC values) when projectile IMPACTS are near (use a spell effect added to the Projectile?) ( [WeaponDamage] / [Endurance+Intelligence] ) Getting Hit - Reduce NPC Perception (and increased FLEE/PANIC values) when taking damage. MOD 2: "Taking Hits/Fire" - More Knock and Visual Effects of NPC and Players": ("getting hit is scary, I should stay low.") Add a SECOND KnockDOWN and Forced Kneeling effect to all actors based on their Damage Taken (as all walking creatures crouch/descend as a defensive mechanism) Have every actor be knocked DOWN if they take more than (Endurance x4) % damage Have every actor be forced to kneel down if they take more than (Endurance X 2) % damage Add a blur effect spell to projectiles and explosions that hit/affect the player. (like MOD1 above) Add a noise effect spell to projectiles and explosions that hit/affect the player. (like MOD1 above) MOD 2.5: "Suppressive Fire affects": Increase NPC FLEE/Panic when projectiles impact near or taking damage (spell effect added to Projectiles?) Taking Supression Fire: For Players/NPCs add Knockdown/FLEE/PANIC (NPC only) affect to Projectiles hitting near them: Player is based off 100% minus (Perceptionx3 + Intelligencex3 + Endurancex3) - NPC is based off [what factors can I use for NPC stats?] Add massive Suppression/FLEE/PANIC code for Big Weapons such as Flame Throwers, Explosives, etc (When I fire a flame thrower most EVERYTHING should run. Note ALL Suppression Factors are off set by: heavy armor, good training, no survival instinct, panic, rage, drugs, starvation, wounds… hmmm this is complicated.MOD 3: "Player Short-term Fatigue". A new statistic that is affected by running and fighting that causes reduced movement and accuracy if sustained too long (1Minute*Endurance) (I do martial arts and I am captain of a pro airsoft team, when you fight your body automatically goes into over-drive but will start shutting down soon afterwards, you can win a long fight strategically if you factor this in to your combat plan This fatigue could just be a coded spell effect that kicks in on combat start and starts to go away on combat end (and water helps) This is greatly affected by weight (drop your packs!) Crouched movement is extremely tiring. Can be recovered quickly by not moving, faster if kneeling stationary Condition status is a multiplier for this (wounded = no fast movement for you) Water status is a multiplier for this Food status is a multiplier for this Water helps directly reduce this.(look at me lol ) MOD 3.5 "Too many Bulky weapons affects performance: " Make a new Player "Weapon Bulk Factor" statistic. The value limit before any negative affects (reduced combat ability, reduced speed, increased endurance costs) are taken is 120*Strength + 120*Endurance + 120*Intelligence Use the below values to determine what the Player "Weapon Bulk Factor" is: 1280 Heavy Weapon/Spear 640 Long Arm/Sword 160 Pistol/Knife 080 Grenade 640 Mines 010 Ammo, Shell 002 Ammo, Handgun 006 Ammo, Rifle 050 Ammo, 50cal 640 Ammo, Rocket MOD 3.6 ("there is a reason people don't carry two rifles") Carried Weight (plus "Over Bulk" see Mod 3.5 above) affects running speed, fatigue, and Player "Short-term Fatigue" (MOD3 above) (players don't get tired enough, I am using ARWEN's Medical Mod too BTW) MOD 3.7 ("Shhh, you're making too much noise just walking!") Player Noise due to "Over Bulk" and Encumbrance Add noise levels for encumbrance over 20% Add noise for "Over Bulk" status (from MOD 3.6 above) MOD 3.8 ("Finding items on your person - Reload/Equip Times " - it takes forever to get items that are not readily available) Greatly increase reload times (see above YouTube videos) Greatly increase item equipment (e.g. night vision goggles) Greatly increase inventory digging time based on how much inventory the player has (a loaded backpack is a mess!) MOD 3.9 (try walking with some night vision goggles on) "Goggle vision reduction" Greatly decrease goggle field of view MOD 3.95 "Remove all non-scope/binoculars zoom ability" MOD 4: ("I will survive!" Most game actors have no survival instinct at all) "Have all actors FLEE a lot more sooner MOD 5: ("shoot first, aim later") "Have all NPCs fire Suppressive Fire when they have a decent amount of ammunition on hand." MOD 6: ("Everyone fears the DARK") "NPC Reduced Night Vision and Light Seeking behavior" Add more lights/torches/fires in the world Have NPCs night vision reduced to nothing Have NPCs use lights/torches when in the dark Have NPCs seek out lights/torches when in the dark (or when it is nearing dark or the NPC is going into a dark areas, such as a cave) Have NPCs seek out (move towards) light sources when in the Dark if they have no light source of their own. Have animals avoid fires MOD 7: (Searching takes forever, I can't find my own keys in my room!) "Greatly increase the time it takes to search corpses, search containers, makes repairs/mods, use work benches, etc" This MOD should allow fast time passing as long as play time and actors can still move and potentially attack the Player) Implementation: Add a dialogue for each action: "How long do you want to [search],[repair],[mod],[work bench])" give the estimate for the best success time needed and allow the player to "rush" the effort at a reduced success (also allow to spend more time and have better success) ---------------------------------------------- This is all me just thinking about programming requirements at this point, I am still experimenting on how these things could be coded.Thanks! Rich Edited June 15, 2011 by TacRedline Link to comment Share on other sites More sharing options...
Korodic Posted June 15, 2011 Share Posted June 15, 2011 too much realism to keep me interested. In all honesty it would kind of suck to be limited down to one single weapon and have to put in all the down time to continuously run back to my player's home. Especially during a fight I win and I want to loot some goodies. Link to comment Share on other sites More sharing options...
NorthWolf Posted June 15, 2011 Share Posted June 15, 2011 I think he's going for the way-too-realistic idea. This is the kind of thing I would try on an alternate character for the fun of it. My only suggestion is that you not split up the package into so many different plugins. You might also reconsider obscuring vision after firing a gun... I've never had my vision effected by firing a gun, and it would seem odd. Hearing, on the other hand, seems cool. Link to comment Share on other sites More sharing options...
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