avianmosquito Posted July 7, 2011 Share Posted July 7, 2011 (edited) I am starting a large mod meant to bring greater realism to fallout. The mod comes in a number of sections, and I will need help with each of them. This is going to be difficult for myself and all involved, but I will try to do as much myself as I am capable of. I do not expect one person to be able to do all of these things for me, and anything that you can do will be appreciated. Also, linking me to a pre-existing mod for any one of these would be great as well. I will answer any questions asked, regardless of what they may be. EDIT: All I need is templates provided, and I will do all of the boring, clicky busy-work of getting each and every weapon to use all of the prerequisite effects, setting up each and every suit of armour to work within the system, and setting up all of the scripts to function differently for different weapon types. While setting up 'illnesses' that take effect when low on health and making the player's needs more realistic. And working with settings. And placing objects and NPCs. And so on. Really, each of these will take a few hours of someone else's work and a few weeks of mine. For a project of this size, I'm not asking much. 1. Bleed: In the real world, people shot don't die instantly. A gunshot wound is a hole in the body, from which the target bleeds. I want the game to reflect that. Details can be found on a previous post here. 2. Wounding: I would like a script set up that I can use as a template. Simply put, it should reduce one or more of the target's attributes when a limb is damaged by a certain percentage, and it should be flexible enough to use on any part of a target's body. 3. Organs: I would like some organ models, which would connect to the basic NPC skeleton and be used like other body parts. They would function to increase the damage done by an attack that hits them, and would reduce stats that normally would not be affected by targeting that body part. Major blood vessels would also be appreciated. 4. Armour: I would like to have some way to make a weapon immune to DT but not DR or vice versa. I'll probably figure that one out myself. However, I would also like a way to add a seperate DR and DT for energy weapons, and a way to make sure that regardless of DT and DR, the target's armour will take full damage. 5. Weapon mods: Somebody with some talent, please make some weapon mods for all available standard weapons. For instance, all automatic pistols and submachine guns would have supressors, all weapons would have custom-actions or equivalent, and all revolvers would have HD cylinders. All magazine fed weapons would have extended mags. Finally, new sights would exist for all weapons. (Shotguns and submachine guns would have reflex sights, pistols, carbines and rifles would have scopes.) Finally, somebody strip the supressor off the .22, I would appreciate it if it was a weapon mod rather than being standard. 6. New weapons: Finally, we get to the fun part. I would like a Ruger Super Redhawk and .454 caliber rounds for it. That one is straight forward. Six shots, all extremely powerful. Also, .45 Long colt rounds would function as its low-power equivalent. I would also like revolvers in .38 and .44 special, and a .45 Colt Single Action Army. I would like a "toy" energy pistol. Weak as hell, but the ammunition regerates in sunlight and doesn't take up weight. Fires a conventional laser shot, but with less power. A slingshot would be appreciated. It would fire any object with a wieght of one or less, including grenades should you so choose. Lighter objects fly farther, but don't do as much damage. (Although it is pretty weak to begin with.) A spear and/or pike for stabbing instead of throwing. Also, throwing weapons that can be retrieved from an enemy's body. Much appreciated. Finally, I would like some bows of various designs and sizes. Short, medium, long, self, composite, recurve, compound, whatever you can do. Hell, I don't mind if you just take the image files and animations from Oblivion. Also, the arrows would be appreciated as well. The purpose is to provide a 'silent' weapon that actually poses a significant threat, and the shots could be retrieved from the target's body, like in Oblivion. EDIT: 7. Mercenaries/servants/pets: I cannot BELIEVE I forgot this. I would really like this one, it would be a nice gameplay element. The ability to hire NPCs as mercenaries or servants, as well as robots and tamed animals for similar purposes. That would be greatly appreciated. They would be regular companians, although many would lack certain capabilities, such as tame creatures not being able to speak, carry items or change weapons. (Unless they are cargo animals, which would be able to carry items. Buy a brahmin and never worry about overencumberance again.) Edited July 7, 2011 by avianmosquito Link to comment Share on other sites More sharing options...
hadoumastery Posted July 7, 2011 Share Posted July 7, 2011 (edited) I like your ideas, and they are very nicely organized that's a plus. But this would require a lot of scripting so you'd need a bunch of help with it. Although.. bleeding may be the simplest, all you gotta do is attache a certain chance to a weapon (by script or maybe some other method) that causes health damage over time for a certain period of time. Sort of in the way poison works in the game. My guess, create an object effect that checks to see if a limb is damaged to 0. Then when a limb is damaged to 0 and the weapon hits, it creates a bleeding status health damage over time. Now for animals... you will no doubt need a script. As for extra wounding abilities, that's easy, just edit the existing wounding effects. Organs... would be difficult, that's all I'll say since I never messed with bodily data to that extent. Armor is easy, if you want it to ignore the strongest armor int he game, put an ammo effect on it to ignore 20 points of DT it's really that simple. Weapon mods, get NIFSkope and take some off the 20th century pack, so long as it's for personal use, or so long as you give full credits, all 20th century weapons are available for use. Including their modifications. For Ext. mags, ask another modder if you could use a few of their mods. NIFSkope usage is pretty simple once you get the hang of it. New weapons, easy, very easy, if you try looking up some stuff, you will see half of what you want is already made, don't forget to look on the Fo3 nexus as well. Also adding ISA to an Fo3 weapon is simple, create a sighting node for it in NIFSkope, it's really easy and all you gotta do is adjust it to where the sights are. As for new ammo in the game, it's real simple, create a new ammo and a new shell casing, then add the shell casing with a percentage for attaining it on the ammo, then add the ammo to one of the already existing ammo lists, then add it to the crafting recipes, all of it is really easy if you just look. The misc item thrower is easy too, just create a form list and add a bunch of misc items to it, then create a new weapon (you can do that by simply renaming an already existent weapon) and then attache the form list to it where it says ammo type. Lastly, your servants and mercenaries request, that's really not all that hard to do. Lot's of people already have some mods out there for stuff like this. Just take a look around. And so long as you ask permisson/give credit/ or it's for personal use, then you can take some of their scripts and modify them to do what you want. Edited July 7, 2011 by hadoumastery Link to comment Share on other sites More sharing options...
avianmosquito Posted July 7, 2011 Author Share Posted July 7, 2011 (edited) I like your ideas, and they are very nicely organized that's a plus. But this would require a lot of scripting so you'd need a bunch of help with it. Although.. bleeding may be the simplest, all you gotta do is attache a certain chance to a weapon (by script or maybe some other method) that causes health damage over time for a certain period of time. Sort of in the way poison works in the game. My guess, create an object effect that checks to see if a limb is damaged to 0. Then when a limb is damaged to 0 and the weapon hits, it creates a bleeding status health damage over time. Now for animals... you will no doubt need a script. Well, the bleed would have to be a multiple of limb damage, and I would need a way to eliminate the initial damage done by a weapon. So this way, if you get hit it causes limb damage and you bleed. Get hit more, and you take more limb damage and lose blood faster. Armour reduces the limb damage, therefore the bleed, and that allows it to protect you. It would need to be a script, and it would have to apply to all living targets. (Robots would have to be immune, forcing the player to incap them through limb damage.) The problem about not using a script is that any other method will not be affectable using armour, and it would be limited to no less than 1pt/sec. The script is also likely the most complicated, and I haven't a clue how to do it. (I've only done a few simple scripts before.) I didn't think most of this would be hard, I just need templates I can copy. Downloading somebody else's mod gives me an example, not a template, so it's harder to use. The organs and bleeding are likely the only real hard part, and the wounding is more difficult than it looks. (You can't just edit what's already there, that only kicks in when a limb is crippled.) Personally, I believe that although this will be extremely difficult, the finished product will be well worth it. The game would be more realistic than any game ever made before, bar none. And I can say that with complete certainty. Edited July 7, 2011 by avianmosquito Link to comment Share on other sites More sharing options...
hadoumastery Posted July 7, 2011 Share Posted July 7, 2011 Well you don't exactly have to use a script for the limb damage, there are certain *conditions* you can use. Such as for robots not wanting to put bleeding on them. Make a condition on the effect that sets it not to be used by NPC group 6 (Robots). And for extra limb damage or bleeding based on limbs, create multiple effect with multiple requirements like IsTargetLimbCondition 'x' or add it based on a particular limb. Geck Powerup can help for some additional methods to do it. Link to comment Share on other sites More sharing options...
avianmosquito Posted July 7, 2011 Author Share Posted July 7, 2011 (edited) Well you don't exactly have to use a script for the limb damage, there are certain *conditions* you can use. Such as for robots not wanting to put bleeding on them. Make a condition on the effect that sets it not to be used by NPC group 6 (Robots). And for extra limb damage or bleeding based on limbs, create multiple effect with multiple requirements like IsTargetLimbCondition 'x' or add it based on a particular limb. Geck Powerup can help for some additional methods to do it. You've pretty much just solved my problem, (for the wounding, the bleeding is still hard to work with and will require a script) although this still isn't a one-man job. Edited July 7, 2011 by avianmosquito Link to comment Share on other sites More sharing options...
hadoumastery Posted July 7, 2011 Share Posted July 7, 2011 (edited) Well, I used to do some modding (for personal usage) but I really don't anymore. Sorry I can't help you more. But feel free to friend me and ask questions that I might be able to help with Edited July 7, 2011 by hadoumastery Link to comment Share on other sites More sharing options...
avianmosquito Posted July 7, 2011 Author Share Posted July 7, 2011 Well, I used to do some modding (for personal usage) but I really don't anymore. Too bad, I could use the help. Link to comment Share on other sites More sharing options...
hadoumastery Posted July 7, 2011 Share Posted July 7, 2011 Well, who knows, maybe I'll help out later. But still, feel free to ask me any questions you think I can answer, I can at least help by explaining certain geck functions or NIFSkope for you. Link to comment Share on other sites More sharing options...
NorthWolf Posted July 7, 2011 Share Posted July 7, 2011 You won't be able to get the level of realism you desire, such that it'll be the most realistic game ever, bar none, but you can go pretty far thankfully. Try checking out Arwen's realism mods for some guidance, and you'll definitely need to learn to script. I know Project Nevada has some scripting regarding specific body parts in combat (namely the head), but I've never looked at it to see how it ticked. It's another idea, though. Link to comment Share on other sites More sharing options...
hadoumastery Posted July 7, 2011 Share Posted July 7, 2011 You won't be able to get the level of realism you desire, such that it'll be the most realistic game ever, bar none, but you can go pretty far thankfully. Try checking out Arwen's realism mods for some guidance, and you'll definitely need to learn to script. I know Project Nevada has some scripting regarding specific body parts in combat (namely the head), but I've never looked at it to see how it ticked. It's another idea, though.Indeed this is correct, I learned a lot of my modding skills by looking at other peoples mods myself in order to learn them. And looking at certain pre-existing content in the vanilla game can help to, such as EMP effects include the parameters for effecting robots and power armor properly. Hence you would know what functions to use. Link to comment Share on other sites More sharing options...
Recommended Posts