Scissors61 Posted August 10, 2011 Share Posted August 10, 2011 Just needs a fancy script to do certain things. Sorta works like Mysterious Stranger except outside of vats. -Weapon(100% critical) critical base effect, baseeffect(script), create script from scratch-Projectile Laser null textures so that its invisible-Create new Faction "Assassin Order" have be neutral or friendly towards all (this is how Mysterious Stranger works btw)-The Assassin's Armor should have the Ench effect that Chinese Steath Armor to make things easier Script: Have target be hostile by Assassin Order Faction Assassin spawns crouching(so that its invisible), then get out of sneak mode, then attack After the target is killed, the Assassin should probably just go back into sneak mode with 1.5x speed( that way MC cant chase em) and run off then disappear End Script As for the actually meshes and textures for the Assassins, I'd probably use these mods: Male Assassins w/PSG-1 & Blackwolf 75WGhttp://www.fallout3nexus.com/downloads/file.php?id=5981http://www.fallout3nexus.com/downloads/file.php?id=6100 Female Assassins w/photorealistic Katana mod & Blackworlf 15WGhttp://www.fallout3nexus.com/downloads/file.php?id=15496http://www.fallout3nexus.com/downloads/file.php?id=8965 Link to comment Share on other sites More sharing options...
MichikoUnknownFox Posted August 11, 2011 Share Posted August 11, 2011 Just gonna add some brainstorming to make it feasible here. Instead of going in and out of sneak mode and actually running away to achieve that, which will actually make the assassin guy completely visible to you at all times anyway, clever timing with enable/placeatme -> stealth boy/chameleon effect -> stopcombat or forceflee -> disable would be better, so he actually fades in and out of combat, and will run or stop fighting just before fading out and completely disappearing. You can actually also force this character to fire his weapon at a target ref via script commands, and the ref would be defined as whoever you're shooting at the moment (probably via a perk with a script). Firing the weapon is actually just a cinematic prop as far as I know, and won't actually do damage calculation. To remedy this, script kill the target. You can choose to attribute the kill to yourself or the assassin (personally I'd do the latter, but it's your call really). Link to comment Share on other sites More sharing options...
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