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Instantly strip mods from weapons/armor?


Bogdanov89

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I like looting all the modded/legendary weapons and armor as i adventure.

When i get to my workbenches after an hour of fun i have my inventory insanely full of loot with various mods.

 

Right now i have to go manually though all the weapons and replace valuable mods with basic mods, so that the valuable ones go into my inventory.

After that i either keep the weapon in it's basic form (e.g. assault rifle) or i scrap it for some basic materials.

 

As far as i have heard it would not be difficult to make a mod that offers a "strip all mods from weapons/armor" function.

 

It can swiftly remove all the non-standard (non-basic) mods from a weapon/armor, and replace them with the most basic (cheapest) mods.

That way we can instantly get the good mods removed from weapons and into our bags, while the remaining basic weapon can be either scrapped or stored for later.

 

I imagine some simple interaction like:

- with loot in bags you access a work shop

- you press a specific button to activate the "strip mods" function on the selected weapon/armor

- the mod instantly removes non-basic mods and replaces them with the simplest ones.

- after that the stripped weapon can be either scrapped or just left in the inventory for the player to decide

 

An alternate option could be an object that you put in all your special loot and it would do the above process but for ALL the weapons/armor inside that object (or inside your bags if easier).

 

Honestly i am very surprised that bethesda did not make that function available by default, and that no one has made a mod for such a function already.

The only addon that i found with a similar purpose is rather broken, since it makes most weapons completely unusable.

 

I hope someone steps forth and makes this rather amazing (and time saving) addon :)

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After playing around with it some I see why nobody wants to touch this.

 

Issues that make this really difficult include but may not be limited to:

 

-There is no facility to iterate over items in the players inventory. I know it seems crazy, but they just don't code inventory micro-management, the player is supposed to do that. Code can look for an item in your inventory, that's about it.

 

-Because of the above issue you are left with the RemoveAllItems(putinthiscontainer) function as the only way to get a hold of the players entire inventory.

 

-Using RemoveAllItems() takes everything including equipped items (leaving you naked).

 

-The container might be able to 'strip down' items as they are added (with script). I've been having some trouble getting this to work, but it is in theory possible. Although the items are added pretty fast, and the code is working on each item as it is added to the container. When you break down something where do the mods go? If you add the mods to the container that triggers code again, and has changed the contents of the container, which is potentially buggy.

 

-We'd have to code a way for you to mark things as 'don't strip' or your nice armor and weapon would get stripped along with everything else. Or you'd have to take off anything you didn't want stripped before using the 'device'.

 

-It seems simpler to create a container that would strip items as you add them one at a time. Or a command to strip the weapon in your hand or the armor you're wearing.

 

Really it comes down to most any solution requires management from the player. I don't see a case where you want to strip everything automatically, that's just asking to lose something valuable or a bunch of clicks to 'take off your good gear first'.

 

Considering it's going to require player management no matter what, ultimately it's only saving a few clicks and makes you learn an entirely new routine to accomplish your task, I'm thinking this is not a good use of coding to hassle through.

 

Please chime in if anyone is reading this with some other thoughts on the problem.

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Interesting.

 

Put everything in 'sorting' container - puts things in 'categorized' containers - puts things on 'demod' shelves as visible items - you could Activate an item on the shelf to strip it - or take an item out of the container as-is.

 

Seems code heavy, has physical space requirements, and still requires player management.

 

Plus I'm still not sure if you can strip an item when it's not on the player and have the stripped mods appear in your inventory. If you 'demod' an item in a container, where do the mods go?

 

Has potential though.

 

I'm taking a few steps back from this idea to think on it for a bit, and continue other mod work.

 

If anyone is interested please run with the idea, or chat along in here with ideas.

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Some test results that suck:

Form Property tenmm Auto Const
{set up in CK to point at 10mm base FORM, CK wouldn't let me name it with digits}

Game.GetPlayer().RemoveAllModsFromInventoryItem(tenmm)

This wouldn't work for me. Maybe I did something wrong?

 

My thought now was to move Equipped items to a container - DeMod items in inventory (one base form at a time using RemoveAllModsFromInventoryItem(Form)) - Move stored items back to player and re-equip them.

 

But I can't get that RemoveAllModsFromInventoryItem() to work.

 

Giving up on this for a bit, even though my head can't seem to let it rest.

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Well honestly that explains why no one has already made a mod for gear mod stripping.

 

I was really shocked to see that such a mod does not already exist (i started FO4 like half a week ago).

 

But since bethesda made everything so complex i am no longer mystified about all this.

 

If you manage to make it work i am sure it would be an amazingly useful addon.

 

But as far as i understood it seems that the entire design and implementation seems very complicated...

Edited by Bogdanov89
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