Moldy Posted August 10, 2018 Share Posted August 10, 2018 At this point,all we're waiting on is the AmmoTweaks update... Which seems to be stuck in limbo,considering how long in the making it seems to be. Link to comment Share on other sites More sharing options...
kuzi127 Posted August 11, 2018 Share Posted August 11, 2018 From what I gather, the actual framework stuff (and most of the rest) seems to be pretty much complete and he's now working on some of the other plugins and bugfixing. Personally I'm ok with waiting if it means a more fleshed out and (mostly, this is a bethesda game after all) bug-free experience. Link to comment Share on other sites More sharing options...
antistar Posted August 11, 2018 Author Share Posted August 11, 2018 (edited) I imagine under what I proposed that If they drop in two ammos then it'd be split between everyone as evenly as possible a dumb but predictable system, but it doesn't sound like that actually saves any trouble on the implementation side of things. hmm... well I think the simplest way to handle this is just give settlers their unlimited ammo but only for the most common/cheapest ammo types that way players that don't want the hassle can just settle for certain weak weapons, and only have to go through the tedious chase down and set up once. another thought what about an interaction point like how settlers are constantly hammering rosa's house at sanctuary or a guard post? where when they interact with it it rearranges their inventory how the player wants you'd have to wait for them all to idley walk up to the interaction point and use it but that would get around some of the complicated scripting issues wouldn't it? As for automatrons. Do they need seperate energy cells for energy weapons or is that supplied internally? The "NPCs use ammo" flag is a per-weapon-record thing; I wouldn't want it there for some (playable) weapons but not others, even if they're low-tier weapons. Could you elaborate on the "hammering on the house" thing? I'm not sure what you mean there. At the moment, Automatron robot energy weapons require ammo like any other. So if I understand correctly this mods replaces all the vanilla "guns "(and I use that term loosely) with realistic ones, adds switchable ammo types (like in FNV), new mods and overhauls combat?... I am speechless. Not all the vanilla Guns weapons; basically just the ones that aren't based on real-world weapons. The Thompson SMG gets new assets too since it was a particularly poor facsimile of the real thing. Ammo-switching is planned to be via the AmmoTweaks framework; not something I'll have to do myself, fortunately. At this point,all we're waiting on is the AmmoTweaks update... Which seems to be stuck in limbo,considering how long in the making it seems to be. It'll take me some time to do the implementation too of course, once that update's out. Edited August 11, 2018 by antistar Link to comment Share on other sites More sharing options...
passinglurker Posted August 11, 2018 Share Posted August 11, 2018 Could you elaborate on the "hammering on the house" thing? I'm not sure what you mean there.Sorry I wasn't sure what to call it, but the word I was looking for before was "Animation marker" like what this mod messes with https://www.nexusmods.com/fallout4/mods/10012/ The idea is to have settler interaction with a marker (in the form of something they regularly use like a bed or a chair) trigger the inventory shuffle that supplies them with thier ammo. This is just a laymans spitball. Link to comment Share on other sites More sharing options...
antistar Posted August 12, 2018 Author Share Posted August 12, 2018 Ah, okay. Thanks for the suggestion, but that would still require much the same thing in terms of scripting to do - and comes with its own set of problems. You'd be reliant on settlers being idle and wandering near the idle marker or furniture object and deciding to use it and not just then sitting on it for hours preventing others from using it and not hopping on it repeatedly and getting more than one share, etc, etc. Since this relates to AI packages though it does remind me of something I think I mentioned earlier in the thread sometime; the possibility of giving setters an AI package that prompts them to resupply their ammo (say) once a day. The package could make them seek out a particular thing within a certain radius, for example - and then maybe do something when they find it. That's just one small piece of the puzzle though; all the other issues I mentioned in earlier posts would still need to be solved. Link to comment Share on other sites More sharing options...
Undeadbob666 Posted August 12, 2018 Share Posted August 12, 2018 There was a NPC mod I was looking at the other day that seems to make some innovative steps in AI packages, I can't remember the name but it was a Scrapper NPC that would choose Vault 111 as his homebase and go around the commonwealth picking up scrap and slowly upgrading this spot. He could even steal from the players own containers and attempt to set up his own communities if the work benches had not been taken yet, and looks at gear and choose the best stuff for himself to equip. I searched but I can't remember the name of the mod....I'll keep looking I bet it was from a mod author I already have a mod for and I was looking at their files. Off to my history lol. Link to comment Share on other sites More sharing options...
antistar Posted August 13, 2018 Author Share Posted August 13, 2018 I remember seeing that one popping up; Scavver, right? Thanks for reminding me about it. I can only imagine that the scripting in it is incredibly complicated. The "appraising and equipping gear" part might be useful to look at, though... if it can be sifted out of the apparently 1600+ lines of scripting in that mod. ;) Link to comment Share on other sites More sharing options...
Undeadbob666 Posted August 13, 2018 Share Posted August 13, 2018 Haha thats the one! Man I just could not remember the name, I keep looking for Scrapper. Yeah it seemed like a really interesting idea and could be useful, seems like its the modders life purpose which I can definitely appreciate. Could imagine the craziness FO4 would be if there were even one of these NPCs let alone a crew of them in the commonwealth? Link to comment Share on other sites More sharing options...
flaktrooper1 Posted August 14, 2018 Share Posted August 14, 2018 Pretty cool idea, though even more useful addition for another mod like Sim Settlement. Link to comment Share on other sites More sharing options...
antistar Posted August 14, 2018 Author Share Posted August 14, 2018 Speaking of settlement stuff - and finite vs infinite ammo - at the moment I haven't altered buildable turrets, so they still have infinite ammo. Later on I may see if they can be scripted to automatically draw ammo from Workshop storage. It should be easier for turrets since they always have the same "weapon" and need the same ammo. I may leave the standard laser turret as a "recharger" variant; less powerful but needs no ammo. Related to that, I've been considering adding "recharger" laser weapons to Automatron robots too, as basic weaponry options. I've been working on the weapon levelled lists, and I think I've worked out the framework for it. It's... kind of complicated; that's why it took a while. I'll try to summarise what I've got, though. I'm using five tiers for weapons, like I've been talking about. Each tier is a level range in which you're much more likely to see particular weapons spawn on NPCs - different weapons depending on the faction in question, of course. Each successive tier also represents an increase in the amount of ammo the NPC will spawn with. (I haven't really looked at merchant inventories yet.) At the moment the tiers are like this: Tier Level 1 1 2 7 3 15 4 24 5 34There's a sliding scale though, so even at level 1 it's possible to run into an NPC carrying a tier 5 weapon. However at that point there's only a ~3% chance per NPC of that happening, and unless they're specifically defined by the game as an NPC that gets a certain kind of weapon (e.g. an auto weapon, or a sniper weapon), they'll only get the most basic configuration, and the smallest amount of ammo for it. At the other extreme, even at high levels you may see an NPC with a tier 1 weapon - though again there's only a ~3% chance of that, and they'll possibly get it in a fancy configuration, along with a lot of ammo for it. And of course there's a middle ground between these extremes. The weapon mods a weapon can spawn with is largely independent of these tiered levelled lists I'm setting up, so depending on the weapon in question there's still some progression there beyond the level ranges for these tiers. Also: Everyone* that gets a primary ranged weapon also gets a backup melee weapon (the melee weapon in question determined by the same tiered system), and potentially a backup side-arm, depending on the primary weapon and/or the tier. *At a glance it looks like a number of the more unique NPCs (e.g. named characters, or NPCs associated with certain quests) were basically just straight up given a specific weapon rather than drawing from a list. That means they won't benefit from this whole system I'm putting together unless I was to go through and edit them all by hand. Hopefully that won't really be necessary, since I think about the worst that can happen is that they'd run out of ammo pretty quickly in a fight. I guess we'll see how it goes. Link to comment Share on other sites More sharing options...
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