dissentuk Posted January 24, 2012 Share Posted January 24, 2012 Hey, I have an idea for a simple mod that I'm pretty sure doesn't exist already. Basically all I want to do is to have an ammo box that can be dropped and be used as a container on the ground, that the player can pick up again. There are back pack mods out there that have this function but I use the very cool duffel bag mod by antistar (http://newvegasnexus.com/downloads/file.php?id=41284) so they don't really fit with my game. Can anybody guide me as to how I might go about creating this mod? I am fairly familiar with the geck so any help is appreciated thanks Link to comment Share on other sites More sharing options...
joshua121 Posted January 25, 2012 Share Posted January 25, 2012 I'm not sure if all of this would work, but here's my idea You could make an ammo box activator that has a showmessage script. the message would have two options: One: opening up a container that's hidden in a cell somewhere, 2: Picking up the ammo-box. If the player chooses to pick up the box, use the "placeatme" command to move the container back to it's hidden spot, and then use the "player.additem" command to add an item to the players inventory. The item would basically do the same thing only with an option to drop it instead. You'd probably have to make it an aid item to attach the necessary scripts to it. If the player drops the ammo box, use the "player.placeatme" command to move the ammo box back to him. Like I said I'm not sure if that would work, but you could try it. I would start with making an ammo box "ingestable" with a script something like this scn ammoboxitemscript short myitem Begin Onadd player AmmoBoxRef.placemeat HiddenSpotMarkerRef End Begin OnDrop AmmoBoxRef.placemeat Player 0 ; the zero puts it in front of the player End ;you're gonna have to delete the item and I'm not sure about this part but here goes. Begin Gamemode If Player.getdistance AmmoBoxContainerItem < 400 set myitem to ammoboxcontaineritem ;not sure about this part <-- myitem.placemeat HiddenSpotMarkerRef myitem.markfordeletre endif end The ammobox container I would have a script like this SCN AmmoBoxContainerScript short buttonvar short awaitinginput Begin OnActivate showmessage AmmoBoxChoiceMessage End begin gamemode if awaitingInput == 1 set buttonVar to getbuttonpressed if buttonVar > -1 set awaitingInput to 0 if buttonVar == 0 AmmoBoxContainRef.Activate ;open the contianer elseif buttonVar == 1 player.additem AmmoBoxContainerItem 1 elseif buttonVar == 2 ;do nothing endif endif endif endif end ###############################The message: "Here's your ammobox blah blah blah, option 0 - Open the box option 1 - Pick up the box option 2 - Leave it where it is############################### I'm not sure how to go about accessing the container once it's in inventory but I think you could do it if you add some similar scripts you can figure it out from there. Best of luck. Link to comment Share on other sites More sharing options...
dissentuk Posted January 28, 2012 Author Share Posted January 28, 2012 Hey, Thanks very much for your time. I'll try to make sense of that and see what I can do. It shouldn't be to hard because it exists already, just with a different mesh. Link to comment Share on other sites More sharing options...
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