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Reverse Chem Pickpocket


dissentuk

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Hey,

 

Does anybody know of a mod where you can put chems into peoples inventory and it becomes consumed so the NPC takes the effects? I was scanning the nexus this evening and couldn't find anything like this. How hard would it be to create and would it work with other drug mods.

 

thanks

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Can anybody help me understand how grenades can be uses as a pickpocket weapon. I thought the only way I can make a mod to poison someone is to create a grenade copy and modify it so it doesn't explode, only kills the NPC. I was thinking of making a series of poisons using vanilla effects like fury and such if it can be done.

 

Any help would be really appreciated.

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So, I asked over at the Bethesta forums about this and got a few ideas but unfortunately for me I am no closer to finding out how reverse pickpocket works. I know I'm close to understanding it. I noticed things like impact data sets and Grenade explosion files so I guess I can duplicate them and edit them so there are no explosions and the effect is poison or paralysis when dropped into an inventory.

 

Another addition someone might be able to help me with is how I make a syringe weapon that has the same effects as poison. To start off with I would make it simple by having no need to refill, but eventually I'm sure it is possible to expend an item every time you use it or turn it into an ammo so it can be toggled through in the ammo type button.

 

any help is appreciated

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This is just what I've been wanting to see in Fallout... even tried to do it once to check if its possible. :)

 

Here's a thought... other way could be by making it so you get option when you start pickpocketing. Like the in Sandman perk where you choose if you kill or pickpocket. Here the other(or third) option would be "inject with chems" or some such phrase... if player chooses to inject chems the mod gives options which chems to use. Options would be those chems the player has in his/hers inventory.

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