TrooperScooperMKII Posted February 20, 2012 Share Posted February 20, 2012 http://www.youtube.com/watch?v=IBHgh8VXzt0Lightsaber throw?perhaps as an alternative to the pack mule.. a robot would probably have less space but would be more... useful.... Link to comment Share on other sites More sharing options...
RevApoc Posted February 21, 2012 Share Posted February 21, 2012 Okay, so I can't tackle the issue of using a realistic mass "capacity" mechanic in the game, because I keep over-thinking it, and I would never be able to do the actual version I want. I suppose I can still do a rudimentary version, but what I would really want to implement is the consideration of how many/what size pockets a piece of clothing/armor actually has. For example, the Leather Armor has quite a few pockets that could hold (guessing) 6 grenades. Giving grenades a mass value (MV) of 2 and using that quantity, hypothetically the Leather Armor would allow you to hold a mass of 12. The simplistic version of the mod would allow a PC wearing Leather Armor to pick up two Frag Mines (MV of 5 or 6, we'll say), or three Stimpaks (MV of 3). Realistically this still wouldn't make any sense because of the actual size of the individual pockets. The best I will try to do with this is just make change everything's weight value to a mass value instead, and change each piece of armor to adjust your carrying capacity. Not as realistic as I want, but I just downloaded the "Their World" mod for the first time, and I really just want to play the game, lol. Link to comment Share on other sites More sharing options...
misterhamtastic Posted February 21, 2012 Author Share Posted February 21, 2012 In Robco Certified there is a "safebot" you can build. It holds 250 lbs. I find the mod overpowered in all honesty, but it can be fun to pwn everybody with your robot minions. I say that to say this: A robot has been done. A pack brahmin has been done. I wonder if we could get permission from those mod owners to use their mods, and probably tweak the values. Mass/weight modification-It may be easier and more effective to write limitation scripts for different containers. Ammo box-you can put ammo into it, supplies for reloading, that sort of thing. A desk would take objects that are very small. Pistols might fit in it. Grenades or mines. Ammo. Leather Armor, not so much. Regular cabinet:clothes, guns, bullets, food, drugs, etc. Power Armor: I'd say not so much. I just think you need something larger to put power armor in, thus enclave crates and things like that. The crates could hold 2 suits, and let's say it's molded on the inside to fit power armor, so that's really all you could put into it. If anyone knows scripting, they could probably do this. If containers are not categorized in vanilla, you might be able to sort them by name. Then it's just a matter of making a list of what can go into what type of container. This should probably be optional, so I'd say that the addition of weight limits to various containers would probably be a different list and script. Just a thought: What about belts and potential containers to mod them with? I think you are right about power armor, they mostly got airlifted in and out of the battle area. Maybe the vertibird dropped a supply cache with them, with the intention of camp being set up right where they were dropped. If you go that route, you'd probably need to make "slots" for where you could hold your stuff with power armor. You might only be able to carry one two-hand, one one-hand and ammo, but that's really it. I'd question even stimpacks really, as the soldier would be expected to rely completely on their armor. What are you going to do, take your power armor off so you can inject a stim? I'm really thinking hard about the whole backpack thing. I don't know how to use the geck very well, and I'm baffled at how I'd create a container that looks like a backpack. I'd think it'd be as easy as making a copy of a box of some sort and assign a new graphic to it. Then I need the option to open it or wear it, making the container no longer accessible. I'm looking through tutorials, so I'll let you know if I get anywhere. Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted February 21, 2012 Share Posted February 21, 2012 Yeah, power armor is supposed to be a walking tank... a "proper" weight mod would allow that overwhelming power/durability to exist, with a "real" tradeoff in mobility (recharge cells? I think that Project Nevada has a feature where you use recharge stations) and having no spare inventory space.. Link to comment Share on other sites More sharing options...
misterhamtastic Posted February 21, 2012 Author Share Posted February 21, 2012 I have found that Powered Power Armor is pretty cool as far as recharge cells and special abilities or mods. The armor "carries" itself, which makes sense. I think that's the problem I have, the fact that I should only be able to carry a couple of things, but they should be almost as heavy as I can possibly want because of the power assist. Maybe there could be "slots" for specific things. I'd think there'd be a main weapon, a backup weapon, ammo for both. To be honest, I don't know how you'd carry 1000 rounds on you. I don't know that I'd want to make limitations on ammo beyond weight, though. Link to comment Share on other sites More sharing options...
misterhamtastic Posted February 21, 2012 Author Share Posted February 21, 2012 HAM uses something interesting. It allows you to carry six "hands" of weapons before you start taking a weight penalty. Link to comment Share on other sites More sharing options...
misterhamtastic Posted February 21, 2012 Author Share Posted February 21, 2012 There is a backpack mod by TokeRoaches simply called "The Backpack" that does most of what I am talking about. It does a number of things I would want to change. Like accessing the bag while it's on your back, it has a campfire function, a bedroll, and some kind of weight calculation. I'll have to try it out and see . Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted February 22, 2012 Share Posted February 22, 2012 That sounds perfect Link to comment Share on other sites More sharing options...
TrooperScooperMKII Posted February 22, 2012 Share Posted February 22, 2012 So I'm really going overboard with this... I feel underwhelmed by the IMO underdeveloped survival aspect of the wasteland... I agree that a major overhaul of the INVENTORY system is a great solution. Changing the carry capacity to reflect size instead of weight would really work better.. all weapons/equipment might be "standardized" somewhat?having armor and weapons scripted to weigh nothing is a must, because you aren't going to carrying around ANY armor without a backpack or similar item/companion. Obviously, a series of backpack type items is essential, and there are several mods available. Tail ending on this is a portable campfire/bedroll system for bonus immersion/survival aspects.In addition to the ubiquitous canteens, backpacks, utility belts, etc, pack brahmans and/or robot companions would open up a warchest for professional looters. Brahman traders could exist in several settlements, with different specialties/quality. Possibly requiring a food stock? to keep it happy and/or alive, and maybe even a rideable creatures script. PACK BRAHMINwould be the most common. relatively cheap, different varieties (durability, food requirement, carry capacity, etc.), not very good in a fight (though it might "stampede" beserk)possible "armor upgrade" for keeping it alive longer. BIG HORNERwould be more expensive, it has a higher durability and will attack enemies to defend itselfarmor upgrade, possibly an upgrade for its horns? CARRY-BOTa modified (bigger?) Mr. Handy, it doesn't require food but energy/maintenance insteadtougher than the big horner, easier to maintain (possibly; depends on how you look at it), and has high powered weapons, at the cost of smaller carrying capacitypossible upgrades: medic doc, repair bot, hacking/lockpicking? modules a la R2-D2, extra carrying capacity, shield (rare, possibly unique) and/or upgraded hull/weapons MARCUSthere's a mod for having him as a companion. A super mutant could carry quite a bit. :biggrin: possibly a tame deathclaw companion? :pirate: following up on this, ARMORarmor is one of my biggest gripes, and POWER ARMOR is the armor that irks me the most. It's described as a walking tank. When I think POWER ARMOR WALKING TANK, I think of a BoS paladin walking unarmed into Sloan Quarry, grabbing the alpha by the balls and bludgeoning the little ones to death with him. I do not imagine a high level player character taking more damage from a deathclaw attack than the deathclaw takes from a sneak attack death-laser headshot of doom.Basically, power armor should be exceedingly rare, difficult to maintain, impossible to carry without using a companion, and require the training perk, plenty of science skill for repairing with whatever scraps you can find... and it should allow an unarmed specialist high-level player to feasibly beat a deathclaw to death barefisted.It's tough to trash a tank, and tough to put it together. As a side note, combat armor should be tougher too. Really, they're like, paper thin in most of the mods I've played. Weaponsahh... weapons... bullets should kill just about anyone with one or two headshots.As in, a level 5 raider should be able to one-shot kill a max level player if he isn't wearing a helmet if said player is stupid/unlucky enough to be headshotted.Bullets (especially for "non-civilian" types, basically anything that isn't a shotgun or entry-level handgun) should be rarer, weapons should be in poorer condition (plenty of good repair kit mods) though with greater durability, and higher level guns should be treasured. Also, energy weapons need a major boost. Aside from being much rarer and more valuable, they also might have lower durability; so a single laser rifle shot might do, say, five times the damage of a rifle bullet, but it costs twice as much and lasts half as long before weapon-break. On the upside, the much more general pool of energy ammo really simplifies inventory space; rather than carrying around 10 each of rifle/shotgun bullets, you can pocket 30 Electron cells and get a rifle, cannon and gatling all in one (assuming you can carry it...) Link to comment Share on other sites More sharing options...
betto212 Posted March 10, 2012 Share Posted March 10, 2012 So I'm really going overboard with this... I feel underwhelmed by the IMO underdeveloped survival aspect of the wasteland... I agree that a major overhaul of the INVENTORY system is a great solution. Changing the carry capacity to reflect size instead of weight would really work better.. all weapons/equipment might be "standardized" somewhat?having armor and weapons scripted to weigh nothing is a must, because you aren't going to carrying around ANY armor without a backpack or similar item/companion. Obviously, a series of backpack type items is essential, and there are several mods available. Tail ending on this is a portable campfire/bedroll system for bonus immersion/survival aspects.In addition to the ubiquitous canteens, backpacks, utility belts, etc, pack brahmans and/or robot companions would open up a warchest for professional looters. Brahman traders could exist in several settlements, with different specialties/quality. Possibly requiring a food stock? to keep it happy and/or alive, and maybe even a rideable creatures script. PACK BRAHMINwould be the most common. relatively cheap, different varieties (durability, food requirement, carry capacity, etc.), not very good in a fight (though it might "stampede" beserk)possible "armor upgrade" for keeping it alive longer. BIG HORNERwould be more expensive, it has a higher durability and will attack enemies to defend itselfarmor upgrade, possibly an upgrade for its horns? CARRY-BOTa modified (bigger?) Mr. Handy, it doesn't require food but energy/maintenance insteadtougher than the big horner, easier to maintain (possibly; depends on how you look at it), and has high powered weapons, at the cost of smaller carrying capacitypossible upgrades: medic doc, repair bot, hacking/lockpicking? modules a la R2-D2, extra carrying capacity, shield (rare, possibly unique) and/or upgraded hull/weapons MARCUSthere's a mod for having him as a companion. A super mutant could carry quite a bit. :biggrin: possibly a tame deathclaw companion? :pirate: following up on this, ARMORarmor is one of my biggest gripes, and POWER ARMOR is the armor that irks me the most. It's described as a walking tank. When I think POWER ARMOR WALKING TANK, I think of a BoS paladin walking unarmed into Sloan Quarry, grabbing the alpha by the balls and bludgeoning the little ones to death with him. I do not imagine a high level player character taking more damage from a deathclaw attack than the deathclaw takes from a sneak attack death-laser headshot of doom.Basically, power armor should be exceedingly rare, difficult to maintain, impossible to carry without using a companion, and require the training perk, plenty of science skill for repairing with whatever scraps you can find... and it should allow an unarmed specialist high-level player to feasibly beat a deathclaw to death barefisted.It's tough to trash a tank, and tough to put it together. As a side note, combat armor should be tougher too. Really, they're like, paper thin in most of the mods I've played. Weaponsahh... weapons... bullets should kill just about anyone with one or two headshots.As in, a level 5 raider should be able to one-shot kill a max level player if he isn't wearing a helmet if said player is stupid/unlucky enough to be headshotted.Bullets (especially for "non-civilian" types, basically anything that isn't a shotgun or entry-level handgun) should be rarer, weapons should be in poorer condition (plenty of good repair kit mods) though with greater durability, and higher level guns should be treasured. Also, energy weapons need a major boost. Aside from being much rarer and more valuable, they also might have lower durability; so a single laser rifle shot might do, say, five times the damage of a rifle bullet, but it costs twice as much and lasts half as long before weapon-break. On the upside, the much more general pool of energy ammo really simplifies inventory space; rather than carrying around 10 each of rifle/shotgun bullets, you can pocket 30 Electron cells and get a rifle, cannon and gatling all in one (assuming you can carry it...) good ideasabout power armor one big penalty would be not be able to remove away from a workbench and if is on combat . if the armor break use a script to replace it with a armor with lot of bad traits agility -10 carry -100 to reflect that the armor is not helping and is resisting or movements . forbid fast travel as the armor is broken. Link to comment Share on other sites More sharing options...
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