Comedian88 Posted February 21, 2012 Share Posted February 21, 2012 Hi, I'm a gun nut (and that's the main reason I play this game). I've seen some mods that place weapons nicely in a room but the best thing so far were those display walls.The best so far is the Underground Hideout and there are other very good mods, but there I have some problems. 1) I really like my Novac room and2) I'd like a smaller wall only for the unique weapons. Now, if there is anyone able and willing to make such a mod, this is how I imagine it. 1) The first weapon wall will be to the wall behind the bed (guns to the left, energy and explosive weapons to the right as you see the wall from where the TV is).2) The second weapon wall to the wall attached to the right of the first wall for the melee, unarmed weapons. Not the one with the window, the one across it.3) Only core unique weapons, no DLC unique weapons. And I would also like if possible to have 4) 2 mannequins, 1 in each corner of the first wall.5) A light switch.6) A fresher look, especially the infested bathroom. Now for this to happen I understand some things that are in the room will have to be removed, I don't have a problem with that.The only things I want to stay as they are are the bed, the TV and the safe below the TV. Thanks in advance if anyone decides to make this, I will really appreciate it. Link to comment Share on other sites More sharing options...
Guest Messenjah Posted February 21, 2012 Share Posted February 21, 2012 K, so I can probably give you a bit of help. I just created a room much like this for my Strip Club mod but for assassin/hitman oriented equipment only. I wrote a script that is fairly easy to use: SCN YourWeaponWallSCRIPT INT ItemCount INT PCItemCount REF Static REF WeaponVar Begin OnActivate Player ;Modify the names where the square [] brackets are, excluding the brackets. ;**************************************************************************************** Set ContainerREF to [Container Reference Name] Set WeaponVar to [Weapon Name] Set Static to GetLinkedREF Set ItemCount to ContainerREF.GetItemCount WeaponVar Set PCItemCount to Player.GetItemCount WeaponVar ;**************************************************************************************** If ItemCount >= 1 Static.disable 0 ContainerREF.removeitem WeaponVar ItemCount Player.additem WeaponVar ItemCount ElseIf (ItemCount <= 0) && (PCItemCount >= 1) Static.enable 0 Player.RemoveItem WeaponVar PCItemCount ContainerREF.additem WeaponVar PCItemCount Else Static.disable Endif End Now, how it works: 1. This script needs to be attached to an a custom activator for each weapon. Change the script name and modify the areas that I mentioned in the script with your weapon name and container name. You will need to use a custom reference name that you create for the container. 2. Add your static (1stperson model) outside the wall, with, the activator hidden behind the wall, but just far enough out that you can click on it. 3. Link the activator to the static. 4. Done! Hope this helps. :) Link to comment Share on other sites More sharing options...
Comedian88 Posted February 21, 2012 Author Share Posted February 21, 2012 (edited) Thanks for trying to help me but I can't understand what you wrote. I know nothing about programming and so far the only thing I managed to mod is weapon and armor stats using the g.e.c.k. Maybe I'll try finding more mods with weapon walls to see if any of these is more close to what i want. Edited February 21, 2012 by Comedian88 Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted February 21, 2012 Share Posted February 21, 2012 You could give Sortomatic a go. It's super simple to set up a display. You just drop a Sortomatic container(s) in a room, add a bunch of static guns, and a display controller and BAM!, you're done. Sortomatic uses the 1stPerson gun models, so you get high res textures. On top of that you can add a full blown sorter to the room for all your items, and the best part is, you don't have to know a bit of scripting to do it. All you have to be able to do is add objects in GECK. Link to comment Share on other sites More sharing options...
Comedian88 Posted February 23, 2012 Author Share Posted February 23, 2012 I'll give it a try, thanks! Link to comment Share on other sites More sharing options...
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