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Bottles as Weapons


OneBoredBoredKid

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Using a bottle as a weapon wouldn't be very hard it would just require a quick edit to the model in nifskope and a small script to boot in the geck

 

Curious what you'd edit in nifskope? I mean, I can understand loading it into blender and making a new model of a shattered bottle, but I'm not sure what you could do with it in nifskope. The bottles don't have any destruction data (as far as I'm aware of), so you'r going to need a new model with a shattered end.

 

 

I'll post a link when Ive finished it

 

So you'v got this Coolblack11? Cool, I'v got a lot of requests/projects to finish and am feeling lazy this weekend.

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I meant that I would create the closest thing I can to your request within the span of a day and I have finished it

 

Sure, but my inquiry was in re: to your reference to nifskope;

 

Using a bottle as a weapon wouldn't be very hard it would just require a quick edit to the model in nifskope and a small script to boot in the geck

 

I'v always been under the impression that nifskope can only provide very basic alterations, like scaling and translations, when your discussing actually changing a mesh. I was just wondering if I was missing something in re: to it's functions.

 

 

 

But I think what they're looking for brother, is a bottle that shatters on impact and results in a jagged broken model. That's where the scripting being discussed comes in, and Weijiesen's comment about the MPS (I'm guessing MPSGlassDust01 right on someone's head), to swap out the model and for the impact effect.

 

And I'd suggest changing the broken bottle animation to the same as a knife since I'd assume your trying to "jab" the jagged glass into a vulnerable spot like you would for a knife.

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http://newvegas.nexusmods.com/mods/47734/

 

Awesome! I just noticed it on the nexus homepage :thumbsup: thanks Black

 

 

If there's a version 2 in the pipeline, I think it'd be nice to have the weapon break after 1 or 2 uses (editing the weapon condition scripts to make it really weak) and then it can shatter (if there's an animation for that) or just disappear entirely.

 

Also, is there any chance of applying this to all empty nuka and sunset bottles? It'd be a pain for people to have to go to the workbench each time they want to use it. Not sure if alterations to the bottle scripts would interfere with other areas of the game, like using them to craft other items in other areas... it that's the case then I guess the workbench is the only way to make it happen.

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What I can do is change it so when a empty bottle is added to the players inventory its removed and its weapon equivalent is added instead.

that would be easier than changing every bottle reference in the game.

 

also for a broken bottle I have a way of implementing something like that but the problem is I don't have shattered bottle meshes and I'm not all too experienced with creating new meshes either.

 

All I can do is simple edits in nifskope and retextures to the model and its normal map

 

I'll go ahead with this update if someone can supply the broken bottle meshes

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What I can do is change it so when a empty bottle is added to the players inventory its removed and its weapon equivalent is added instead.

that would be easier than changing every bottle reference in the game.

 

It'd be perfect that way, but I suspect that'll make it impossible to use bottles for crafting other items though because it'll change the base ID(?) or whatever the crafting menu uses and mess things up ...unless there's a way to make it so that the crafting menu recognizes the regular bottle model and the weapon model as the same item.

 

s***.

 

I'm trying think of way to make this mod compatible because I love using those homemade sunset sarsaparilla firebombs.

 

:devil:

 

If it can't be done, I suggest making the bottles turn into weapons in the inventory like you said, and make an "optional file" which only lets them be crafted at a workbench or a campfire.

 

I think I might be able to put together a shattered bottle model for you. I usually just edit meshes in blender, havn't made any original models. Are you going to include the shattering glass on the first hit that Weijiesen was referring to?

 

If it's doable I think the best thing (provided you can get a decent broken bottle for the two sunset and nuka bottles) would be to have the bottle disappear from the inventory upon impact, have a little burst of glass, and then spawn a static broken bottle model in the exact place of impact (or by the players hand) which just falls harmlessly to the floor. That'd be the most realistic way to implement it and really get the feel of it.

 

So this way the player gets one use of the bottle as a weapon in a last resort scenario - and adding the fatigue damage to it of course.

 

 

Actually it turns out to be a really powerful weapon, I was playing around with them and got a one hit kill on some poor schmuck with it ;D

Edited by OneBoredBoredKid
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If it's doable I think the best thing (provided you can get a decent broken bottle for the two sunset and nuka bottles) would be to have the bottle disappear from the inventory upon impact, have a little burst of glass, and then spawn a static broken bottle model in the exact place of impact (or by the players hand) which just falls harmlessly to the floor. That'd be the most realistic way to implement it and really get the feel of it.

 

Sure I can implement that as you suggest (burst of glass, new model etc), except for the last part. Instead of the broken bottle spawning by the players hand, it will be in his/her hand equipped.

 

So this way the player gets one use of the bottle as a weapon in a last resort scenario - and adding the fatigue damage to it of course.

 

Sure I can put fatigue damage on the unbroken model.

 

Here is a pic of the broken whisky bottle model in a bar fight;

 

http://i1066.photobucket.com/albums/u404/devinlpatterson/e2e994a6.jpg

 

Probably not something you want to get a face full of.

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