OneBoredBoredKid Posted October 17, 2012 Share Posted October 17, 2012 Hi hi hi there, There have been a few mods now which play around with the "encumbered" effect when the player character hits the max carry weight, which include dealing physical damage to the player or increasing H20 penalties etc... These are great, but nobodies really been willing to give the player a real physical appearance of being "weighted down with equipment", and in theory (demonstrated in the vanilla game by the slave girls at Fortification Hill) this physical appearance is easy to do by simulating broken limbs. A potential mod for this would involve activating the broken limbs triggers (not the head, because that'll cause vision to blur) when the player character reaches their personal maximum carry weight. I'm not sure whether this would or could be a universal effect that would cause NPCs and companions (vanilla or mod) to have the same thing happen to them, but it'd be an interesting feature to include. Why? I found it fun to trek from A to B with backpacks full of equipment to sell, and currently to get the visual effect of it I have to blow myself up with a couple of grenades. Anybody interested in this? :yes: Link to comment Share on other sites More sharing options...
devinpatterson Posted October 17, 2012 Share Posted October 17, 2012 Anybody interested in this? But basically, just the crippled legs right? Yeah I think that would be an easy one. I'd use a quest script (so it's not checking every frame) and some basic conditions like the id and >= max weight. LeftMobilityCondition & RightMobilityCondition are your legs and I think you can cripple them with damageAV. Have to figure out a simple way to restore actor values when the weight drops. Maybe a simple variable that flips from 0 to 1 when you hit max, then a do once if the variable has been tripped. Don't want the script to cure any crippled effects outside of the weight penalty. So it *should* be pretty simple. I can take a look at it when I get home. Did you want a graduated process like, 25% over max encubrance, 1 leg crippled, 50% over max encumbrance both legs crippled or just both legs crippled when max enc? Link to comment Share on other sites More sharing options...
OneBoredBoredKid Posted October 17, 2012 Author Share Posted October 17, 2012 Thanks Devin, I was hoping you'd see this :cool: Have to figure out a simple way to restore actor values when the weight drops. Maybe a simple variable that flips from 0 to 1 when you hit max, then a do once if the variable has been tripped. Don't want the script to cure any crippled effects outside of the weight penalty. I'd think there should be a way to just assign the visual effect to the player body without literally crippling the limbs, if we say that player takes damage and a limb is crippled in regular combat, then it triggers the visual effect and the appropriate loss of stats etc, but isolating the trigger that activates the visual effect on its own and then using that just for the appearance is what I had in mind. But you're better at this than I am, which ever way you can make it work is best lol Did you want a graduated process like, 25% over max encubrance, 1 leg crippled, 50% over max encumbrance both legs crippled or just both legs crippled when max enc? All i had in mind was the adding onto the encumbrance effect to give a visual sign of being slowed down as well. There isn't really a change in appearance whether it's one or both legs, if there is then I haven't noticed it since I've been playing, so I guess that part doesn't matter so much. 25% over the max carry weight would let the player carry something like 300lbs before they show visual signs of stress, for the sake of realism the carry weight *would* be something like 100lbs, but I think that'd just annoy people. It's better i think to keep the effect personalized on each player and keep it set to their individual carry limit. btw! Did you ever get the bottle mod finalized? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted October 17, 2012 Share Posted October 17, 2012 Slaves at the fort actually cripple their legs to achieve that effect. You might add an effect like "crushing weight" or something to explain why you are now crippled. You want to save leftmobilitycondition and rightmobilitycondition off to a variable so you can restore them back to their original values when you become un-over-encumbered. That way you can't just get overencumbered to heal your broken legs. Link to comment Share on other sites More sharing options...
devinpatterson Posted October 17, 2012 Share Posted October 17, 2012 I'd think there should be a way to just assign the visual effect to the player body without literally crippling the limbs I don't believe so, at least none I"m aware of. I mean there might be an animation that you could use playgroup on, but I kind of doubt it. I'm at works so I can't check in the geck. All i had in mind was the adding onto the encumbrance effect to give a visual sign of being slowed down as well. There isn't really a change in appearance whether it's one or both legs, if there is then I haven't noticed it since I've been playing, so I guess that part doesn't matter so much. I wouldn't swear to it, but I think they are additive in regard to speed. btw! Did you ever get the bottle mod finalized? I'm afraid I never did. My focus sucks and I got distracted with various projects and requests. But I'll try to work on it when I'v finished a couple of projects (Marilyn & costumes for ED-E) Slaves at the fort actually cripple their legs to achieve that effect. You might add an effect like "crushing weight" or something to explain why you are now crippled. Crushing weight does sound appropriate You want to save leftmobilitycondition and rightmobilitycondition off to a variable so you can restore them back to their original values when you become un-over-encumbered. That way you can't just get overencumbered to heal your broken legs. Yeah taht's what I was thinking in re to flipping the variable above, and maybe a second if block to check if the limbs are still currently crippled && weight is a > max (say every second), otherwise they might two stimpacks and keep trucking, bypassing the script. Link to comment Share on other sites More sharing options...
OneBoredBoredKid Posted October 21, 2012 Author Share Posted October 21, 2012 Looking forward to it :biggrin: Link to comment Share on other sites More sharing options...
devinpatterson Posted October 21, 2012 Share Posted October 21, 2012 Looking forward to it :biggrin: OK simple script, just cripples both legs (-current leg health to 0) when you encumbrance is higher than your carry weight & a short is 0. RestoresAV the previous leg values, when carry weight is less than encumbrance and the same short is 1. Quest script that checks 1/sec. Download it here. It's easy to game this, there aren't any checks for applying a stimpack to remove the crippling when your encumbered. But it should work better for you then playing a game of self inflicted "see which leg the grenade blows off". I'll put it up on nexus proper, when I put up on the other requests......maybe this evening(ish). If anyone notices or cares for the mod, I'll consider adjusting the script to take into account stimpacks, or displaying a message about crushingWeight etc, but right now I have two large projects I'm working on and a request for falloutgods69 to do. Link to comment Share on other sites More sharing options...
OneBoredBoredKid Posted October 23, 2012 Author Share Posted October 23, 2012 Hmmmmmmm.... I couldn't get this to work at all, i even reordered the list so that this loads absolutely first. I may be having problems with this due to having so many mods active :facepalm: if there's nothing wrong with it, maybe you could release it on nexus and see if anyone else has the same problem. Link to comment Share on other sites More sharing options...
devinpatterson Posted October 23, 2012 Share Posted October 23, 2012 Hmmmmmmm.... I couldn't get this to work at all, i even reordered the list so that this loads absolutely first........maybe you could release it on nexus and see if anyone else has the same problem. OK I'll try to find a little time and put it and some other mods up. BTW the mod that loads *last* will have priority, not the one that loads first. But this is a original/unique quest script so it shouldn't have any problems with load order or being overwritten. Link to comment Share on other sites More sharing options...
devinpatterson Posted October 23, 2012 Share Posted October 23, 2012 Here try this one. It's not as accurate in regard to limb damage, but it's simpler and should hold you over until I debug the other script. Link to comment Share on other sites More sharing options...
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