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Reloading costs AP


GunNutMerc

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20 AP. Anything to give Action Points a use than just being exclusive to VATS.

 

There is a getAnimAction that can tell when your reloading. I'm not super well informed in re: to VATS, along with menumode it should be possible to cobble something simple together. You want this to be a 20 point subtraction at teh end of the reloading animation?

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20 AP. Anything to give Action Points a use than just being exclusive to VATS.

 

There is a getAnimAction that can tell when your reloading. I'm not super well informed in re: to VATS, along with menumode it should be possible to cobble something simple together. You want this to be a 20 point subtraction at teh end of the reloading animation?

 

Preferably upon pressing the reload button.

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Preferably upon pressing the reload button.

Are you sure you don't want it done after the reload, simulating that the action drained your points. That might be better, especially if you double or triple tap the reload key in the heat of battle.

 

a second part of the mod might be to disable the reload key until you have at least 20 ap, if you want it to have a direct, practical game effect.

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Preferably upon pressing the reload button.

Are you sure you don't want it done after the reload, simulating that the action drained your points. That might be better, especially if you double or triple tap the reload key in the heat of battle.

 

a second part of the mod might be to disable the reload key until you have at least 20 ap, if you want it to have a direct, practical game effect.

 

After the reload animation does sound better, yeah. Disabling the reload key won't cause problems with holstering and unholstering would it?

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After the reload animation does sound better, yeah. Disabling the reload key won't cause problems with holstering and unholstering would it?

I can tell how long a key is held down for through the script so it won't affect holstering (ie if it's longer than a tap it won't be disabled). IIRC I always draw my weapon just by using the attack key (been a while since I'v been "in game"), does NV draw the weapon if you tap the reload key? It would disable a tap of the reload key (if ap is <20) whether you intend for it to be reload or draw.....I don't see any easy/obvious way around that at first glance (after all the script doen'st know your intention).

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After the reload animation does sound better, yeah. Disabling the reload key won't cause problems with holstering and unholstering would it?

I can tell how long a key is held down for through the script so it won't affect holstering (ie if it's longer than a tap it won't be disabled). IIRC I always draw my weapon just by using the attack key (been a while since I'v been "in game"), does NV draw the weapon if you tap the reload key? It would disable a tap of the reload key (if ap is <20) whether you intend for it to be reload or draw.....I don't see any easy/obvious way around that at first glance (after all the script doen'st know your intention).

 

Ah I see. I asked since reload is my go to unholstering key and tapping it does bring the weapon out, but it ain't a problem.

Edited by Spooderdude
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Ah I see. I asked since reload is my go to unholstering key and tapping it does bring the weapon out, but it ain't a problem.

Yeah, for that (tapping the reload key) it would change things, disabled until ap > 20. I could maybe add a safety switch of a sort, put a condition on the script that isInCombat function is active. That way tapping the reloading key works as per normal out of combat. Maybe with that and the 20 ap or greater condition, the reloading key tap wouldn't be too much of an issue.....just a thought

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This feature is actually already in the game, there is a gamesetting "fActionPointsRunAndGunMult" which enables AP costs for various actions (e.g. crouching) if you make it nonzero. You can configure the various AP costs by changing their relevant gamesettings. They are:

fActionPointsReload (shared with VATS)

fActionPointsCrouch

fActionPointsStand

fActionPointsToggleWeaponDrawn

 

There's a bug with that gamesetting that allows you to end up with negative AP which I have fixed as an option in my Tweaks plugin.

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This feature is actually already in the game, there is a gamesetting "fActionPointsRunAndGunMult" which enables AP costs for various actions (e.g. crouching) if you make it nonzero.

Hmmm interesting. So at 0 none of it applies outside of vats? I also see all the other fActionPoints*.* with the various attack costs by weapon types (etc) that are for VATS, these are would also be activated by setting the fActionPointsRunAndGunMult multiplier as well? Or does it only apply to the ones you listed below?

 

You can configure the various AP costs by changing their relevant gamesettings. They are:

fActionPointsReload (shared with VATS)

fActionPointsCrouch

fActionPointsStand

fActionPointsToggleWeaponDrawn

There's a bug with that gamesetting that allows you to end up with negative AP which I have fixed as an option in my Tweaks plugin.

I looked through your profile but was unable to locate your plugin, I must have overlooked it, could you link to it?

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