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Attempting to create an alcohol(ic) flask


Ewendoun

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Hi there dear Nexus community !

 

As a beginner in mod creation, I attempt to create a flask , following a system a bit as the one used in "Bottle that water". The main idea would be to have a flask (of whiskey or anything else with alcohol) with a charge of 5 to 10 swallows usable also in combat. I would like as objectives that the player could avoid withdrawal effects by being constantly drunk, at least a bit. Also, in a perfect idea, it could be a same object used with differences in description indicating that the flask is filled with whiseky, or vodka, or moonshine alcohol, etc..

I open this topic in order to follow main matters and issues about the development of the mod and apologize for my poor english, as I am french and didn't practised since a while.

 

A first main question would be how to simulate the refilling of the flask, and also the difficulty in my mind is to settle yet how make an object permanent as usable for "food purpose" ? I mean I studied a little bit the LFox work on Bottle that water , and some things do not appear clearly to me, for example this point mentioned.

 

Thanks a lot :smile: !

 

Ewendoun.

Edited by Ewendoun
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Sounds definitely doable . I'm not familiar with the LFox mod you mention ... could you give a link ?

 

But ultimately there are probably a dozen ways to get it done. Just depends on the final render vision you want.

Which if you could explain it a bit more in depth , could better point you in the direction to take.

 

Like ...

~Does the player only possess 1 flask at a time ?

~Is the flask suppose to be only filled from in game alcohol found , thereby making it basically an inventory stacking feature , or multiplying a single item use ?

~Or can/does the player brew their own and fill it ?

~What types of differences between alcohols are you thinking ?

~Is there an overarching story point to it , like trying to get sober ?

...

Just some examples to think about , or you have in mind already , but a mention to help you help others to then help your direction ... if that makes sense :huh:

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Hello and thank you,

 

 

Here is the mod that gave me a part of the main idea:

https://www.nexusmods.com/newvegas/mods/34840

You are right, here are the question in my mind:

 

- Ideally the player would have only one flask (because he won't need to carry another one, except if he or she looses it),

- To begin, the flask could be filled only with alcohols from the original game, then with everything that is flaged as "alcohol". I do not yet figure very well how to do it
- The player, as an evolution of the mod, could brew his own alcohol (I am also, another point, working on a usable still, there is a model in the game, and making it working as a workbench, fo which I do not yet know how to make it activable in game even if I already made the recipe category and recipe lists, and the script allowing the use when activating the object, that is another cool story)

-At first, the differences would be the same as the original game in bonuses and maluses, but some adjustments, specially with other alcohol mods could be made.

-No story yet, just the possibility to drink as freely and each time needed or wanted without having to pause the game and use the pip boy.

- Thanks a lot ;) !

 

I will keep on working on it and advise you and the community about the progresses and difficulties, thanks once again.

 

Ewendoun

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I could probably help you with your mod ... I've got plenty of experience drinking.

And a rookie level for messing with the Geck.

This could be are mod creation ...

 

https://www.youtube.com/watch?v=dD-SpHH7qDA

 

Maybe that's to far and this is better https://www.youtube.com/watch?v=V9AbeALNVkk&list=PLmXxqSJJq-yVWpRFGImHYZBQTuBGLjG4t&index=6

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Hey there, sorry to bother you!
I made a mod request today which Mktavish pointed out had some striking similarities to yours, and thought it couldn't hurt to make you aware of it.
I don't want to come along and hijack your thread so I wont post the request here, but if you are curious and can spare a minute to give it a look it'd be greatly appreciated, this is the link https://forums.nexusmods.com/index.php?/topic/8570053-addict-trait/

Edited by DanteWrath
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Oh for Peat sakes ... I'll request it.

 

Come on Ya'll ... I see a similar focus here ... that could lead to a nice published mod.

 

I as a Geck junky am interested in seeing both visions come to fruition.

 

So ya'll know ... Tech support will be present :wink:

And story Idea will run up against technical aspect.

 

But the work ya'lls do in your head ... is ImPortant ! Never doubt that.

It is what will see the idea through creation to presented content.

 

Every Idea going on so far is nothing but enriching ... keep it up.

When or if things go beyond the rails ... I'll let cha know.

 

But never let "Dreaming be Quashed" ! =

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Hi there,

 

Your suggestions are interesting, I will try first to achieve the flask project, then try to extend it to withdrawal effects on alcohols. Also, I am in parallel working on the creation of a still (there is as I wrote one in the game datas), but also maybe on a scientist set to create drugs like a workbench, a bit as the one we got at the beginning in Doc Mitchell's house, but a real kind of drug workbench.

To be honnest, I understand what you want to do and I say why not, I won't be too complicated to change some settings, seeing how it works on some other mods or thinking deeply about it, linked to chems. For example I already see how to increase duration of chems effects, but not the incremental aspect -not yet - of drugs and withdrawal effects. But as said, I will work on it on a second way, seems doable.
We could also imagine like autoinjector stimpacks, auto consumable drugs or an object that inject/ make consume drugs/chems each time needed, even if this could be less usefull in my opinion.

Thanks a lot,

Ewendoun.

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Hi there, some news about the triple project.

 

First tiny success, I achieved the creation, using the original game 's resources, of a moonshine still that allows to create with some ingredients such as fruits, fission batteries and other things, any alcohol wanted. I am now seeking how to process a flask, i order to avoid having so many bottles on itself.

The difficulty is to script the whole thing with some parameters: respect alcohol effects and withdrawal times, allowing to automatically drink when alcohol effects time is out, with some dehydration effects, maybe a trait (like an "Refreshing alcoholism", do not know yet) or a perk that under some conditions allows to rehydrate drinking alcohol... that is another story.

The fact is I am a veeery beginner at scripting, and may, no, must need some help on some points.

I do not see clearly how to simulate alcohol effects.
For instance, the LFox Bottle that water, nice mod anyway, simulated the gain of hydration by a script and short variables. I must work on it, but the fact is, how simulate with a script, or more of them, the need of alcohol and the need to drink, and assure a duration on drinking effect, assuming that a drink, automatic or not, at the flask, remove temporarily alcohol withdrawal, and gives alcohol effects ?

On the other hand, and seeking a more advanced use of the flask, how could I script the use of bottles of alcohol ? I do not know really, maybe I wont be able to use different alcohols on a determined way ? I mean, It is good to me if the flask, when filled, is marked " Flask: Only XX alcohol drinks remaining". The final objective of course would be to have some flask, the same, that can be loaded with a specific alcohol, but showing in the description of drinks remaining, the type of alcohol ? It seems better on my mind than having a whiskey flask, and a scotch or vodka flask only... Do not know.

To DanteWrath:

I already found how to increase and make some perks as you wanted, but I still miss the knowledge to give good icons and some scripts or perk attributes giving alcohol more chance to be found, on some aspects. Thanks.

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Here is a script I put on a book object , since a book will fire with the "OnEquip" block but won't actually equip.

And of course you can set the world model & pip boy icon to a flask or bottle so it doesn't look like a book.

 

First though , for filling the flask , it needs a message "Message Box" type that you then list all the types of alcohol you will fill it with. And one for a "Don't Fill" which would probably be good to make that one the first button numbered "0" . Then the rest are the types of alcohol , which you will see why later because we use numbers to classify what type of alcohol in the script. And it helps if the button number correlates to the type #.

But also on the Message Buttons ... you need to put a condition of ...

Run on PlayerRef : GetItemCount [Alcohol ID] >= 1

Which this is what makes sure the player has it in inventory , and won't show the button if that type is not in inventory.

 

So now the script ... sorry not gona put it in a spoiler.

~~~~~~~~~~~~~~~~

SCN MyFlaskScript

Int iWait
Int iButton
Int iType; 1=whiskey,2=Vodka,3=Absinthe,etc...
Int iDrinks ; how many uses the flask has
Begin OnEquip Player ; for empty flask
If iDrinks < 1
ShowMessage MyFillFlaskMessage
Set iWait to 1
endif
End
Begin MenuMode 1002
If iWait == 1
set iButton to getbuttonpressed
if iButton > -1
set iWait to 0
if iButton == 0 ; Do nothing
elseif iButton == 1 ; fill whiskey
Set iType to 1
Set iDrinks to 5
SetNameEX FlaskWhiskey05 ; the name that shows
Player.RemoveItem Whiskey 1
Tapkey 15 ; closes pipboy to update name
elseif iButton == 2 ; fill vodka
Set iType to 2
Set iDrinks to 5
SetNameEX FlaskVodka05
Player.RemoveItem Vodka 1
Tapkey 15
elseif iButton == 3 ; fill absinthe
Set iType to 3
Set iDrinks to 5
SetNameEX FlaskAbsinthe05
Player.RemoveItem Absinthe 1
Tapkey 15
; keep adding 6 line elseif block for each type
endif
endif
endif
End
;------------------------------------------------
Begin OnEquip Player ; For drinking whiskey
If iDrinks == 5 && iType == 1
Set iDrinks to 4
SetNameEX FlaskWhiskey04
;Player.CIOS MyWhiskeyEffect
;Play visuals and sound file
TapKey 15
elseif iDrinks == 4 && iType == 1
Set iDrinks to 3
SetNameEX FlaskWhiskey03
;Player.CIOS MyWhiskeyEffect
;Play visuals and sound file
TapKey 15
elseif iDrinks == 3 && iType == 1
Set iDrinks to 2
SetNameEX FlaskWhiskey02
;Player.CIOS MyWhiskeyEffect
;Play visuals and sound file
TapKey 15
elseif iDrinks == 2 && iType == 1
Set iDrinks to 1
SetNameEX FlaskWhiskey01
;Player.CIOS MyWhiskeyEffect
;Play visuals and sound file
TapKey 15
elseif iDrinks == 1 && iType == 1
Set iDrinks to 0
SetNameEX FlaskEmpty
;Player.CIOS MyWhiskeyEffect
;Play visuals and sound file
TapKey 15
endif
End
;----------------------------------------------------
Make one of these 5 stage blocks for each type from Begin to End.
If you don't like that name formatting being what shows in the pipboy.
I know there is a way to format it with spaces , just not sure how to do that yet.
Plus having to exit the pipboy everytime to update it can probably be fixed too.
How many types of alcohol are you going to have ? , just the vanilla ones , which I think is about 7 ?
Plus the fill flask message buttons can only be up to 10 , therefore 9 types off of 1 button , but can have a button choice lead to another button.
By the way ... the drinking parts of the script can be fired from another script.
Like a quest script that tells it when the player needs another drink.
Example :
If MyVariable == XX
Player.EquipItem MyFlaskRef 0 1
Which will act exactly like clicking on it in inventory.
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