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Noob Mod Question(s)


bayareadodger69

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Hey Nexonians (Nexites?),

 

I've had a few 'simple' mod ideas running through my mind that I'd like to implement just for my own use. Nothing distributable (maybe eventually). Anyway, I have some questions that I hope won;t take anyone too much time to answer, and any help would be mondo-appreciated!

 

First, I've had two robot-related ideas:

 

1) a simple Perk, "Robot-Friend." The faction already exists, but I can't figure out how to implement the Perk itself. I can;t use Animal Friend as a model, because I can;t seem to find the actual Animal Friend perk. I find the Animal Friend Faction, and the Animal Friend script (I'm guessing it's a script), but no actual perk file (like all of the other perks). Any insight one of you fine, veteran modders can share with me?

 

2) A Robot-Friend effect for wearing The Mechanist suit!!! Why is this NOT a part of the vanilla game? I don't understand! :P Same could be said for the AntAgonizer suit. How can I add the "Robot Faction" and "Ant Faction" effects to those suits???

 

So, those are basically my two main questions.

 

I'd love help with my grand idea, which is to ADD functionality (and therefore practical uses for) a lot of the attire in the game. I know the "Welcome to the Wasteland" mod is popular, and REMOVES a lot of those functions (i.e. +5 to Repair for Utility suit) because of thier 'magical' properties.

 

I, on the other hand, view the bonuses and little perks (like making the Mechanist suit turn the player into a Robot Friend while worn) of the various outfits as a role-playing device. Like, "the utility suit gives +5 to repair and Science because it contains little things like a grounding strap, or a notepad, or a lockpick set." Or, "the Lab Coat gives +5 to Medicine because it has a stethescope, a thermometer and a tweezer."

 

So, if anybody can spare some time to help with the first two items, I would cry with appreciation! If you can add your two cents to the rest of the post, I'd be the happiest Vault-Dweller ever!

 

Peace!

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You wouldn't really need to have a perk if the Robot Friend is tied into armor. Here's the script you'd have to attached to the Mechanist armor:

 

Scn MechanistRFEquip

Begin OnEquip

Player.AddToFaction RobotFriend 1

End

Begin OnUnequip

Player.SetFactionRank RobotFriend -1

End

 

 

Now, if you wanted both helmet AND suit required then you'd have to make a quest that runs in the background (for the quest script option) and have one that only contains these variables:

 

We'll call the quest RFQuest

 

scn RFQuestScript

Short MechHead
Short MechBod

Begin GameMode

If MechHead == 0 || MechBod == 0
Player.SetFactionRank RobotFriend -1
EndIf

If MechHead == 1 && MechBod == 1
 Player.AddToFaction RobotFriend 1
EndIf

 

Then, on the helmet you simply have to add this:

 

Scn MechHeadScript

Begin OnEquip
Set RFQuest.MechHead to 1
End

Begin OnUnequip
 Set RFQuest.MechHead to 0
End

 

And repeat that same script above for the armor but change MechHead to MechBod.

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Thanks for the insight there, Khet. I was thinking the same thing (about not needing a perk if attached to the armor).

 

So, let me make sure I have this right:

 

If I want BOTH the armor AND helmet to give the "Robot Friend" ability/faction affiliation, then I need to CREATE a quest script (is there a simple way to do this? I am what you may call an UBER NOOB :P) which points to both the armor and helmet. THEN I need to create a seperate script for the helmet which enables the "quest" IF the PC is wearing the armor. Is that how the above process you outlined works? And I could duplicate that for the AntAgonizer's suit and others (like BoS armor, even though I know there's already a mod for that)?

 

I want to make sure I'm clear before I go and break the games code :P

 

Kindest Regards, and thanks again!!

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