lostami Posted January 1, 2009 Share Posted January 1, 2009 Here is the outline of the idea.. Ever ask you're self why when you take out your pistol you're rifle disappears off your back 0_o i mean really?? Why not a mod that does something like this. You holster a 10mm pistol.. then you holster a hunting rifle.. Now both are holstered and visible on you're back and side. Now pull out a 32.cal pistol and pull it out.. them holster it and it replaces your 10mm in the holster without removing you're hunting rifle... or get out a sniper rifle and holster it an it replaces you're hunting rifle without removing you're pistol. That's the Idea... the implementation is up to the modder cause I have no idea how to do this sort of modding... Link to comment Share on other sites More sharing options...
FussyGit Posted January 1, 2009 Share Posted January 1, 2009 You are not alone Link to comment Share on other sites More sharing options...
lostami Posted January 1, 2009 Author Share Posted January 1, 2009 Thanks for your support.. cross your fingers that some one will make this idea come to life *there's kudos in it for you* (bribe) Link to comment Share on other sites More sharing options...
Radu1986 Posted January 25, 2009 Share Posted January 25, 2009 I can't believe no one is willing to to this type of mod. When I got my first rifle in Fallout 3 I immediately thought why the heck can't I have more holstered weapons. We got all kind of mods for all kind of crap and no one is willing to do this. I can't remember this type of mod for Oblivion, what is wrong with this world. :wallbash: Link to comment Share on other sites More sharing options...
IxionInc Posted January 25, 2009 Share Posted January 25, 2009 What about having a mod where you can have two pistols in your hands at once? I'd love to be a wasteland gunslinger! :smile: Link to comment Share on other sites More sharing options...
343guiltymc Posted January 25, 2009 Share Posted January 25, 2009 No one's done this, probably because it's not even possible to do? Link to comment Share on other sites More sharing options...
Mattlock737 Posted January 26, 2009 Share Posted January 26, 2009 Id imagine there would be some way to do it. Might even be some stupid option hidden in the script somewhere. Sounds very do able.*Supports Link to comment Share on other sites More sharing options...
343guiltymc Posted January 26, 2009 Share Posted January 26, 2009 Really? "sounds very doable"? Have tried it? I would like to see it done if it is. Link to comment Share on other sites More sharing options...
Mattlock737 Posted January 26, 2009 Share Posted January 26, 2009 Really? "sounds very doable"? Have tried it? I would like to see it done if it is. 2 problems1: Broken Computer2: Understand simple scripting, bit too advanced for me. Wouldn't have a clue where to look. =/ Link to comment Share on other sites More sharing options...
ZableBlaze Posted January 26, 2009 Share Posted January 26, 2009 Unequipping a weapon when equipping another is hardcoded I believe. Unless it can be overwritten as such; begin OnUnequipreturnend but I doubt it. I once used a programming engine where you could reprogram basic functions, and use the old code later down in the code example; mob/New() spawner: if(!src.name) //if the user has no name var/namer = input("What is your name?") if(namer.findtext("Goku")) alert("No anime characters.") goto spawner else src.name = namer //set the name ..() //then get on with the original protocal Ofcourse this engine was more flexible, but had more limitations (wasn't 3D, but very powerful). Not sure if script has this function, but if it does I'd gladly do it. Edit: Actually, I think it is possible. You set up an armor for every weapon type, and give it no equip type (so it can be combined with anything). scn ExampleCode ref item begin OnEquip set item to activated;not quite sure of the function set item.equipped to 1;give each weapon a script if(item.unequipped == 1) set item.unequipped to 0 unequipitem item.armorequiv;set up a ref which is connected to an armor endif end begin OnUnEquip set item to activated set item.unequipped to 0 if(item.equipped == 1) set item.equipped to 0 equipitem item endif This code would require a lot of tweaking, and would not work on its own but it's a guideline and could help someone who really wants to make it. Link to comment Share on other sites More sharing options...
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