Big gun strength requirement?

Post » Sat May 28, 2011 7:01 am

It seems ridiculous to me that a wimpy effete kid fresh out of a vault should be able to pick up a minigun, let alone use it with any effectiveness.
The really heavy artillery should be restricted to supermutants or guys in power armor (or Jesse 'the body' http://www.dvdtimes.co.uk/images/KevinGilvear/predator3.jpg).
Is there any way to put a minimum strength limit on weapons?
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Penny Wills
 
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Post » Sat May 28, 2011 12:49 pm

It seems ridiculous to me that a wimpy effete kid fresh out of a vault should be able to pick up a minigun, let alone use it with any effectiveness.
The really heavy artillery should be restricted to supermutants or guys in power armor (or Jesse 'the body' http://www.dvdtimes.co.uk/images/KevinGilvear/predator3.jpg).
Is there any way to put a minimum strength limit on weapons?

I suspect it would be a pretty simple script...

Says I, who's never created a script for FO3. :D
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Mrs shelly Sugarplum
 
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Post » Sat May 28, 2011 4:54 pm

Gurachn, you might be interested in Arwen's Realism Tweaks, limitations like that are a part of that mod. However I've to warn you that a lot of other changes are implemented in that mod. :-D

http://www.gamesas.com/index.php?/topic/1088693-relz-arwens-realism-tweaks-thread-no7/
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Marnesia Steele
 
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Post » Sat May 28, 2011 6:32 am

It seems ridiculous to me that a wimpy effete kid fresh out of a vault should be able to pick up a minigun, let alone use it with any effectiveness.
The really heavy artillery should be restricted to supermutants or guys in power armor (or Jesse 'the body' http://www.dvdtimes.co.uk/images/KevinGilvear/predator3.jpg).
Is there any way to put a minimum strength limit on weapons?


Also, you should get big and bulky by gaining strength.
Then I'd like to see the little-cute-anime-girl crowd playing big-guns characters... :laugh:
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Bethany Short
 
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Post » Sat May 28, 2011 12:14 pm

Gah, totally forgot about ART, despite planning on running with that next time around. :facepalm:
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Abel Vazquez
 
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Post » Sat May 28, 2011 6:45 am

FOOK2 did this if I recall correctly. At least, in BETA.
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LijLuva
 
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Post » Sat May 28, 2011 9:29 am

Gurachn, you might be interested in Arwen's Realism Tweaks, limitations like that are a part of that mod. However I've to warn you that a lot of other changes are implemented in that mod. :-D

http://www.gamesas.com/index.php?/topic/1088693-relz-arwens-realism-tweaks-thread-no7/

I know it well, and like a lot of what Arwen has done with that. Unfortunately though, I'm not keen on the way it handles elements like gun skill affecting damage, and such. Its not quite what I am looking for.

@El Zoido
Also, you should get big and bulky by gaining strength.
Then I'd like to see the little-cute-anime-girl crowd playing big-guns characters

I hear you on that!
I am sick of seeing screens of green-haired 14 yr old asian girls with huge boobs in spandex catsuits firing 20mm cannons from the hip!

And its funny that for all the pormo body and weird animal heads mods, that noone has made mod that makes your character bigger as strength increases. No matter how many points you put into strength you still have that wimpy thin-armed model.
Not much incentive to make a mega-brawler character if its going to look like more like Ed Norton than Brock Lesnar!
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Anna Beattie
 
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Post » Sat May 28, 2011 11:27 am

Not much incentive to make a mega-brawler character if its going to look like more like Ed Norton than Brock Lesnar!

Edward Norton is the Hulk...this is bar none the worst example you could have ever made! :P
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Tammie Flint
 
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Post » Sat May 28, 2011 10:01 am

Well, he didn't look that wimpy in American History X, but you're right. ;)

Martigen has some size scaling for NPCs in his mod, maybe something like that could be done for the player character as well.
Modding growing muscles is probably off limits though, as you would need to change models, I guess (and I don't know if you could still wear clothes without body-parts sticking out).
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Alexis Acevedo
 
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Post » Sat May 28, 2011 6:06 pm

The really heavy artillery should be restricted to supermutants or guys in power armor (or Jesse 'the body' http://www.dvdtimes.co.uk/images/KevinGilvear/predator3.jpg).


Hey you left me out of that list! :)

I know Harmy52 made a mod that adds a Perception requirement for Energy Weapons and Small Guns, perhaps he'd be willing to tweak that mod for Strenght and Big Guns
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Emmie Cate
 
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Post » Sat May 28, 2011 8:55 pm

Hey you left me out of that list! :)

I know Harmy52 made a mod that adds a Perception requirement for Energy Weapons and Small Guns, perhaps he'd be willing to tweak that mod for Strenght and Big Guns

Well you can just write a small FOSE script, takes one minute really:

ref curweaponBegin Gamemodeset curweapon to player.GetEquippedObject 5if player.getav strength<5&&curweapon.GetWeaponSkill==33	player.UnEquipItem curweapon	showmessage yourealittleschoolgirlmsgendifEnd

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Laura-Lee Gerwing
 
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Post » Sat May 28, 2011 11:08 am

scn BigGunAccuracyPenaltyScriptbegin OnEquip     player.addperk BigGunsHiddenPenaltyPerkendbegin OnUnEquip     player.removeperk BigGunsHiddenPenaltyPerkend


BigGunsHiddenPenaltyPerk conditions and effects[  ] Trait[  ] Playable[X] HiddenPerk Entries:     EntryPoint: Calculate Gun Spread, Multiply Value x2     Conditions: Perk Owner GetAV Strength < 7


Tah-daa!
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Heather Kush
 
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Post » Sat May 28, 2011 9:11 am


Tah-daa!

I personally wouldn't do this via an objectscript as it's a pain for compatbility across multiple mods, especially if you factor in stuff like WMK, EVE, 20th century weapons, FOOK and FWE.

Better idea, instead of making this depend on the weaponskill, why not make it actually depend on the weaponweight via the Getweight function. That way the script could easily differentiate between something like a M60 and a minigun and you wouldnt have to make an extra script/perk for every type of big gun.
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Mariaa EM.
 
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Post » Sat May 28, 2011 4:09 pm

I personally wouldn't do this via an objectscript as it's a pain for compatbility across multiple mods, especially if you factor in stuff like WMK, EVE, 20th century weapons, FOOK and FWE.

Better idea, instead of making this depend on the weaponskill, why not make it actually depend on the weaponweight via the Getweight function. That way the script could easily differentiate between something like a M60 and a minigun and you wouldnt have to make an extra script/perk for every type of big gun.

I had that similiar idea long long before you just so you know. Not accusing you of stealing it (like you did with that explosion video), picking a fight with you is the last thing I want.

Anyway, that idea was to make the ability to carry a weapon based on strength, weapon weight and the type of weapon (one-handed, two-handed etc). Furthermore, instead of just not being able to equip them at all, there could be effects like a knockback (for 2 handed weapons) or gun dropping (1 handed), based on str and the weapons recoil&damage per shot etc.
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Matt Terry
 
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Post » Sat May 28, 2011 5:53 am

I had that similiar idea long long before you just so you know. Not accusing you of stealing it (like you did with that explosion video), picking a fight with you is the last thing I want.

Anyway, that idea was to make the ability to carry a weapon based on strength, weapon weight and the type of weapon (one-handed, two-handed etc). Furthermore, instead of just not being able to equip them at all, there could be effects like a knockback (for 2 handed weapons) or gun dropping (1 handed), based on str and the weapons recoil&damage per shot etc.

Well I have already declared a patent on this, so svcks to be you! Not to mention I was the one who created the http://www.youtube.com/watch?v=JKkJYKTCBVU in the first place anyways!

Oh well, I guess this is something we'll have add to FWE 5.10 now, eh?
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matt
 
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Post » Sat May 28, 2011 8:41 pm

Well I have already declared a patent on this, so svcks to be you! Not to mention I was the one who created the http://www.youtube.com/watch?v=JKkJYKTCBVU in the first place anyways!

Oh well, I guess this is something we'll have add to FWE 5.10 now, eh?

So that whenever you pick up a heavy gun without the necessary strength requirements, a bus spawns in front of you and then the world starts to explode? That's a terrible idea, but lets do it anyway.
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Rachie Stout
 
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Post » Sat May 28, 2011 10:17 am

So that whenever you pick up a heavy gun without the necessary strength requirements, a bus spawns in front of you and then the world starts to explode? That's a terrible idea, but lets do it anyway.

Well we should add it to the FWE main menu atleast, so players can toggle between a bus and a brahmin. I think if we do this we will finally have archived that brutal and deadly realism Mez was always aiming for.
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Spooky Angel
 
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Post » Sat May 28, 2011 11:49 am

Well we should add it to the FWE main menu atleast, so players can toggle between a bus and a brahmin. I think if we do this we will finally have archived that brutal and deadly realism Mez was always aiming for.


Oh could you add to that a SM Behemoth in a tutu? I think thats what Fallout has been missing to make it the ultimate post apocolyptic experience.
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Daramis McGee
 
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Post » Sat May 28, 2011 10:44 am

Edward Norton is the Hulk...this is bar none the worst example you could have ever made! :P

He he, everyone is the hulk after they chug the FEV.
Before that though, unless you give your character wild hair and a biker beard you get a clone of Ed!

And stop stealing my damn ideas for your mod, Mr 'most experienced' modding pitbull! :flame:

Actually the idea of scripting non-usability based on weapon weight is not bad, especially as I have already nearly doubled the weight of the miniguns (a real 5.56 'micro' gun weighs over 30lbs sans power and ammo). It could also keep the little girls from swinging big honkin' super sledges and stuff too!

@schlangster
So he's been stealing your ideas too? Gotta watch this fellow. Very light fingers he has :shakehead:

I think that your suggestion for knockback, gun dropping, etc based on weapon type and weight and damage is a fantastic one, but much more complex to pull off.
Energy weapons would not have any recoil for example, and some high damage weapons like missles, and autoshotties like the AA-12, don't have much recoil at all. Magnum pistols like the .44 definitely require a bit of strength and body mass to handle though, so this would cover that also.
Perhaps 3 penalty states for low strength to weight/recoil ratio?
a. Unable to use
b. Usable but with a significant drift penalty, plus a percentage chance to drop weapon and/or knockback
c. Drift penalty
This would reflect what you see in real life (go to any range and watch guys try to teach their girlfriends how to shoot!)

Challenging, but the idea is sound, and if anyone can pull it off, I suspect you are the one!
When I was modding ballistics and bullet drop for sniper rifles I came across a lot of info on recoil energy/velocity for most common handgun/rifle rounds, so I would be glad to assist you with that info if you were keen to have a go at this.

Now, discussing the possible approaches and effects is all good, but I'm sure there are many here who would love to see either or both of these approaches end up as a stand alone on the Nexus! :drool:
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Charles Mckinna
 
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Post » Sat May 28, 2011 1:32 pm

You are aware that Schlangster is also one of FWE's developers, right? ;)
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Batricia Alele
 
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Post » Sat May 28, 2011 5:29 am

You are aware that Schlangster is also one of FWE's developers, right? ;)

Heard good things about FWE, but not really looking for a major overhaul at the moment, so I would be very appreciative if either of the suggested approaches were to appear as a stand alone.
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hannaH
 
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Post » Sat May 28, 2011 7:42 am

I suspect it would be a pretty simple script...

Says I, who's never created a script for FO3. :D


MEh, it isn't that hard. Depends though. I for one whould like to see more then just being unable to equip Big Guns. I would like to think more in terms of accuracy loss.


I know Harmy52 made a mod that adds a Perception requirement for Energy Weapons and Small Guns, perhaps he'd be willing to tweak that mod for Strenght and Big Guns


Recognition! :celebration: :P I'll be able to do that. Wasn't the hardest script I wrote. I'll not make it so however that you just can't equip them.


Harmy52
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Roberto Gaeta
 
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Post » Sat May 28, 2011 6:50 am

MEh, it isn't that hard. Depends though. I for one whould like to see more then just being unable to equip Big Guns. I would like to think more in terms of accuracy loss.
Recognition! :celebration: :P I'll be able to do that. Wasn't the hardest script I wrote. I'll not make it so however that you just can't equip them.

Sounds good!
:gun:
A weak character trying to use a heavy (in weight or recoil) weapon should definitely have significanlty increased spread, at a minimum.
With dramatic recoil, I think schlangster's idea of knockback or even knockdown would also be in order
And with extremely heavy weapons (e.g. some of the heavy artillery mods you see on the nexus) it should just be impossible to equip and fire unless you are either a steroid-fueled power lifter or wearing PA.
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Nicole Kraus
 
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Post » Sat May 28, 2011 9:27 pm

You should be happy to know that I'm practically done with this. Just found out though that the Flamer severily glitches when it's spread is multiplied by 64 ;) Have to fix that.
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Hilm Music
 
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Post » Sat May 28, 2011 11:58 am

You should be happy to know that I'm practically done with this. Just found out though that the Flamer severily glitches when it's spread is multiplied by 64 ;) Have to fix that.

Awesome!
Actually I never realized that the flamethrower was so accurate, with a minSpread of only .5!
I wouldnt think you would need much accuracy with a flame thrower. Its more like a garden hose than a rifle.
:flamethrower:
Also it is severely underweight at only 18lbs. Army flamethrowers used in Vietnam were closer to 70.
Though admittedly, there isnt much recoil.

I wonder if there is some way that rather than increasing the spread for this weapon, you could add a chance of weaklings losing control and setting themself on fire?
That would be pretty funny!
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carly mcdonough
 
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