[REQ] Grenade hotkey (is this possible with the current vers

Post » Wed Sep 29, 2010 6:51 pm

Title, pretty much.
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Loane
 
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Post » Thu Sep 30, 2010 5:04 am

Did you know you can bind hotkeys 1-9 (except 2) to any weapon by holding a number when hovering over a weapon in your inventory?
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Britta Gronkowski
 
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Post » Wed Sep 29, 2010 6:58 pm

Did you know you can bind hotkeys 1-9 (except 2) to any weapon by holding a number when hovering over a weapon in your inventory?


I'm guessing by "grenade hotkey" he means throwing a grenade while using a different weapon, ala Halo.
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Hella Beast
 
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Post » Wed Sep 29, 2010 9:19 pm

Did you know you can bind hotkeys 1-9 (except 2) to any weapon by holding a number when hovering over a weapon in your inventory?


Yeah, but I'm using all of my hotkeys and I was thing of using G or F for grenades.
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Andrew Perry
 
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Post » Thu Sep 30, 2010 3:20 am

I'm really hoping that this mod gets ported over too. It was one of my must have mods in FO3.
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emma sweeney
 
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Post » Wed Sep 29, 2010 7:42 pm

Yeah, this should be possible. The NVSE functions you need are GetControl, TapKey, GetNumItems, GetInventoryObject, and GetEquippedObject. The only one of these that I haven't personally tested yet is GetEquippedObject - all the others work fine. EDIT: Oh, and Label/GoTo, both of which I've already tested. Also need IsKeyPressed, which I haven't tested.

Still need some UI functions which the current version does not have in order to display the currently-selected grenade in the HUD.
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le GraiN
 
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Post » Wed Sep 29, 2010 11:03 pm

I would so much love for someone to be able to make a mod for left-handed grenade throwing. There were some big bugs with the Fallout 3 version and I think they'd be worse in New Vegas due to the ammo switching.

Of course, someone would need to add a new animation and figure out a way to fake the throwing with a weapon since you would want to avoid holstering your gun.

I'd assume that's too much to ask.
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jessica sonny
 
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Post » Wed Sep 29, 2010 8:06 pm

Yeah, that's (probably) too much to ask. It's pretty easy to make it so you holster your weapon, pull out a grenade, toss it, and pull up your old weapon again (and with your old ammo equipped, once they make it so you can tell which ammo is equipped and assuming it doesn't just go right back to the one you were already using automatically).

What bugs were there with the Fallout 3 version? I used it without any problems at all in my last playthrough, which was a week before NV came out.
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luis dejesus
 
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Post » Wed Sep 29, 2010 6:41 pm

Aside from sometimes not throwing the grenade and needing to re-hit the button again, the severe bug was that if you had two of a weapon in your inventory (one at 100% health to use and one at 10% health for repairs later) after throwing a grenade the one with the lowest reference ID number would be re-equipped. If that happened to be the 10% one you could end up in a lot of trouble in a fight.

The ammo priority would be an issue in NV unless, as you say, the mod can be made to switch back to the correct ammo after drawing the weapon, and even then you'll have to suffer through the reload animation. An NVSE function to change the order of the formlist on the fly would fix that.
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Genocidal Cry
 
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Post » Wed Sep 29, 2010 6:14 pm

Once we port over the inventory ref walking code from OBSE, you could likely equip the correct version of the weapon. There could also be a little trouble with the holstering. In my tests with TapKey and TapControl, it seems that the holster/reload button needs to be held for a bit. It doesn't seem to respond well to the TapKey. Unless there is a specific function to holster a weapon (which there very well may be) this could add some time it takes to move things along. But this is quite a good idea.
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Jynx Anthropic
 
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Post » Thu Sep 30, 2010 2:39 am

Do you even need to force a holster? I mean, you could just equip the grenade and then fire it - the game automatically handles putting away the first weapon when you equip a new weapon.
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lydia nekongo
 
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Post » Thu Sep 30, 2010 2:43 am

I don't know what you're talking about here ... working not working .. i've just ported the fps grenade mod to NV and it works flawlessly with the current NVSE .. i just have to add the dynamite to the list .. but all of the grenades working and can be swithched by the H button... there don't seem to be any problems with the equip/unequip with the weapon


Edit: hmmm .. problem with the dynamite ... the character equips the weapon to fast (when the throw key is released) .. so you don't even get the chance to ignite it ..

EDIT 2: solved it :)
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Enie van Bied
 
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Post » Thu Sep 30, 2010 2:15 am

So, are we going to be able to enjoy the Grenade Hotkey as well, Alex?
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ladyflames
 
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Post » Thu Sep 30, 2010 12:41 am

So, are we going to be able to enjoy the Grenade Hotkey as well, Alex?


i've sent a pm to the author .. if he approves i'l upload the esp .. but no reply so far
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Darrell Fawcett
 
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Post » Thu Sep 30, 2010 5:49 am

In my tests with TapKey and TapControl, it seems that the holster/reload button needs to be held for a bit.
That should be avoidable by changing the gamesetting "fPlayerWeaponReloadTimer" to 0 before using http://fose.silverlock.org/fose_command_doc.html#TapKey, then reverting it after.

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Jodie Bardgett
 
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Post » Thu Sep 30, 2010 12:33 am

Any word on a release?
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NO suckers In Here
 
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Post » Thu Sep 30, 2010 9:17 am

i've sent a pm to the author .. if he approves i'l upload the esp .. but no reply so far

*crosses fingers*

It was one of the must have mods in FO3... I actually started using grenades more when I installed it XD
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Luna Lovegood
 
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Post » Wed Sep 29, 2010 10:11 pm

Sounds really desirable, didn't know it did exist in FO3 and surely would have given it a good use, *Crosses fingers too*
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Czar Kahchi
 
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Post » Thu Sep 30, 2010 8:24 am

Bump of hope!
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Christine
 
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Post » Thu Sep 30, 2010 6:04 am

Hi all,

Alex PMed me about this, a new and heavily improved version of the Grenade Hotkey is already done, will be released once NVSE is out of Beta.

There are two reasons we ask that mods are not released based on beta versions of the script extender. First, we don't guarantee that all functions provided in the beta will be supported in the released versions. Some functions don't get stable enough, and we don't want mods pulled which are dependent on functions which disappear. Second with new functions we can have a fairly high rate of problems (crashes, poor behavior with certain forms, just plain don't work). We think it is appropriate for modders wanting to use the functionality to deal with these issues. Mod users shouldn't be put through that sort of wringer. It gives a bad name to the script extender and the mods.


Thanks for your patience!
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Schel[Anne]FTL
 
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Post » Wed Sep 29, 2010 11:04 pm

While NVSE is indeed in beta, that just means you should mark any released mods using it as also being in beta. It's both a good way to test your mod prior to officially releasing it and it helps to test the script extender, which will only hasten its first stable release.

Another quote from the NVSE team:

This initial release should be treated as a beta, and should not be used in "final released" mods. Mods may be released for testing purposes, but please make sure that you let your users know that they may need to re-download the mod once the beta period is complete. Functionality may be changed or removed before the final release, scripts may need to be recompiled, etc.

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Setal Vara
 
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Post » Thu Sep 30, 2010 3:27 am

Thanks Kai!

But personally I wouldn't mind "testing" your mod till it gets out of beta :D Still, thanks for porting it over :)
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Nitol Ahmed
 
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Post » Thu Sep 30, 2010 10:24 am

While NVSE is indeed in beta, that just means you should mark any released mods using it as also being in beta. It's both a good way to test your mod prior to officially releasing it and it helps to test the script extender, which will only hasten its first stable release.

Another quote from the NVSE team:

I don't release public beta and test versions anymore, atleast not on nexus. I'm very lucky in that I have several teammembers and good friends that test the [censored] out of each others stuff :)

Thanks Kai!

But personally I wouldn't mind "testing" your mod till it gets out of beta :D Still, thanks for porting it over :)

You got mail.
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brian adkins
 
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Post » Thu Sep 30, 2010 2:44 am

Many thanks :)
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Emzy Baby!
 
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Post » Thu Sep 30, 2010 4:56 am

Hi all,Alex PMed me about this, a new and heavily improved version of the Grenade Hotkey is already done, will be released once NVSE is out of Beta.Thanks for your patience!

I can't wait myself until this one is released. Unfortunately I find myself not use grenades much at all now. It's just not the same without it. I always thought it was one of the better improvements ever made for FO3.

Any chance Kai that you could drop us a hint as to what the 'heavily improved' part is all about? I'd love to know, and have something new to look forward to.

Thanks for porting over this excellent mod of yours to FONV. Much appreciated! :)
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James Baldwin
 
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