How to make NPC's use custom ammo?

Post » Mon Nov 29, 2010 3:04 am

Hello, I'm new to this forum and was hoping to get a bit of information on how to make NPC's like raiders and super mutants, actually ALL NPC's that I would encounter use custom ammunition without freaking out and acting like they have nothing to attack me with and running away or just immediately resorting to fisticuffs. I know how to simply change the names of ammunition, so that in the game, as an example, the .32 caliber pistol (its actually a revolver or a handgun, not a pistol but that's another topic) uses obviously the .32 caliber bullets that the hunting rifle also uses. Now everything would be just fine if I simply change the display name of them to whatever I wish, like .357 magnum or something. That's not what I want to do. I want to create the .357 magnum ammunition seperately, as a new ammunition type, that is only useable with the revolver and not the hunting rifle-it would have it's own new ammunition. My problem is that when I create the ammo, make the weapon use that particular ammo, the NPC's don't recognize they have the ammo in their inventories. This is where I need some help please, I'm not certain how to make it so they have this new ammo at their disposal as well as follow normal loot calculations when they die and I can pick up the custom ammo. Can someone please help me understand how to correct this, I'm sure it's rather simple to do but when you're dealing with a simple mind such as mine, not everything clicks lol. Thank you.

P.S. Please if you know how, break it down barney style for me step by step so I can make sure I have the instructions understood clearly.

zone_stalker_357@yahoo.com
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Oscar Vazquez
 
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Post » Mon Nov 29, 2010 3:53 pm

i think theres already a mod out that adds a bunch of new ammo types, i think its called calibr or something along those lines, or at least i think it adds more ammo types due to its name and that its a required mod for most of the weapon mods that are out so i can only guess thats what it does.
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Gavin boyce
 
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Post » Mon Nov 29, 2010 4:42 pm

thank you for the reply, however im looking for information on doing that sort of thing myself instead of getting someone elses mod. lol, you dont happen to know who made it and if they troll around these forums do you?
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Isabel Ruiz
 
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Post » Mon Nov 29, 2010 4:59 am

You could download calibur and open it with the geck and take a look. But the process is basically this:

* Create new meshes & textures for your new ammo (look at existing ammo models for examples)
* Create an new Ammo type pointing to your meshes
* Create or modify weapons to use this new ammo
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Alexis Estrada
 
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Post » Mon Nov 29, 2010 5:12 am

thats not what i need to know im afraid, i dont care about the meshes and textures and whatever, the images of existing bullets are fine, i can create new ones no problem and link the weapons to use them no problem. my issue is having the npc's have that ammo in their inventory and have them use it. what im having happen is i will give them the ammo (or at least i think i am) and they will not use it. even though it should be there in their inventory, they dont use the ammo thats corresponding to their weapon and they either just charge at me ready to punch or whatever melee they want to do, or they will simply run away. i need them to use the new custom ammo type that is in their inventory and not have this problem, but so far im at a loss as to what else i need to do.
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Alexxxxxx
 
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Post » Mon Nov 29, 2010 4:52 pm

Its really not that hard. http://s779.photobucket.com/albums/yy80/HupOranje/newammo.jpg of three data pages that I used to make an NPC use a new weapon/ammo.

The weapon is setup to use the ammo, the NPC has both the weapon and the ammo and (what you can't see form the pics) the NPC's skill with said weapon is higher than any other combat skill - in my example that is the Small Guns skill. There are other reasons why an NPC might pick a different weapon if they have one. If they are too close to use a ranged weapon based on the weapon's min and max range, they'll opt for some melee weapon or go hand to hand. Given multiple weapons that use the same skill, NPCs will usually pick the one with a higher Damage Per Second.

I hope this helps...
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saharen beauty
 
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Post » Mon Nov 29, 2010 2:25 pm

this is a good start, where would i find the info for ALL raider or ALL super mutants etc so i dont have to edit each and every individual in the game, perhaps i have been putting it in the incorrect inventory or something like that?
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KiiSsez jdgaf Benzler
 
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Post » Mon Nov 29, 2010 2:00 pm

Just make a new formlist, and put your weapon and your ammo into it, then add that to the prexisting weapon formlists, so any (and all) NPC's who use that to randomly spawn ammo, can now also spawn your gun with its ammo.
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Isaiah Burdeau
 
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Post » Mon Nov 29, 2010 6:49 am

k, i think i have it working properly, minus one thing. now the ones with the .32 revolver when they die leave behind the revolver, and once you pick that up, it automatically leaves behind 5 rounds with none just appearing in the inventory. i mean i can live with this but how could i correct this to have them show up like a normal weapon/ammo combo in game, you know with the weapon and a randomly generated amount of ammo as a seperate item in their loot?
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Star Dunkels Macmillan
 
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Post » Mon Nov 29, 2010 8:57 am

once you pick that up, it automatically leaves behind 5 rounds with none just appearing in the inventory.

You lost me there. What do you mean it 'leaves behind 5 rounds'? Where are those rounds left? Are you saying that the .32 has 5 rounds in it when you pick it up and there is no ammo on the NPC as loot? Or are you saying that the rounds fall to the ground?
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Darren
 
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Post » Mon Nov 29, 2010 11:34 am

when i loot the corpse, there is normally the weapon they were using in the inventory and a randomly generated amount of ammo, both of those items are in the loot and seperate. now when i loot their corpse, the weapon is all that shows up, until i grab it, place it in my inventory and then magically the randomly generated ammo appears in the list of items on the body. say for sake of argument that all that is on the corpse is a .32 revolver. i loot that revolver and then immediately it randomly generates ammo in the inventory of the dead creature, it's odd. usually the ammo and the weapon (among caps and other stuff) are both already there and seperate entities, the ammo is not depending on me looting the weapon normally before it materializes.
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SEXY QUEEN
 
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Post » Mon Nov 29, 2010 2:09 pm

Did you flag 'NPCs use Ammo' on your weapon's data page by chance? If so, then try it without that flag checked.
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Alessandra Botham
 
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Post » Mon Nov 29, 2010 7:52 am

nope, just "playable" and "no jam after reload"
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Reanan-Marie Olsen
 
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Post » Mon Nov 29, 2010 8:49 am

I don't want to sound like I am asking a stupid question, but I am going to ask a stupid question.

Are you sure that when looting the NPC, you are looking at the all items tab and not just the weapons tab? I can't say that I have ever encountered a corpse where the gun and the ammo had to be looted on separate looting attemps. That is just weird.
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james tait
 
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