http://www.gamesas.com/index.php?/topic/1134094-reqz-dismember-without-killing/ was brought up and it got me back onto an old failed project of mine for FO3, basically what I need are:
ToggleSpecialAnim and Event Handlers (with the ability to apply an effect OnDeath to all actors) ported from OBSE to NVSE.
Also
Get/SetBodyPartPartitionVisibility http://sites.google.com/site/saidenstorm/fallout3bsdismemberskinbodypartindex 0/1 (1 = Visible when Alive, and 0 = Visible when Dead) -> or just 0/1 (0 = Force Cull, 1 = Force Visable)
And some way to Clone Actors -> the game engine still has the ability to do this as it body part clones when you dismember actors.
Wow, at least I do not start with the easy stuff !...
Impressive! The ToggleSpecialAnim might be able to be ported over from OBSE to NVSE. I wasn't the animation expert, so I am going to have to look at the code and see what I need to find. The CloneActors is probably just a CloneForm or a place at me of another instance. But again, we'll have to look and see. But I would think something like this is possible, as someone used something similar to do decapitations in Oblivion.
It would be nice if there was a way to *modify* the velocity, not only set it. What I mean is:
con_getVel / GetVel
Also some movement state detection functions would be nice too:
IsInAir
IsOnGround
IsInWater
IsFalling
IsJumping
I am not sure exactly what you want for the modify velocity given your statement above. Let me look and see what we did for the code to see what we can do. If we've found the field used to control velocity, a ModVel function probably would be easy to do. It would depend on whether the code pays attention to a change in the field. As for the state detection functions - I can look and see there as well. We had a bunch of them in OBSE, and I believe they just reported some flags Oblivion had set. Assuming those flags are still valid, this is probably possible.
I dont know if this has been requested, but is it possible for you guys to make a way for me to get the current weapon and what mods are eqiuped to it it.
Basically I just want to know what mods are on a weapon? Thanks for at least reading this.
For a better idea of what I am trying to do -> http://www.gamesas.com/index.php?/topic/1135017-weapon-mod-removal/
GetEquippedObject 5 will return the currently equipped weapon, so that is no problem. Someone else asked for the mod information, and I have decoded most of it. I'll be able to do the Get functions without much trouble.
^This would be very useful^
I'd like to attach and detach silencers and scopes on-the-fly and I'm pretty sure moders would find a lot of uses from such functions.
The Set functions may be more difficult. The mod information lives on the base object itself and affects all instances of that. My guess is the New Vegas engine treats this somewhat like enchantments from Oblivion and when a new mod is added to a weapon the base form is cloned and this new base object is what gets the mods. If this is the case, this is great news for us. Then to mod a weapon via script you would Clone the original and then apply changes. Changes would be persisted in the save game and we'll have a true, persistent CloneForm again (which was one of the most useful functions we had in OBSE.)