[RELz] Pip-Boy Integrated Medical Package Mk VI

Post » Mon Nov 29, 2010 2:01 am

Intro
Welcome to the Vault Tek Pip-Boy 3000 Integrated Medical Package, Mark VI. (or P.I.M.P.)

The P.I.M.P. system is designed to promote faster battlefield healing of special forces and front line personnel in the event of sudden traumatic exposure to weapons fire, radiation, or crippling injury.

This upgraded version of the old Mark III device is capable of intelligently applying a large variety of drugs and medicine. Upon pressing the activation stud on your Pip-Boy (the 'P' key) the P.I.M.P. will automatically check the available drugs, and apply them according to user defined conditions. To prevent oversaturation, the P.I.M.P. will prevent the injection of any drugs that are currently active in the user's system.

As well as allowing you to heal during battle, the upgraded P.I.M.P. also now allows you to use a RobCo Stealth Boy. This can, however, only be done while you are not in combat, as current policy is to engage any Communist enemy on sight. The stealth feature can be activated by tapping the stea(L)th button.

The P.I.M.P. can also be combined with a Med-Tek Ruggedized Chem Storage system to maximize your capacity to heal yourself in the field.

Main Features
  • Automatically applies drugs according to user specified conditions
  • Has a manual mode for instant application of applicable drugs
  • Has configurable hotkeys
  • Allows for activation of any held Stealth Boys using a separate hotkey
  • Has a HUD element


To get more specific, this allows for the application of chems based on user defined conditions. The conditions are, usually, based on a health percentage. The ones that aren't use measures appropriate to them (RadAway for overall rads, Rad-X for rads/s) and chems like Buffout and Jet just get turned on and off.

The file can be found at the http://www.fallout3nexus.com/downloads/file.php?id=13678

Here I'm asking for all input, feedback, errors, and any other input or criticism (which is input really).
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Damian Parsons
 
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Post » Mon Nov 29, 2010 8:44 am

Glad to see you've started a thread here. I wanted to mention a few problems but didn't think the Nexus discussion area would be appropriate. I wouldn't want to scare people off your mod because of a few bugs, you're on to a good thing here. Anyway, your activation options aren't working right. I tried setting it to Manual but in a test run I had a number of chems kick in on their own. About the only one that didn't in fact was the Stimpaks, though Med X and Psycho might have been working as they should though as those didn't get administered. But Buffout, Rad Away and Rad X all did work as if I had the automatic setting turned on. And the healing key didn't work right when I tried it in combat. I had both Med X and Psycho set for 100% health activation but when I pressed the heal key nothing happened.

As for a suggestion, it would be great to have a hotkey for each med individually rather than just the one blanket key alone. If things would have been working right, I would have ended up with Buffout, Med X and Psycho all being administered at once using the blanket heal key in this battle I tried out. I may not want all of them at once though, it would depend on the situation. While it's a good idea to have that combination key in some circumstances, I'd also like to be able to be more selective with each one, depending on the situation. For instance, if I'm up in the hills by Evergreen Mills with my Sniper Rifle trying to take out that Behemoth, I might want to use some Psycho in order to inflict a bit more damage per shot. But I certainly don't need to have Med X kicking in at the same time as well, which would have been the case had the heal key worked properly. I'm in no danger of getting injured by it after all, he's penned in and I'm far away from where he can reach me. Also, again if things would have been working right, I would like to have Rad Away and Rad X working automatically but not necessarily Med X or Psycho. So having manual/auto options for each med, rather than a standard setting for all the meds at once, would also be good to have.

Personally I think you should focus on making this more of a hotkey mod for meds than simply concentrating on creating an automatic system. That's something I'm sure alot of players would love to have. While the auto functions are a nice bonus, having a special configurable hotkey for each med would be a very valuable addition to the game.

PS: I just read this:

If configured correctly, it shouldn't use any drugs when you don't want it to, or you can just disable what you don't want it to use, easy as that.


But it's not easy as that. As I mentioned, if enabled and working properly, both Med X and Psycho would be administered at once, and possibly Buffout as well. But a player may not need or want all of those chems at once. Being able to be selective as well as having the blanket control would make this mod much more useful to the player. Also, in the case of Buffout, what if I wanted to use it simply because I was overloaded and taking that chem would allow me to carry more?
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Jason Wolf
 
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Post » Mon Nov 29, 2010 3:34 am

Hotkeys for each chem is .. well, I think if that's all you're after, you can download Toaster's hotkey mod and just use numbers or alt-numbers...

I agree about Buffout, though. I don't care about the combat use (melee svcks), I'm more interested in applying if when I'm overencumbered.


I haven't tested the manual key very much in a while since I've mostly been testing the automatic stuff, but it works pretty well. Applying chems automatically isn't the god-mode I feared it would be, especially with FWE since stimpaks are not instant.


I think the PIMP should just draw chems from the box, so it's easier to regulate how much you'll allow it to use of your stash.
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Wanda Maximoff
 
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Post » Mon Nov 29, 2010 4:45 am

[quote name='Belanos' date='27 July 2010 - 04:03 AM' timestamp='1280221416' post='16208131']
Glad to see you've started a thread here. I wanted to mention a few problems but didn't think the Nexus discussion area would be appropriate. I wouldn't want to scare people off your mod because of a few bugs, you're on to a good thing here. Anyway, your activation options aren't working right. I tried setting it to Manual but in a test run I had a number of chems kick in on their own. About the only one that didn't in fact was the Stimpaks, though Med X and Psycho might have been working as they should though as those didn't get administered. But Buffout, Rad Away and Rad X all did work as if I had the automatic setting turned on. And the healing key didn't work right when I tried it in combat. I had both Med X and Psycho set for 100% health activation but when I pressed the heal key nothing happened.

As for a suggestion, it would be great to have a hotkey for each med individually rather than just the one blanket key alone. If things would have been working right, I would have ended up with Buffout, Med X and Psycho all being administered at once using the blanket heal key in this battle I tried out. I may not want all of them at once though, it would depend on the situation. While it's a good idea to have that combination key in some circumstances, I'd also like to be able to be more selective with each one, depending on the situation. For instance, if I'm up in the hills by Evergreen Mills with my Sniper Rifle trying to take out that Behemoth, I might want to use some Psycho in order to inflict a bit more damage per shot. But I certainly don't need to have Med X kicking in at the same time as well, which would have been the case had the heal key worked properly. I'm in no danger of getting injured by it after all, he's penned in and I'm far away from where he can reach me. Also, again if things would have been working right, I would like to have Rad Away and Rad X working automatically but not necessarily Med X or Psycho. So having manual/auto options for each med, rather than a standard setting for all the meds at once, would also be good to have.

Personally I think you should focus on making this more of a hotkey mod for meds than simply concentrating on creating an automatic system. That's something I'm sure alot of players would love to have. While the auto functions are a nice bonus, having a special configurable hotkey for each med would be a very valuable addition to the game.

PS: I just read this:



But it's not easy as that. As I mentioned, if enabled and working properly, both Med X and Psycho would be administered at once, and possibly Buffout as well. But a player may not need or want all of those chems at once. Being able to be selective as well as having the blanket control would make this mod much more useful to the player. Also, in the case of Buffout, what if I wanted to use it simply because I was overloaded and taking that chem would allow me to carry more?
[/quote]

[quote name='Belanos' date='27 July 2010 - 04:03 AM' timestamp='1280221416' post='16208131']
But Buffout, Rad Away and Rad X all did work as if I had the automatic setting turned on. And the healing key didn't work right when I tried it in combat. I had both Med X and Psycho set for 100% health activation but when I pressed the heal key nothing happened.[/quote]
This was pointed out to me in play testing, I really don't know what's causing it, unless it's just an inherent incompatibility with the manual mode. I'll admit that I'm pretty sure the code was never designed with a manual mode in mind, and while I understand it all reasonably well, I might be overlooking something that is causing this.

[quote name='Belanos' date='27 July 2010 - 04:03 AM' timestamp='1280221416' post='16208131']
As for a suggestion, it would be great to have a hotkey for each med individually rather than just the one blanket key alone.[/quote]
Unfortunately, this is where I greatly disagree with you. First off, I have difficulty remembering large combos of hotkeys and/or remembering to use large combos of hotkeys. It is for this reason that I made it use just one hotkey (2 with stealth). As Pintocat pointed out, if you want extra chem hotkeys, you can use Toaster's hotkey mod, or I could probably make a code for you that will allow you to assign hotkeys to all of you chems, but the PIMP will never have this option.

As for the use of chems when you don't want it, I think I'm going to go with several comments and requests I've had to make the PIMP draw from the Med-Tek container only, again, as Pintocat pointed out, this allows for much better control of what does indeed get used, and how much is used.

[quote name='Belanos' date='27 July 2010 - 04:03 AM' timestamp='1280221416' post='16208131']
I would like to have Rad Away and Rad X working automatically but not necessarily Med X or Psycho. So having manual/auto options for each med, rather than a standard setting for all the meds at once, would also be good to have.[/quote]
This is a possibility I think, the only issue would be that I'm afraid that most of the chem blocks already have too many conditions on them (Med-X for instance has over half a dozen, in monitoring limb condition on top of the normal ones). I'll have to look into it, but again, if configured appropriately, hitting the manual use button while out of combat and only receiving rads should only use those chems.

[quote name='Belanos' date='27 July 2010 - 04:03 AM' timestamp='1280221416' post='16208131']
[quote]I would like to have Rad Away and Rad X working automatically but not necessarily Med X or Psycho. So having manual/auto options for each med, rather than a standard setting for all the meds at once, would also be good to have.[/quote][/quote
I'll admit I might have been a tiny bit defensive/rude when writing this. I hadn't really considered all the options and applications in which this might be used. In particular, I never set and drug usage at 100. I normally have Med-X and Psycho at about 50 (I would become more dangerous and have I higher DR when I'm hurt, but not as high a chance of becoming addicted to the drugs by using them in every battle), and I really don't think it would be a great idea to use them at 100%.

About several of the other things you mentioned, I do plan on removing quite a few of those options I put in (using chems for week long periods of increased stat). I thought it would be cool, and it taught me something about how to apply affects to the player, but in looking at it a few weeks later I realize that it really isn't in keeping with the Fallout tradition and way of doing things to have chems applied in that manner.

I really do appreciate this feedback (it's way more than I've gotten on other mods, and this was really just supposed to be a side project). I will be working on these changes, but you won't see anything for a week or so. I've got finals coming up and I'll be away from my Fallout computer for the next week.
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Mandy Muir
 
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Post » Mon Nov 29, 2010 5:30 am

Hmm... Very nice idea.
I found some errors in FO3Edit, though. Maybe you want to correct them:

        Sound - Consume -> Found a NULL reference, expected: SOUN      Above errors were found in :ENIT - Effect Data    Above errors were found in :PIMPHPRegenIng "Health Regeneration" [ALCH:0108F37E]        Sound - Consume -> Found a NULL reference, expected: SOUN      Above errors were found in :ENIT - Effect Data    Above errors were found in :PIMPDRIng "Damage Resistance" [ALCH:0108FA81]        Sound - Consume -> Found a NULL reference, expected: SOUN      Above errors were found in :ENIT - Effect Data    Above errors were found in :PIMPDamageIng "Damage Boost" [ALCH:0108FA80]        Sound - Consume -> Found a NULL reference, expected: SOUN      Above errors were found in :ENIT - Effect Data    Above errors were found in :PIMPAPRegenIng "Action Point Regeneration" [ALCH:0108ECD3]    PIMPTestChem "PIMP Test" [ALCH:0108E61E] -> Missing required members: Effects        Sound - Consume -> Found a NULL reference, expected: SOUN      Above errors were found in :ENIT - Effect Data  Above errors were found in :GRUP Top "ALCH"        Flags ->       Above errors were found in :ENIT - Effect Data    Above errors were found in :EnchPIMPMedEffect "Increase Medicine" [ENCH:0108DF6E]  Above errors were found in :GRUP Top "ENCH"Above errors were found in :[01] PIMP.espError: record BOOK contains unexpected (or out of order) subrecord YNAM 4D414E59Error: record BOOK contains unexpected (or out of order) subrecord ZNAM 4D414E5AErrors were found in: PIMP01 "Pip-boy Medical Module Mk VI" [BOOK:0108C4CA]Contained subrecords: EDID OBND FULL MODL ICON MICO SCRI DESC YNAM ZNAM DATA Error: record BOOK contains unexpected (or out of order) subrecord YNAM 4D414E59Error: record BOOK contains unexpected (or out of order) subrecord ZNAM 4D414E5AErrors were found in: PIMP01 "Pip-boy Medical Module Mk VI" [BOOK:0108C4CA]Contained subrecords: EDID OBND FULL MODL ICON MICO SCRI DESC YNAM ZNAM DATA 


Especially the last error (BOOK - PIMP01) makes merging your mod with garybash impossible as it will be ignoring the esp due to the errors found.
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Josh Sabatini
 
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Post » Mon Nov 29, 2010 7:25 am

Hotkeys for each chem is .. well, I think if that's all you're after, you can download Toaster's hotkey mod and just use numbers or alt-numbers...



That doesn't work for meds, only weapons and armour. I'm already using it.
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Steven Nicholson
 
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Post » Mon Nov 29, 2010 3:41 am

As Pintocat pointed out, if you want extra chem hotkeys, you can use Toaster's hotkey mod, or I could probably make a code for you that will allow you to assign hotkeys to all of you chems, but the PIMP will never have this option.


And as I pointed out, it doesn't work with chems, only weapons and armour. There's no way to even set up a hotkey for chems as it's not done through the Pipboy. You need to set up your hotkeys outside it by having the gear you want equipped, then holding down the key combo you want to use. So the ability to assign a hotkey to a chem would be greatly appreciated as currently the only thing available for chems is the default 1-8 keys. And those are just too valuable to be used up just for meds. I have my 8 key set up for emergency healing, while all the rest are for various weapons.

As for the use of chems when you don't want it, I think I'm going to go with several comments and requests I've had to make the PIMP draw from the Med-Tek container only, again, as Pintocat pointed out, this allows for much better control of what does indeed get used, and how much is used.


If that's the case, then you should make it optional as to whether the case reduces weight or not, with the default being no.

In particular, I never set and drug usage at 100. I normally have Med-X and Psycho at about 50 (I would become more dangerous and have I higher DR when I'm hurt, but not as high a chance of becoming addicted to the drugs by using them in every battle), and I really don't think it would be a great idea to use them at 100%.


I set at 100% because I was trying for a manual application. My Stimpaks do nothing during combat because I've made changes to the default ones, and added a second type that I use in that situation. The default Stimpaks I use primarily for limb healing out of combat with a second type for healing general health only, at any time. So for me the P key would normally do nothing but administer combat boosters like Med X and Psycho during combat. Which means I can set it so that they will always be administered when I want them to be. Basically though I was just trying to experiment with the mod to see how I could set it up to suit my needs and gameplay. Unfortunately I'm finding so far that it's pretty limited for me. The only things that are really working for me the way I would like them to is the Rad Away and Rad X, and the heal key when I'm out of combat.

One other observation regarding Buffout. You have it set to be used only during melee combat, but it has uses other than just that. Plus you have it not work when Strength is at 10. Both of those greatly limits what you can use Buffout for. The +60 hitpoints could be a benefit in any situation where you're taking some damage, especially when combined with Med X. And you also get a boost to your Endurance, which can help your Big Guns skill during a battle. Plus as I mentioned, I sometimes I might use it outside of combat if I'm overloaded and want to carry a bit more gear.

PS: Well I've resolved one issue I was having with the automatic mode by switching the abilities of my 2 Stimpak versions. So I can now use the combat able version to heal automatically using PIMP. That makes this mod a whole lot more useful to me, and I'll finally have a use for Med X and Psycho, as emergency drugs. Not so much for Jet or Buffout though. I still would appreciate it if you could add the ability to assign hotkeys to the various meds though, including Mentats. Or maybe you could just make up a separate mod for this?

I just discovered another minor issue. If you open up the storage case you can move it within itself, making it disappear from your menu afterwards. If you're going to make that mandatory, you might want to make it a quest item so that can't happen. The options activator should also be a quest item as well as someone can accidentally give it away to a merchant etc.
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Toby Green
 
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Post » Sun Nov 28, 2010 7:52 pm

I found some errors in FO3Edit, though. Maybe you want to correct them:


I've come across that error too. Not exactly sure why it does that, unless it's related to me using the book object. It doesn't happen all the time (for me). The best I can say is just ignore it. It doesn't edit anything vanilla, and therefore shouldn't need to be merged. I say this, I use FO3Edit for merged patches and don't have a problem. I'll look into it and see what's going on. If I can repeat the errors in FO3Edit then I can maybe figure out what it is.

In looking at your report there, I figured out what some of the errors are. I created some ingestible objects to allow me to easily apply effects to the player. I created them new, instead of copying an old one, and didn't apply anysounds to them, so that's what the first set of errors seems to be. Not sure about that YNAM and ZNAM stuff, as I've no clue what those actually are. I'll look into this, but it shouldn't effect the actual behavoir of the mod, you just can't merge it. But like I said, it makes no edits to anything vanilla, and so shouldn't need merging.

That doesn't work for meds, only weapons and armour. I'm already using it.

Well, the best I can think, is I can make a mod that will allow you to assign any key to the chems. Should be a relatively easy thing to work up, though I'll admit also relatively low on my list of things that need doing. If you'd like though, I can tell you how to do it and what parts of my code you'll need (not trying to be rude in anyway, but I'm just saying that I would suggest you do it this way (with my help I mean) as then you will start to understand how these things are made and perhaps you can then make your own later).

If that's the case, then you should make it optional as to whether the case reduces weight or not, with the default being no.

I would LOVE to make it work this way. And in fact, to the best of my knowledge, the code is in fact set up to behave in this manner, it just doesn't. I can post that code here later and let others take a stab at what's wrong with it.

For reference, I basically took the code for the FWE ammo supply thing and reworked it to use chems instead of ammo lists. What might have messed it up is that I have it set to get the weight of the chem, and then perform the math on that. But I'm not sure if I even can get the weight of a chem using that function. The setWeight function works fine though, it's just my get weight that doesn't. I was trying to make it so that if a mod adds weight, it will use that weight, instead of a proprietary built in weight (like how FWE does ammo), but I might not be able to do it this way (in which case chem weight would globally use FWE weight).

Glad to see you got the stimpak thing resolved. That is an issue that I will point out, any mod that changes the way chems behave will obviously have an effect on how this mod works (or doesn't in your case).

Note of interest, I didn't actually make the chem application code, DrStrangePork on the nexus did. I just used it (with permission) in this, with minimal edits to his code. I could (and will), look into making Buffout a bit smarter in the way it is handled. First though, I need to clean up all that (what I now consider garbage) with the application of chems for status boosting and whatever.

As for the limits you mention on buffout, they actually exist for most drugs. In order to prevent addiction, the PIMP will not administer any drug while you're still under the influence of it. It also prevents the thing from spamming a single drug until you run out. The specific there would be, the automatic check is run every second, so for every second that it took a stimpak to heal you, another would be applied. For a drug like buffout, if I removed the strength check and the melee combat check, it would get applied whenever your health drops below a set percentage or when you're overencumbered. The second would happen again even if you have buffout but it didn't give you enough to carry all that you have (basically spamming buffout till you run out).

Unfortunately, the effects of drugs don't stack (a side effect of the way they are handled). I tried to circumvent this by making an override option on them, but the implementation is just a bit awkward, and didn't work the way I intended (it also bypasses the actual drug and applies a second status effect that works instantly and does't track itself). I plan on removing the override feature as well, but I will add several more options to buffout now.

I do wish we had better functions for handling when the player is taking damage. Specifically, if there was a way to determine how much damage per second was being done to the player, or better yet, how mugh dps the player was causing, I could make psycho work in a smarter manner. And yes, I could do a big check block to see how much damage the player has recieved between this second and the last and apply morphine then.....actually, I think I'm going to do that. It'll be a bit of work, but I think I can pull that off. That way morphine will only apply when you take over x amount of damage a second.

Now I wish I had my code folder with me so I could work on it.

Ok, did, you actually put the container inside itself, or are you just saying it could be a problem. The way I did the container is, upon closing it takes count of all the chems in it, and then does a removeallitems on the container, placing everything back in the player's inventory. It then removes just the chems and adds them back to itself, therefore making it impossible to place anything but chems into the container.

As for the activator object. I really dislike mods that add non-removable items to my inventory. They bug me. Therefore, unless it is proven to be absolutely necessary to keep people from being stupid, I will not, ever, make the items from this mod into quest items.
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Jade MacSpade
 
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Post » Sun Nov 28, 2010 5:54 pm

If you'd like though, I can tell you how to do it and what parts of my code you'll need (not trying to be rude in anyway, but I'm just saying that I would suggest you do it this way (with my help I mean) as then you will start to understand how these things are made and perhaps you can then make your own later).


Well thanks but I doubt you'd have the time to walk me through something like that. I can't script if my life depended on it. While I know enough to do some basic edits with existing scripts, my eyes would soon glaze over if I were to try to create one from scratch.

Glad to see you got the stimpak thing resolved.


As it turns out I didn't though. I need to have the default Stimpak be the non-combat version, otherwise I can't heal any of my limbs. It has to show up in the Pip-Boy screen and I don't know how to add any other chems to that menu. So I'm back to a limited use for this mod.

As for the limits you mention on buffout, they actually exist for most drugs. In order to prevent addiction, the PIMP will not administer any drug while you're still under the influence of it. It also prevents the thing from spamming a single drug until you run out. The specific there would be, the automatic check is run every second, so for every second that it took a stimpak to heal you, another would be applied. For a drug like buffout, if I removed the strength check and the melee combat check, it would get applied whenever your health drops below a set percentage or when you're overencumbered. The second would happen again even if you have buffout but it didn't give you enough to carry all that you have (basically spamming buffout till you run out).


I think you don't understand what I was trying to get at. I understand that you need to have some limits, I'm just trying to point out that maybe you've been a bit too restrictive with Buffout. It's actually more beneficial for Unarmed and with Big Guns use than melee because of the +3 to Endurance, and that +60 hitpoints could literally be a life saver if you had added a health threshold like you did with Med X and Psycho. Granted that simply being over-encumbered wouldn't a be a good reason to have it kick in, but there are other areas besides just melee where it can be useful.

Ok, did, you actually put the container inside itself, or are you just saying it could be a problem.


No, I actually managed to put the container inside itself. And when I left the menu and went back to the Pip-Boy, the case had disappeared from my inventory. So it's not just a potential problem, it already is one.

The way I did the container is, upon closing it takes count of all the chems in it, and then does a removeallitems on the container, placing everything back in the player's inventory. It then removes just the chems and adds them back to itself, therefore making it impossible to place anything but chems into the container.


Well obviously that's not working right as the container ceased to exist after I went back to my inventory. Kind of a neat way to get rid of it, but if it becomes mandatory as you're suggesting it could break the mod if someone slips up.

As for the activator object. I really dislike mods that add non-removable items to my inventory. They bug me. Therefore, unless it is proven to be absolutely necessary to keep people from being stupid, I will not, ever, make the items from this mod into quest items.


Well that's a pretty simple matter for people to change if they want to. Personally I hate seeing objects I don't want to sell appearing in a vendor list. I've added the quest item flag to a number of items in the game because of that.
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Sabrina Steige
 
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Post » Sun Nov 28, 2010 11:19 pm

Well thanks but I doubt you'd have the time to walk me through something like that. I can't script if my life depended on it. While I know enough to do some basic edits with existing scripts, my eyes would soon glaze over if I were to try to create one from scratch.

Nonsense. I rather enjoy helping people learn how to script (not that I have many opportunities). It helps reinforce my own understanding, as well as giving someone else the opportunity to learn how to do something new. Besides, you actually wouldn't need to write much of anything new. Everything you would need is already in the scripts I've written. I could tell you how to pull them out and arrange them, as well as what little rewriting would need to be done to make it work. If you really are interested, send me a message from the nexus.
As it turns out I didn't though. I need to have the default Stimpak be the non-combat version, otherwise I can't heal any of my limbs. It has to show up in the Pip-Boy screen and I don't know how to add any other chems to that menu. So I'm back to a limited use for this mod.

As for your issues with your custom stimpaks and changes, I can't really help with that. I might be able to tell you how to resolve it by making changes, but I can't really support every person's individual changes to chems.
I think you don't understand what I was trying to get at. I understand that you need to have some limits, I'm just trying to point out that maybe you've been a bit too restrictive with Buffout. It's actually more beneficial for Unarmed and with Big Guns use than melee because of the +3 to Endurance, and that +60 hitpoints could literally be a life saver if you had added a health threshold like you did with Med X and Psycho. Granted that simply being over-encumbered wouldn't a be a good reason to have it kick in, but there are other areas besides just melee where it can be useful.

I will certainly take this into consideration when making changes of the next few weeks. Expect a bunch of small updates during that period as I make changes and push them out.
No, I actually managed to put the container inside itself. And when I left the menu and went back to the Pip-Boy, the case had disappeared from my inventory. So it's not just a potential problem, it already is one.

As soon as I get back to my Fallout computer I will fix this. It's a problem I thought had been solved the way I handled it, but since it's not it is indeed a glaring flaw. Thank you for pointing it out.
Well that's a pretty simple matter for people to change if they want to. Personally I hate seeing objects I don't want to sell appearing in a vendor list. I've added the quest item flag to a number of items in the game because of that.

You gave me an idea for a very simple fix to this that can actually be implemented in the game itself. The next release will have an option to set all the items as quest items so as to avoid that issue.
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sarah simon-rogaume
 
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Joined: Thu Mar 15, 2007 4:41 am

Post » Mon Nov 29, 2010 5:21 am

Nonsense. I rather enjoy helping people learn how to script (not that I have many opportunities). It helps reinforce my own understanding, as well as giving someone else the opportunity to learn how to do something new. Besides, you actually wouldn't need to write much of anything new. Everything you would need is already in the scripts I've written. I could tell you how to pull them out and arrange them, as well as what little rewriting would need to be done to make it work. If you really are interested, send me a message from the nexus.


That actually sounds rather interesting, I think I'll do that. I would love to be able to add some more hotkeys to my game, and not just for meds either. With Oblivion I have 3 hotkey mods, which turn almost every key on my board into a hotkey for something, though mostly spells. I miss that flexibility in Fallout.

As for your issues with your custom stimpaks and changes, I can't really help with that. I might be able to tell you how to resolve it by making changes, but I can't really support every person's individual changes to chems.


I realize that. I did try to add my new Stimpak into your quest script but it didn't work out.

Thank you for pointing it out.


I'm glad I could help, you have a pretty good idea happening here. It reminds me of the Auto-Potion mod I use in Oblivion. I wouldn't want to play the game without it now.
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Spaceman
 
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