Same weapon, different ammo...

Post » Sat Jan 29, 2011 3:59 am

Are there any mods which allow you to hot swap ammo for one weapon? I'm thinking along the lines of incendiary rounds, different poisoned darts etc. If it doesn't exist, can anyone tell me if it would be possible, maybe requiring FOSE? Cheers!
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Amanda savory
 
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Post » Sat Jan 29, 2011 2:05 am

I know that Earache42 has been working on somthing like this, for swapping out standard ammo for Armor Piercing rounds. I also dabbled a bit with the idea o f adding AP and JHP rounds, but my version was made for use with FWE; it is more of a proof of concept than a full fledged mod. (for now) But if you wanted to have incendiary, poison, exploding or electricuting rounds (all while not playing Borderlands) that is certaintly doable.
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barbara belmonte
 
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Post » Fri Jan 28, 2011 5:39 pm

I know that Earache42 has been working on somthing like this, for swapping out standard ammo for Armor Piercing rounds. I also dabbled a bit with the idea o f adding AP and JHP rounds, but my version was made for use with FWE; it is more of a proof of concept than a full fledged mod. (for now) But if you wanted to have incendiary, poison, exploding or electricuting rounds (all while not playing Borderlands) that is certaintly doable.

Cool - am I right in thinking that it's a question of scripting? I know next to nothing about it, but I assumed that you'd have to change weapons behind the scenes; a bit like weapon mod kits. Each version of the weapon would use a different ammo, but to the player it would seem to be the same weapon.
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Imy Davies
 
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Post » Sat Jan 29, 2011 1:18 am

Exactly! Pick a weapon and make a copy of it, rename it and start tweaking it. Take a look at the Shishkebob and the Shock Sword for how to add the flame and shock effects directly to a weapon. Take a good look at the WMK scripts that Antistar wrote or Zealotlees ACR scripts (which I wrote) for a few ideas on what is involved in the behind the scenes weapon swapping. Any problems or confusion, just ask.
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alyssa ALYSSA
 
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Post » Sat Jan 29, 2011 5:38 am

Doesnt this bring up the problem of hotkeys? You cant hotkey a gun that changes very often (WMK messes with my hotkeys enough as it is.. never notice it removes the hotkey until Im in the middle of a fight and try to pull out the gun)

Unless...... The hotkey was on an apparel or aid item. you use it, it opens a menu, and you pick the ammo type your using. It spawns a gun that works with what your doing and equips it? Would seem to be a simple hacky way of doing it unfortunately, but i cant think of a more elegant solution than that.
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sarah
 
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Post » Fri Jan 28, 2011 7:49 pm

Yes it does. When an item is removed from your inventory it loses the assigned hotkey connection. So if you have a weapon with ConfigurationA hotkeyed to 1 and you reconfigure it to ConfiurationB, behind the scenes the health of the weapon is recorded, the weapon is then removed from inventory, a new weapon is spawned with the exact same health and force equipped. Ideally you would want to also record the hotkey assignment and attach it to the newly spawned weapon. Unfortunately there is currently no known way to record and assign hotkeys through a script.


I suppose you could hotkey a menu item, but I would think that sort of defeats the purpose of using the hotkey to begin with.
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Chloe Botham
 
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Post » Sat Jan 29, 2011 2:31 am

Kinda agree there actually, its fairly annoying going through menus just to equip an item, especially just to equip a weapon...... what if the ammos themselves were the aid item? Or, not the whole batch of ammo, but having at least one ammo of '.308 explosive round' spawns a aid item, and when used, it takes your highest repaired of -weapon- that can use that ammo, and force-equips the new -weapon-:explosive rounds.

that would alleviate the hotkey menu bit, but use more hotkeys, one per ammo type..
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Andrew Perry
 
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Post » Fri Jan 28, 2011 10:05 pm

Well speak of the devil I've been making a mod just like this for the last week and am nearing completion, but with work its taking me longer than I expected, that and Fallout's Editor is a lot more touchy then Morrowind's was (keep getting CTDs for the stupidest things, fixed now though). The script has been pretty much perfected, the only issue is the one that was already said, the hotkeys.

I've added some Mass Effect weapons, the Geth Shotgun and Phalanx (Mass Effect models will not be included, copyright reasons) and I've added Poison, Inferno, Cryo, and Disruptor ammo types, these ammo types besides using ammo will also use your AP and if you run outta AP you can't shoot until its regenrated. I will be releasing this at some time, but I can't say when.

Edit: to above poster, in my mod I use fose to bring up a quick menu where you can choose ammo types, and it'll take you literally 2 seconds or less, just like Mass Effect so its not a timesink or an interruption really.
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Sxc-Mary
 
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Post » Fri Jan 28, 2011 8:39 pm

Edit: whoops double post.
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Harry Hearing
 
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Post » Sat Jan 29, 2011 3:51 am

odd, in ME its said multiple times that people tend to change their ammo-type depending on what they were shooting, but i was just a big fan of sticking incendiary ammo in my gun and running with that.
Maybe it was the awesome red hit effect...

Of random note, did you set it up that ME weapons use thermal clips, or overheat over time? imo fallout needs some non-ammo based weapons, but it would take a tad bit of finesse to do it that way. Or just ammo.. i guess that works too...

Id certainly be interested in that mod, will try to pay attention when it comes out..
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Suzy Santana
 
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Post » Sat Jan 29, 2011 12:26 am

odd, in ME its said multiple times that people tend to change their ammo-type depending on what they were shooting, but i was just a big fan of sticking incendiary ammo in my gun and running with that.
Maybe it was the awesome red hit effect...

Of random note, did you set it up that ME weapons use thermal clips, or overheat over time? imo fallout needs some non-ammo based weapons, but it would take a tad bit of finesse to do it that way. Or just ammo.. i guess that works too...

Id certainly be interested in that mod, will try to pay attention when it comes out..


It would be possible to make it so the weapons use nothing but AP (think of AP as your weapons heat monitor) or maybe use a new hud element using the hud template on nexus combined with an ammo variable but I won't be making something like that until my current version is done, which it is, except for 1 small bug that I'm trying to fix.

NOTE: My mod uses ported Mass Effect models but the public (downloadable) version will not have them included instead they will be replaced by community made weapons and renamed to Gauss Shotgun, etc.

I'll get a vid and some screens here and post a WIP
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Bird
 
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Post » Fri Jan 28, 2011 4:11 pm

Thought this was achieved through Caliber or whatever those guys were working on?

Anyway. Not adding weapons to the game. Just being able to swap out ammo types like S.T.A.L.K.E.R. for example would be really nice. Also adding ammo weight to the new ammo types would be nice as well. As I use ammo weight in my game. Makes for a rather interesting realism effect ^_^
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Natalie Taylor
 
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Post » Fri Jan 28, 2011 5:08 pm



Edit: to above poster, in my mod I use fose to bring up a quick menu where you can choose ammo types, and it'll take you literally 2 seconds or less, just like Mass Effect so its not a timesink or an interruption really.


Well others got to the hotkey issue before me, but that was my next question, and now I'm wondering if you have found a different workaround - when you say you use a menu, does that mean you don't lose your weapon hotkey?

By the way, you might want to take a look at the grenade cycling hotkey/gui that comes with FWE - it might be a viable alternative to a menu.
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Scotties Hottie
 
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Post » Fri Jan 28, 2011 4:17 pm

for the record, ME's method of changing ammo types was a huge waste of time, the inventory management was horrible.

And i hated ME2 for simplifying it too much :P
Then again, i also hated me2's method of ruining the perfectly executed heat buildup method of play, but thats another story.

AP-ammo consumption is certainly a novel idea, but I am kinda wondering how you plan on working that. Surely, weapons like snipers and such will use more AP, but then ive taken a liking to using bullet-time as a sniping tool (similar to the infiltrator's ability in me2) as it really came in handy.. I am kinda worried that the incredibly limited AP pool in fo3 will kinda start hurting if too many things are dependent on it.
Although I have been meaning to give ap bonuses on levelup, but ive been too lazy to work out the ap calculations :x
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Philip Lyon
 
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Post » Sat Jan 29, 2011 3:45 am

I think yall are thinking to hard about this. Just make the ammo an aid item that applies an effect to you that modifies your shots in whatever way. Keep your hotkeys and everything else. I guess the only problem might be performance since you'd need to run a script every time you fired; but it might not be to bad I dunno, or you could just consider each item a clip or something etc. If you really wanted to get complicated you could probably make dummy ammo thats actually classified as ammo and hide the Aid item so it's only accessible via hotkey or something.
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Michael Russ
 
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