[Help] Creating a Shotgun Breaching Round

Post » Tue Aug 25, 2009 10:13 pm

Edit: accidental double post ftw
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cutiecute
 
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Post » Wed Aug 26, 2009 5:00 am

Dunno if it's any help but some mods in Oblivion (I think OOO) use something similar... grah, forget the name, but basically it let you whack locked objects into unlocking them. A breaching shotgun round would be pretty cool, however I think if you're going to make it usable on containers (instead of just doors) there should be a chance you accidently destroy everything in said container when you blast a round into it.


Breaching rounds are specially designed to destroy only what's directly under the gun, then disperse into a harmless powder.
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Danii Brown
 
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Post » Wed Aug 26, 2009 12:03 am

Breaching rounds are specially designed to destroy only what's directly under the gun, then disperse into a harmless powder.


Better make the breaching rounds very rare then or else you'll just open anything for basically free.

Also, they may be designed only to destroy what is under the gun but I would NOT use a breaching round against a locked box of nitro.
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OTTO
 
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Post » Wed Aug 26, 2009 3:38 am

Yeah the rounds will be quite expensive
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Barbequtie
 
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Post » Wed Aug 26, 2009 11:06 am

Now what is this placed impact object that i should use?
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RUby DIaz
 
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Post » Wed Aug 26, 2009 9:26 am

Dunno if it's any help but some mods in Oblivion (I think OOO) use something similar... grah, forget the name, but basically it let you whack locked objects into unlocking them. A breaching shotgun round would be pretty cool, however I think if you're going to make it usable on containers (instead of just doors) there should be a chance you accidently destroy everything in said container when you blast a round into it.
It's no help, because scripts and effects did run on containers in Oblivion- like the unlock spell. They disabled that in Fallout as it wasn't necessary.
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Anne marie
 
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Post » Wed Aug 26, 2009 10:35 am

Just curious; would it be possible to not simply unlock doors but to also remove the model of the door so it can't ever be closed again? This would, of course, only be used for locked doors that are still in the same cell and not load area doors (since those just have the void behind them).
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Lily Evans
 
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Post » Wed Aug 26, 2009 1:33 am

It's no help, because scripts and effects did run on containers in Oblivion- like the unlock spell. They disabled that in Fallout as it wasn't necessary.
Also, the non-OBSE version required a script placed on every single container in the game, and doors were never implemented. Getting it to work without a script placed on the item directly required OBSE functions.

I can't see how you can make this work without adding a script to doors/containers before NVSE comes out, and even then it will depend on what functions are available.
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Heather Stewart
 
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