[IDEA / REQUEST] Weapon restriction Injury

Post » Fri Oct 30, 2009 5:44 pm

I noticed that in the game the player can pick up and use any weapon even when he / she is not meating the requirements.

The "Anti Material Rifle" for instance needs a strenght value of 8. I'm not sure what penalties you get when you have a lower strenght, but testing the rifle still get's some solid results. It's deadly and not more or less accurate then any other sniper rifle I use, even though I meet the full requirements for the latter.


THE IDEA

A big rifle like the "Anti Material Rifle" could easily break an untrained mans arm or dislocate his shoulder. Same goes for similar weapons like the "Grenade Mashine Gun" (which looks rediculously big when used by my female character *g).

Weapons like this should actively hurt the player when he uses them without the proper strenght requirement!


THE REQUEST

The basics are quite easy. In the "Effect" section of the G.E.C.K. an effect can be created that hurts the players right arm by a set amount of damage points.

And any object can be given an effect like this.

The tricky part is to make it so that the effect only happens when the strenght requirement is not met. So we need a script. The G.E.C.K. features a script engine but I have literally zero experience or knowledge when it comes to scripting. :P

So I need help or someone who could do the mod. :)
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Sarah Evason
 
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Post » Sat Oct 31, 2009 1:48 am

I'm no expert, but this may require advanced scripting functions of the NVSE. In any case i like the idea.
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Alexis Acevedo
 
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Post » Fri Oct 30, 2009 9:22 pm

i think a better idea would be disallowing usage when you have broken limbs, say an arm ;p
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Anthony Santillan
 
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Post » Sat Oct 31, 2009 4:53 am

Mhm...maybe. My knowledge of scripting is so little that I cannot comment on this because I wouldn't even know what is needed for a good script. I just know that I want one. :P

Thanks for the support though. Yes I also think this would make a really cool mod and give the restrictions a sense.
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noa zarfati
 
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Post » Sat Oct 31, 2009 7:08 am

i think a better idea would be disallowing usage when you have broken limbs, say an arm ;p


Mhm? That's really not the aim of my idea. It's actually another idea that could be included optional, or as another mod. ;)

But crippled arms are definitely part of my idea, too. The script - if it ever works - could measure the difference between the needed value and the actual value. So when you're 3 points down on strenght (8 needed, you got 5) then an effect could be triggered that cripples the right arm with a 25% chance and induces X amount of health damage. Then, with 2 points down another effect is triggered, with a lowered chance of cripple and a lower amount of hp taken. And so on.

And your mod could then be a bonus / optional that forbids usage of two handed weapons altogehter once the arm is crippled...


/edit: Sorry for double post. :/
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Max Van Morrison
 
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Post » Fri Oct 30, 2009 7:19 pm

This can be done by casting a spell on the player that damages your arm and torso whenever you fire the rifle. This would eventually cause you to become crippled.
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Trevor Bostwick
 
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Post » Sat Oct 31, 2009 2:12 am

This can be done by casting a spell on the player that damages your arm and torso whenever you fire the rifle. This would eventually cause you to become crippled.


Yes. The effect can be done, the weapon can be rigged with it. I've already tested this with the G.E.C.K. But in my test it was a permanent effect on the weapon, so it will even happen when you got the appropriate amount of strenght to handle it.

My idea is that it should only happens when you don't meet the strenght requirement. And that would need a script check. Correct me if I'm wrong. ;)
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bonita mathews
 
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Post » Sat Oct 31, 2009 2:16 am

I'm no expert, but this may require advanced scripting functions of the NVSE. In any case i like the idea.
It wouldn't have, but in any case...
My idea is that it should only happens when you don't meet the strenght requirement. And that would need a script check. Correct me if I'm wrong. ;)
The new OnFire block will solve your woes!
ref userfloat strengthbegin OnFireset user to getcontainerset strength to user.GetAV strength + 2*user.hasperk WeaponHandlingif ( strength < requirement )   ;break your armsendifend
Should work on NPCs, too.
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Davorah Katz
 
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Post » Fri Oct 30, 2009 7:01 pm

Well, I prefer to vegetable my requirements as opposed to meating them.


That said, AFAIK it's an effective skill penalty that gets applied if you do not meet the requirement.

Just adding my $0.02


Lol @ the idea of a crippled arm and knockdown

EDIT: lol at the idea i just had... allow you to wear power armor without training, but at penalty to combat skills and a large chance to fall on your butt every time you move
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Wayland Neace
 
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Post » Sat Oct 31, 2009 4:55 am

i think a better idea would be disallowing usage when you have broken limbs, say an arm ;p

ART for FO3 had this. no reason why it wont be included in future versions once Arwen gets them up and running
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Dalley hussain
 
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Post » Fri Oct 30, 2009 10:07 pm

But not allowing to use the weapons at all is nonsense imho. Every man and woman can, even untrained, fire a weapon more or less aimed in a direction. :D It would be silly, like they couldn't hold a weapon because they are too dumb. ^^

"Not allowed" is bad game design in my opinion. ;)

@TheTalkieToaster: Hey cool, thanks. Could you explain a little how it works? I do understand a little of that, but not everything. *g*
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Sheeva
 
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Post » Fri Oct 30, 2009 11:06 pm

@TheTalkieToaster: Hey cool, thanks. Could you explain a little how it works? I do understand a little of that, but not everything. *g*

Looks like the script is set like this( I'm gonna take a stab at it because I'm just getting into this so corrections = good :) )
Targets PC
Sets the PC?loc as an object
Gets PC str total x2+weapons skill
if str is below the "useable"(weapon) threshold it causes PC damage when fired
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k a t e
 
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Post » Sat Oct 31, 2009 7:21 am

Looks like the script is set like this( I'm gonna take a stab at it because I'm just getting into this so corrections = good :) )
Targets PC
Sets the PC?loc as an object
Gets PC str total x2+weapons skill
if str is below the "useable"(weapon) threshold it causes PC damage when fired


Thanks. :) But why does it multiply the PC strenght with 2?
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Stephanie Nieves
 
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Post » Fri Oct 30, 2009 9:19 pm

Nope.

set strength to user.GetAV strength + 2*user.hasperk WeaponHandling

user.hasperk WeaponHandling returns a 1 if true and a 0 if false.

So if the user has the weapon handling perk he gets a +2 to the calculation (strength + 2) if not only his strength (user.GetAV strength <- this returns the actor's strength) is used to make the comparison.

@ TheTalkieToaster
Very elegant implementation.
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lolli
 
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Post » Sat Oct 31, 2009 1:52 am

Nope.

set strength to user.GetAV strength + 2*user.hasperk WeaponHandling

user.hasperk WeaponHandling returns a 1 if true and a 0 if false.

So if the user has the weapon handling perk he gets a +2 to the calculation (strength + 2) if not only his strength (user.GetAV strength <- this returns the actor's strength) is used to make the comparison.

@ TheTalkieToaster
Very elegant implementation.


I see, thanks. That's cool. I got that perk only yesterday so it's very thoughtful to put it in the script. I'm definitely going to give this a try on the weekend.

Thanks again @ Toaster!
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Leanne Molloy
 
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