Reverse Chem Pickpocket

Post » Thu May 03, 2012 8:26 pm

Can anybody help me understand how grenades can be uses as a pickpocket weapon. I thought the only way I can make a mod to poison someone is to create a grenade copy and modify it so it doesn't explode, only kills the NPC. I was thinking of making a series of poisons using vanilla effects like fury and such if it can be done.
I can't for the life of me find what controls how reverse pick pocketing works. I would love a little guidance from someone who knows a little more about how this works. I'm slowly getting this GECK thing tho. Thanks
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Fri May 04, 2012 10:36 am

What about making a weapon (i.e. a syringe) that is used while sneaking and if you hit it does poison damage or fatigue damage or runs a script effect (for effects like frenzy, fear, etc). Way easier to scipt and imo more realistic than placing a drug in a pocket and waiting to see what happens. But that is my take on the subject. If I was proficient with animation I would do a dart gun with variable ammo (each with different effects). Like the dart gun in far cry 2 (though it could only knock people unconscious).
Sorry I can't help you with your specific problem.
User avatar
CRuzIta LUVz grlz
 
Posts: 3388
Joined: Fri Aug 24, 2007 11:44 am

Post » Thu May 03, 2012 9:23 pm

Hey,
Thanks for your comment. I do like the idea of a syringe. I think I might know how to set that all up. I wanted to make a series of poisons and tranq for an assassin styled character so like you say, one that sends npc into fury mode, a paralysis poison, slow and fast acting poison and a head exploder (some weird cardio poison). If you or anyone has any tips on what to watch out for i would be most grateful . Thanks
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Fri May 04, 2012 5:55 am

How are you planning to implement fury? Is the target going to attack everybody around them? If so, I imagine that will require fussing with the target's factions, which could be very easy or a pita, depending.

Aside from the fury thing, you may want to consider setting up a perk for what you want to do. I have a perk that uses a single Med-X to do a crap ton of fatigue damage to the target and knock them out for a short time. I could easily add more entry points to that perk to allow for using, say, Bleak Venom for poisoning, or a Psycho for fury. Anyway, it's something to consider (and it's a lot easier, imo, than messing with weapons and ammo).

(I would avoid the whole head exploding poison thing, but that's just me)
User avatar
[Bounty][Ben]
 
Posts: 3352
Joined: Mon Jul 30, 2007 2:11 pm

Post » Fri May 04, 2012 7:11 am

Well, I figured the fury poison would be attack anything and everything just to make it simpler. I'm not quite sure how it works so I'll have to give it a bash. I noticed fury on the effects list so maybe it doesn't do what I think it does. Your mod sounds quite like what I am trying to do, can you explain it a bit more and is there anyway you could adapt it or I could try and make an edit. I really want an assassin poison mod, so much scope for weird poisons and junk. I found a cool mod for Oblivion that adds Rag and Chloroform which you put in someone's inventory and they get paralysis effect, I guess using reverse pickpocket script (which is impossible to find in New Vegas).

My idea was to create a duplicate grenade, change the 1st and 3rd model to something appropriate , edit the explosion data so it never goes off if thrown and has no NPC panic mode attached if thrown. Then just edit the NPC explode script to the desired effects.

As for the head exploding poison I know what you mean, I still want to build it as a part of the mod but probably just keep it in my game. Anyway, if you or I can have a go at advancing your mod into something like I'm thinking then let me know.

Thanks for the input
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

Post » Thu May 03, 2012 11:10 pm

Anyway, if you or I can have a go at advancing your mod into something like I'm thinking then let me know.

I am. And I did... sorta.

You can get my vision of it at http://newvegas.nexusmods.com/downloads/file.php?id=45305 which I just uploaded (I don't know if it's available immediately or not).

It's fairly easy to implement the exploding head thing... but not so if you want it to be a delayed effect. It's basically an immediate head pop (which I don't like). If you desperately want it, you can just duplicate one of the perks and change the script to: "KillActor player 1"
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm


Return to Fallout: New Vegas