(Wip) SRFBG - Strength Requirement For Big Guns

Post » Thu Apr 01, 2010 10:28 am

This mod of mine will bring back the strength requirements for big guns. For those who have never played the old Fallouts, you needed to have a minimum strength to be able to use Big Guns efficiently. I liked that. It added some more depth to Big Guns and Strength.

So, I decided to bring it back to FO3. With the use of FOSE.

FOSE is a wonderful thing. It allows me to do so much more.

In this case, check to see if the current equipped weapon is a Big Gun. This is very handy, because this makes it work smoothly with all mods that adds Big Guns. I don't need to make Compatibilty Patches.

Okay, details.

The strength requirement should be 7 in my opinion. This ties in with another upcoming mod of mine which I wont tell you about yet :lol:

If you have a Big Gun equipped and you don't meet the requirement you immediatly unequip it.

My question to you guys is, should it be higher? Or maybe lower? Do something entirely different?

Ask away!

Harmy52
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Thu Apr 01, 2010 10:08 am

Well, just being able to USE Big Guns should be 5. Maybe a very slow drain on your AP up until a Strength of 7?
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Thu Apr 01, 2010 2:52 pm

That's a nice idea :) I'll see if more people like it.
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Thu Apr 01, 2010 1:41 pm

This mod of mine will bring back the strength requirements for big guns. For those who have never played the old Fallouts, you needed to have a minimum strength to be able to use Big Guns efficiently. I liked that. It added some more depth to Big Guns and Strength.

So, I decided to bring it back to FO3. With the use of FOSE.

FOSE is a wonderful thing. It allows me to do so much more.

In this case, check to see if the current equipped weapon is a Big Gun. This is very handy, because this makes it work smoothly with all mods that adds Big Guns. I don't need to make Compatibilty Patches.


I am NOT bashing FOSE, but you do not absolutely need FOSE to do this. I think the FOSE version of this may be more expansive in terms of compatibility with mod-added weapons (as you mentioned) and the FOSE commands greatly simplify the process. But, it's not impossible without it. I've been managing big guns vs. small guns vs. energy weapons use on followers for months in Phalanx without FOSE.
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Thu Apr 01, 2010 4:00 am

There would have to be some bonus (for Big Guns) to go with it, otherwise it will just unbalance Big Guns.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Thu Apr 01, 2010 8:16 am

I am NOT bashing FOSE, but you do not absolutely need FOSE to do this. I think the FOSE version of this may be more expansive in terms of compatibility with mod-added weapons (as you mentioned) and the FOSE commands greatly simplify the process. But, it's not impossible without it. I've been managing big guns vs. small guns vs. energy weapons use on followers for months in Phalanx without FOSE.


I read your post on the GECK forum and it should indeed be possible without using FOSE and still keeping compatibility with mod added weapons. I'll try and experiment with that :)

There would have to be some bonus (for Big Guns) to go with it, otherwise it will just unbalance Big Guns.


Fat Man? MIRV? Vengeance? But, you're right. But not in this mod. I strive to keep this mod compatible with all mods :) Maybe in an optional module.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Thu Apr 01, 2010 7:07 am

I like the idea.

For me Strength = 7 is perfect. No S = 7 no big guns.
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Thu Apr 01, 2010 6:21 am

Tarrant: Might I ask how you did that without using GetIsUsedItemEquipType? Because I'm always open for a non-FOSE mod. I understand that a lot of people would not use FOSE.

Hauptmann1983: Thanks :) It's been a while since I played FO1/2. What was the minimum requirement to handle Big Guns efficiently? Also, how are you enjoying my Skill Cap mod at the moment?
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Thu Apr 01, 2010 8:00 pm

I like that skill cap mod. I started new game with FWE yesterday, and it really took me some time to figure out what kind of a character i want to build.
Tnx to ur mod now i have this "YOU'RE SPECIAL" feel about my PC.

I think it was 7 minimum. Of course that should be "effective" 7 not "basic" : that means a person with a STR=5, who uses PA or uses Buffout (lets say it gives STR+2) has effectivly STR=7 or > and so he can use the big gun weapon.

If i remember correctly there was also a PERK in F1/2 what lowered the required STR for big guns, but it was a lvl 15 Perk or so.

EDIT : spelling correction.
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Thu Apr 01, 2010 3:48 am

Instead of force unequipping the weapon, you could have a hidden perk that increases spread by 300% if you don't have enough strength.
User avatar
Daramis McGee
 
Posts: 3378
Joined: Mon Sep 03, 2007 10:47 am

Post » Thu Apr 01, 2010 5:08 am

Mmmh, I like it. Although that won't fix the problem with the Fatman, it is more in style of FO1/2. And that is what made me make this mod. Although I'll think I'll up it to 600%. Just to be sure :lol:

I'll add a perk that increases the spread by 2000% when you use Big Guns when you have under 5 strength.
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Thu Apr 01, 2010 1:05 pm

Mmmh, I like it. Although that won't fix the problem with the Fatman, it is more in style of FO1/2. And that is what made me make this mod. Although I'll think I'll up it to 600%. Just to be sure :lol:

I'll add a perk that increases the spread by 2000% when you use Big Guns when you have under 5 strength.


Yeah I was going to add that in the original Fallouts you could still use Big Guns with low strength you just sufferd severe penalties to your big gun skill. The originals allowed for negative skill values so it made a huge difference. So I guess spread might be the way to go, though I would try to scale it, that way a stength 6 character doesn't suffer as much as a strength 3. Maybe +100% per point below 7?
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Thu Apr 01, 2010 8:22 am

I like the idea of doing negative Big Guns skill instead of spread -- that should also help account for things like VATS accuracy.

I'd think it should be easy enough with an invisible perk to do a sliding scale of something like -50 skill if STR=5 or less, -25 skill if STR=6, or no adjustment if STR=7 or greater.
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Thu Apr 01, 2010 1:23 pm

Spread affects VATS accuracy.
User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Thu Apr 01, 2010 8:51 am

Tarrant: Might I ask how you did that without using GetIsUsedItemEquipType? Because I'm always open for a non-FOSE mod. I understand that a lot of people would not use FOSE.


My guess would be he set up Form Lists and used the IsWeaponInList to check the equipped weapon. Just a guess though.
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Thu Apr 01, 2010 5:14 pm

My guess would be he set up Form Lists and used the IsWeaponInList to check the equipped weapon. Just a guess though.


He did use Formlists. I already got his answer in a different thread :) IsWeaponInList is a FOSE function however :)

Anyways, I got the FOSE verasion working. I'm halfway the non-FOSE version. After that I need to create non-FOSE versions for the DLC.
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Thu Apr 01, 2010 7:13 pm

He did use Formlists. I already got his answer in a different thread :) IsWeaponInList is a FOSE function however :)

Anyways, I got the FOSE verasion working. I'm halfway the non-FOSE version. After that I need to create non-FOSE versions for the DLC.


Cool. And oops. Yeah. That is a FOSE function. :)
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Thu Apr 01, 2010 8:29 pm

Cool. And oops. Yeah. That is a FOSE function. :)


I think he used GetEquipped That is how I would do it anyway.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Thu Apr 01, 2010 6:25 pm

Great idea for Strength Requirements! :D

My personal take on the strength requirement in Fallout 1 and 2 was a balance for both firing AND lifting it.

Obivously, someone with 1 in Strength should never be able to simply lift a minigun, thus never being able to use it.
I still think that with 5 strength, which is your average joe's strength, he should not be able to lift the mini-gun.

7 seems an excellent number for both lifting and firing. :D
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Thu Apr 01, 2010 6:49 pm

Well, I'll see what I can do. Tomorrow. It's midnight here, so I'm logging off.

I'm glad you like the idea though :) Together with my Skill Cap mod it makes SPECIALs pretty important :)
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Thu Apr 01, 2010 7:03 pm

Maybe make your aim worse the lower your strength is? With 5 being the minimum STR requirement with the most aim loss, 7 being standard aim, and 10 being a boost?
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Thu Apr 01, 2010 8:11 am

Adding some considerable spread to the shooting while STR is < 7 is also a good idea.
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm


Return to Fallout 3