(RELz) Strength Requirement for Big Guns

Post » Tue May 17, 2011 1:09 am

Name: Strength Requirement for Big Guns
Author: Harmy52
Version: 1.0
Date: 24-5-2010
Cateogry: Gameplay Tweaks
Link: Little Hylian with a green hat.
Homepage: None


===============
Description:
===============

This adds a strength requirement to Big Guns.

===============
Details:
===============

SPECIALs. They were so important in FO1/2 yet near useless in FO3. I hope that my Skill Cap based on SPECIALs mod helped in that regard.

So, what does this mod do? This mod adds a Strength requirement to using Big Guns.

That means that to use Big Guns pefectly, you need to have 7 Strength. If you have lower then 7 Strength you take a really big hit on your accuracy.

The lower your strength the more accuracy you lose. So I advice you not to fire Big Guns when you have 1 Strength. Trust me, you won't hit anything.

This mod is also completely compatible with any mod that adds Big Guns. No patches needed. This mod is also compatible with popular mods like FWE, FOOK, and Phalanx.

This mod requires FOSE to work.

===============
Requirements:
===============

Fallout 3 Patch 1.7
FOSE v1 (fose.silverlock.org)
A Big Gun

===============
Install:
===============

1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file.

===============
Un-Install:
===============

1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.

===============
Compatibility:
===============

This should be completely compatible with any mod.

===============
Bugs/Issues:
===============

No known issues so far, please let me know if you find any.

===============
History:
===============

1.0 24-5-2010 - Initial Release

===============
Contact:
===============

Harmy52 at gamesas Forums.
Harmy52 at Nexus Forums.

===============
Recommended Mods:
===============

Ammo Limit: http://www.fallout3nexus.com/downloads/file.php?id=10921

Skill Cap based on SPECIALs: http://www.fallout3nexus.com/downloads/file.php?id=11195

Perception Requirement for Energy Weapons: http://www.fallout3nexus.com/downloads/file.php?id=12576

===============
Credits:
===============

Thanks to Bethesda for creating Fallout 3.
Thanks to a load of people I know for helping me out.
Thanks to Gurachn for pushing me to make this.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to God for making us all.

===============
Tools Used:
===============

GECK
Common sense
Fallout 3 ReadMe Generator

===============
License/Legal:
===============

This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.

You do not use parts of this in your mods without asking me and getting my permission. If I do not respond then the answer is an immediate no.

Download http://www.fallout3nexus.com/downloads/file.php?id=12776
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Tue May 17, 2011 3:00 am

Hey Harmy,
Just gave it a shot (pun intended) and it seems to do the trick.
Don't imagine there are many playing characters with a 1 strength, but it certainly would be funny to see them with a mini gun, staggering around like a drunken sailor nailing everything but the intended target!
Even at a strength of 6, you would need to be pretty darn close to ensure a decent percentage of your rounds ended on target.

A question though, does this also affect NPCs?
If not it should.
I play with Stevedog's savage wasteland, which drastically reduces numbers of guns, so I don't see many NPCs with miniguns, but I wonder about the situation in vanilla?
I dont think most raiders for example have a strength of 7+.
Still, it would be hilarious to see one hosing down all his mates in his attempts to hit you!
Ha ha, those wacky raiders will do anything for a laugh!

It would be great if this type of thing could also apply to high recoil weapons like the sawed off, and .44 magnum, but even as it stands its a massive improvement on the stock game.
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Fluffer
 
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Post » Tue May 17, 2011 11:58 am

Hey Harmy,
Just gave it a shot (pun intended) and it seems to do the trick.
Don't imagine there are many playing characters with a 1 strength, but it certainly would be funny to see them with a mini gun, staggering around like a drunken sailor nailing everything but the intended target!
Even at a strength of 6, you would need to be pretty darn close to ensure a decent percentage of your rounds ended on target.

A question though, does this also affect NPCs?
If not it should.
I play with Stevedog's savage wasteland, which drastically reduces numbers of guns, so I don't see many NPCs with miniguns, but I wonder about the situation in vanilla?
I dont think most raiders for example have a strength of 7+.
Still, it would be hilarious to see one hosing down all his mates in his attempts to hit you!
Ha ha, those wacky raiders will do anything for a laugh!

It would be great if this type of thing could also apply to high recoil weapons like the sawed off, and .44 magnum, but even as it stands its a massive improvement on the stock game.


I once played a character with all his SPECIALs set to 1. Even without this mod that was an disaster :P

Sadly, this does not affect NPCs. First of all, because I would have no idea how to do that :P Second, that probably would require putting scripts on the actual weapons and thus would require a load of compatibility patches. But hey, maybe one day :)

It would be fun though :P But hey, the same could apply to the player. I had a run in The Mall with this. I had a lot of cases of friendly fire with MMM :lol:

Great to hear that you like it :) That's always nice to hear. However Gurachn, I would think that it would rather hurt the player then reduce the accuracy upon firing that kinda weapon without enough strength. But I do not think I'll do this. I'm busy with a lot of things these days.

But you are always welcome to take a look at how I did it. I'll even answer your questions :P

Harmy

(PS: Have you taken a look at the credits yet? :P )
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Katie Samuel
 
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Post » Tue May 17, 2011 12:28 am

Has anybody tried this yet with his strength set to 1? Do try and see if you'll hit anything :lol:
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Marquis deVille
 
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Post » Mon May 16, 2011 11:13 pm

...But you are always welcome to take a look at how I did it. I'll even answer your questions :P

Thanks Harmy, I appreciate the offer!
I have had a look at the script you used. It seems pretty straightforward (once you see how its done!).
I am slowly getting my head around scripting, mainly by de-engineering (aka. cutting and pasting bits from) other scripts and seeing the effects, but even so I think that scripting is perhaps the most complex and time consuming mod element to master. Almost essential for all but the most basic changes though.
How did you get a handle on it?

(PS: Have you taken a look at the credits yet? :P )

:)

Yeah, I tried a minigun with a strength of 1.
Manic! Rounds were chewing up everything except the target, though realistically, someone with a strength of 1 would more likely drop the gun.
Is it possible to scrpt this?
Of course that should only effect weapons with a strong recoil (not flamethrowers or energy weps) but definitely magnum pistols, and sawed offs. A .44 magnum has more than twice the recoil impulse of a .308 rifle.
Perhaps check damage divided by weight to get a rough gauge of recoil for non-energy/flame weapons to determine chance of dropping?
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Jade Payton
 
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Post » Tue May 17, 2011 1:58 pm

Downloaded, added, using. :thumbsup:

Thanks!
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N Only WhiTe girl
 
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Post » Tue May 17, 2011 8:45 am

Thanks Harmy, I appreciate the offer!
I have had a look at the script you used. It seems pretty straightforward (once you see how its done!).
I am slowly getting my head around scripting, mainly by de-engineering (aka. cutting and pasting bits from) other scripts and seeing the effects, but even so I think that scripting is perhaps the most complex and time consuming mod element to master. Almost essential for all but the most basic changes though.
How did you get a handle on it?


I considering making textures and such way harder :P Scripting is atleast logical.

Trial and error. I've never followed any tutorials on this. Looking through some vanilla scripts, asking some questions, general things. It helps that it's logical. When it doesn't work, 9 out of ten times it's your own mistake.
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Noely Ulloa
 
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Post » Tue May 17, 2011 5:58 am

I considering making textures and such way harder :P Scripting is atleast logical.


+1

Scripting is easy, it's comedy that's hard!
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Alexandra Ryan
 
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Post » Tue May 17, 2011 3:02 am

Could you create a bit bigger mod that adds STR requirement to every weapon like in FO2 ?
For example:
Rifles - 5 STR
Pistols - 3 (or 4) STR
Swords/Knifes - 2 (or 3) STR
Sledges - 5 STR
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pinar
 
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Post » Tue May 17, 2011 5:39 am

Could you create a bit bigger mod that adds STR requirement to every weapon like in FO2 ?
For example:
Rifles - 5 STR
Pistols - 3 (or 4) STR
Swords/Knifes - 2 (or 3) STR
Sledges - 5 STR


Yes I could. But you are asking me to create around 140 new scripts, all as long as this script, create 840 new hidden perks, and do a load of work for a mod that I won't use. It isn't hard, just a really great amount of work. I'm not doing it at the moment. I'm sorry.

But you are always welcome to take a look at how I've done it with my mod :) Then you could make it yourself, the exact way you want to. The most perfect mods are the ones made by yourself ;)

Harmy52
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Ownie Zuliana
 
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Post » Tue May 17, 2011 11:14 am

What about using commands (FOSE) like:
GetWeaponSkill
and
GetWeaponType

IMO:
For example GetWeaponSkill 41 (smallguns skill)
GetWeaponType 3 (one hand pistol)
then check player strenght and add perk
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Paula Rose
 
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Post » Tue May 17, 2011 8:51 am

What about using commands (FOSE) like:
GetWeaponSkill
and
GetWeaponType

IMO:
For example GetWeaponSkill 41 (smallguns skill)
GetWeaponType 3 (one hand pistol)
then check player strenght and add perk


If I'm counting correct, that would be 20 scripts. The perks would depend on how much the min. strength requirement would be for each of the scripts. Okay, I'm interested.

So what do you think that the requirements should be for the following combinations?

Explosions, one hand grenade
Melee, one hand melee
Explosions, one hand mine drop
Small Guns, one hand pistol
Energy Weapon, one hand pistol
Big Guns, one hand pistol
Small Guns, two hand automatic
Energy Weapon, two hand automatic
Big Guns, two hand automatic
Small Guns, two hand handle
Energy Weapon, two hand handle
Big Guns, two hand handle
Small Guns, two hand launcher
Energy Weapons, two hand launcher
Big Guns, two hand launcher
Melee, two hand melee
Small Guns, two hand rifle
Energy Weapons, two hand rifle
Big Guns, two hand rifle
Unarmed, hand to hand

While I get that this would be my mod, you brought it up. So I'm allowing you to decide.

It will not be on top of my priority list, but I will do it eventually. I'm interested ;)

Harmy52
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Mark
 
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Post » Tue May 17, 2011 12:33 pm

Just look on FO2 Wiki:


Explosions, one hand grenade 3
Melee, one hand melee 3
Explosions, one hand mine drop 3
Small Guns, one hand pistol 3
Energy Weapon, one hand pistol 4
Big Guns, one hand pistol 5 ?
Small Guns, two hand automatic 5
Energy Weapon, two hand automatic 5
Big Guns, two hand automatic 7 ?
Small Guns, two hand handle (does it exist LOL)
Energy Weapon, two hand handle 7
Big Guns, two hand handle 7
Small Guns, two hand launcher 6
Energy Weapons, two hand launcher 6
Big Guns, two hand launcher 6
Melee, two hand melee 5
Small Guns, two hand rifle 5
Energy Weapons, two hand rifle 5
Big Guns, two hand rifle 5
Unarmed, hand to hand 1
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clelia vega
 
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Post » Tue May 17, 2011 11:24 am

Just look on FO2 Wiki:


Explosions, one hand grenade 3
Melee, one hand melee 3
Explosions, one hand mine drop 3
Small Guns, one hand pistol 3
Energy Weapon, one hand pistol 4
Big Guns, one hand pistol 5 ?
Small Guns, two hand automatic 5
Energy Weapon, two hand automatic 5
Big Guns, two hand automatic 7 ?
Small Guns, two hand handle (does it exist LOL)
Energy Weapon, two hand handle 7
Big Guns, two hand handle 7
Small Guns, two hand launcher 6
Energy Weapons, two hand launcher 6
Big Guns, two hand launcher 6
Melee, two hand melee 5
Small Guns, two hand rifle 5
Energy Weapons, two hand rifle 5
Big Guns, two hand rifle 5
Unarmed, hand to hand 1


Maybe not in un-modded FO3, but a mod could add them. And then they will atleast be supported.

In total: 83 perks. It's still a lot, but you managed to reduce it with a factor 10 :P
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Lewis Morel
 
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Post » Tue May 17, 2011 2:48 am

Any suggestions or comments from people who have played with this?
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Killer McCracken
 
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Post » Tue May 17, 2011 9:08 am

Any suggestions or comments from people who have played with this?


Haven't played with it yet as I'm working on a few mod ideas. However, it is in my mod list right now. Definitely looking forward to trying it out. Does it work with all big guns or just the gatling type weapons and launcher weapons? I play FWE and I like the idea of it affecting the minigun and missle launcher, But 7 strength is a bit high for the M60. Also, I believe FWE changes the gatling laser to an energy weapon. Will it still be affected?

BTW, love the idea for different requirements for different weapons. I believe that will add even more depth to the game.
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Etta Hargrave
 
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Post » Tue May 17, 2011 11:09 am

Haven't played with it yet as I'm working on a few mod ideas. However, it is in my mod list right now. Definitely looking forward to trying it out. Does it work with all big guns or just the gatling type weapons and launcher weapons? I play FWE and I like the idea of it affecting the minigun and missle launcher, But 7 strength is a bit high for the M60. Also, I believe FWE changes the gatling laser to an energy weapon. Will it still be affected?

BTW, love the idea for different requirements for different weapons. I believe that will add even more depth to the game.


It works with all Big Guns.

And you will still be able to use the M60. Just not as accurate. I believe that every point of strength under 7 adds 1 point of spread to the player.

The Gatling Laser won't be affected. An Energy Weapon and a Big Gun are two different beasts altogether. But now might be a good time to point you to http://www.fallout3nexus.com/downloads/file.php?id=12576 ;) It works a bit differently then this mod, but essentialy it's the same but then for Energy Weapons.

Glad to hear that you like the idea. Fearil, your mod is coming closer ;)
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Laura-Jayne Lee
 
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Post » Tue May 17, 2011 2:33 pm

It works with all Big Guns.

And you will still be able to use the M60. Just not as accurate. I believe that every point of strength under 7 adds 1 point of spread to the player.

The Gatling Laser won't be affected. An Energy Weapon and a Big Gun are two different beasts altogether. But now might be a good time to point you to http://www.fallout3nexus.com/downloads/file.php?id=12576 ;) It works a bit differently then this mod, but essentialy it's the same but then for Energy Weapons.

Glad to hear that you like the idea. Fearil, your mod is coming closer ;)


That is another mod on my list to try :)

You are a modding machine my friend :thumbsup:
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Harry Leon
 
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Post » Tue May 17, 2011 12:06 am

That is another mod on my list to try :)

You are a modding machine my friend :thumbsup:


I try :D

Anyways, just had a stray thought and I was wondering if I should make it.

I would like to add two perks you can choose at level up. One that will lower the requirement by 1, and one that will lower the negative effects. Both will require high Big Guns skill. While they would lower the reuirements, it would by no means eliminate it.

Please share your thoughs about this.

BTW If you really need to use a Big Gun, I suggest Buffout ;)
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Kelsey Anna Farley
 
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Post » Tue May 17, 2011 6:49 am

I try :D

Anyways, just had a stray thought and I was wondering if I should make it.

I would like to add two perks you can choose at level up. One that will lower the requirement by 1, and one that will lower the negative effects. Both will require high Big Guns skill. While they would lower the reuirements, it would by no means eliminate it.

Please share your thoughs about this.

BTW If you really need to use a Big Gun, I suggest Buffout ;)


I think lowering the negative effects would be a good one, but I'd rather take Intense Training (Strength) as opposed to lowering my requirement by 1 strength. Maybe if it reduced the strength requirement by 2 it would be worth it.

EDIT: Forgot something I was going to mention. Is there a way to increase the spread by a percentage instead of adding 1. It seems like this would make your mod have a much larger effect on the high spread miniguns while not being as big of a penalty to big guns with a lower spread. Seems like it would work (in theory)
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James Wilson
 
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Post » Tue May 17, 2011 3:28 pm

I think lowering the negative effects would be a good one, but I'd rather take Intense Training (Strength) as opposed to lowering my requirement by 1 strength. Maybe if it reduced the strength requirement by 2 it would be worth it.


I forgot all about Intense Training. That makes sense. I'll reduce it with 2 then, I think. The negative effects would be reduced to 50% of the current penalty.

But, I first need to release some other mod of mine. Just have to write the read-me, and I'm done. Sadly, writing read-me's takes me ages.

The mod adds a SPECIAL requirement for Power Armor. While you might think, yet another requirement mod? Yes, yet another one ;) You will need a combined Strength and Endurance of 15 to be able to wear PA, on top of the vanilla restrictions. If you use these two mods together, you will really have to focus on creating a Big Gun wealding Power Armor wearing soldier. No more jack of all trades.

I orrignally intended to just add penaltys, but this works better for PA.

So expect to see another release thread tomorrow :)
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Keeley Stevens
 
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Post » Tue May 17, 2011 3:06 pm

EDIT: Forgot something I was going to mention. Is there a way to increase the spread by a percentage instead of adding 1. It seems like this would make your mod have a much larger effect on the high spread miniguns while not being as big of a penalty to big guns with a lower spread. Seems like it would work (in theory)


It can. I can even get it to add spread in a random number.

But the whole point of this mod is to punish the player from using Big Guns. The Flamer for example has 0.5 spread. So the Flamer would almost not get hit by a percentage spread increase. So the reason for not using the Flamer while under 7 strength would be gone.
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Antony Holdsworth
 
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Post » Tue May 17, 2011 3:07 am

It can. I can even get it to add spread in a random number.

But the whole point of this mod is to punish the player from using Big Guns. The Flamer for example has 0.5 spread. So the Flamer would almost not get hit by a percentage spread increase. So the reason for not using the Flamer while under 7 strength would be gone.


I have another idea, although it would be for me to tweak myself. I noticed in a weapon entry that there is a flag that sets the type of weapon (big guns, energy, etc) and one that defines the skill it uses. Would setting the gatling laser to a big gun type using the energy weapon skill cause it to have your penalties while relying on the energy weapon skill. I figure the same thing could be done to make the m60 a small gun that used the big guns skill. That I could more define what weapons have the penalties. I may have to try this out later.
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Amy Gibson
 
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Post » Tue May 17, 2011 1:54 am

I have another idea, although it would be for me to tweak myself. I noticed in a weapon entry that there is a flag that sets the type of weapon (big guns, energy, etc) and one that defines the skill it uses. Would setting the gatling laser to a big gun type using the energy weapon skill cause it to have your penalties while relying on the energy weapon skill. I figure the same thing could be done to make the m60 a small gun that used the big guns skill. That I could more define what weapons have the penalties. I may have to try this out later.


Sadly, no. That flag controls the icon for hotkeying, if I recall correctly. I specifically check for the Weapon Skill.
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sam westover
 
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Post » Tue May 17, 2011 8:51 am

Sadly, no. That flag controls the icon for hotkeying, if I recall correctly. I specifically check for the Weapon Skill.


Ah thanks then. I'll do some testing of the mod in a little bit to check it out. Thanks for the mod.
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Amy Siebenhaar
 
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