I've been playing with the FewerGunWieldingManiacs script and the overall Savage Wasteland configuration menu. My original concept was to add a book called Savage Wasteland to the PC inventory. Reading the book would pull up a menu where I would give the options for Low, Med, High and Extreme. I'm not sure that this is the way the final product will look, I may have to rethink the Low, Med, High and Extreme settings. For example, the Unfound Loot script and subsequent menu could allow for each point of Luck to add 1% to your chances of finding an item (currently the High setting) or 10% per point (currently the Low setting), or any whole number in between. (2%, 7%, 6%, ect.) Currently I have Unfound Loot split into item categories, Meds, Ammo, Food?, but the Menu could drill that down to individual items. So you could have; a Luck of 5 gives you a 5% chance to find Buffout, a 10% chance to find a Stimpak and a 25% chance to find Rad-Away.
For UnfoundGuns it gets more interesting. By default the Hunting Rifle behind Springvale School is at 8%, I would like to factor in Small Gun skill, Repair Skill and random Luck into what the weapons' Health would be, if you're lucky enough to find it. I could build the menu to give the player control over how each stat would figure into it, you could have Game Design and Small Gun Skill be "contributing factors", Repair Skill as a "major factor" and Luck "not a factor". Again this could be setup differently for each specific type of weapon.
For FewerGunWieldingManiacs I've a script that allows me to dial in the exact ratios I want for a given spawn point, (25%Unarmed, 25% Schematic Melee, 25%Melee, 20% Schematic Gun, 5% Small Gun) but with a few creative variables I could put the weapon class in the menu (Unarmed, Schematic Melee, Melee, Schematic Gun, Small Gun) and let the player decide the percentages. This functionality comes at a price however; it
almost works with MMM Increased Spawns. It works, just not how I would like. I also need to keep it working with the respawn scripts, both vanilla and custom. I may have to create my own script to emulate Increased Spawns, which could make it another option in the configuration menu. I could also try making my own custom respawn script, but for compatibility reasons I may wait until I can dig into the FWE 5.0 respawn script.
On that note, I've really taken a liking to FWE and plan to make a FWE plug in. For example; I'd like for the UnfoundGuns to spawn some of the worn weapons and some of the new weapons, probably dependant on player level. I would also have to set the spawn lists back more to vanilla as Worn Weapons tweaks them.
I would like to have Karma be a factor in Unfound Loot, but would like some input on implementation. I was thinking that Good Karma can increase the amount of Meds and Ammo found in the game world and Bad Karma could increase Guns and Explosives. I'm not really sure about this though, if anyone has any other ideas/opinions/issues with this or any of the current or planned functionality as I have stated it feel free to let me know.