Some weapons questions

Post » Mon Nov 30, 2009 8:10 am

So I'm making a mod designed around the idea of a prewar research installation for General Atomics, the basics are done, the map is made, the NPCs are in place and fighting at full capacity, ect.

But I'm having a problem making the weapons the player will find in the "loot room" at the end of the "dungeon"

Basically, when I open the GECK I can't see where a weapon's special effects are set. One of the weapons is a flamer variant based on the "Flambe" model that fires electrolyte gel. I want to take a default flamer, change the projectile to look like plasma, and give it stun damage like an electroshocker. I can do everything but two things: give it the model of a flamer just like the one in-game, and give it stun damage.

The file dialogue for model doesn't give me options, because they're all locked up in the fallout files I assume, is there a way to get at them to just use a model already in-game? Without modding the original flamer that is.

The other question is how to give it the same effect as a stun weapon (doing KO damage).

The other weapons are less exotic, but I still have the same model problem. Namely, a gamma-ray graser rifle (want it to use the model of a laser rifle, does rad-type damage, would be great if I could cause lingering radiation), DPU rounds for .50 and 12.7mm (high armor penetration, no reduction in damage, is it possible to give them a flame effect only if the target has metal armor?) and a pulse pistol.

I'm also attempting to figure out a way to create a "isotope breeder cell" that would give an EW using microfusion cells the same ammo regeneration ability of a breeder rifle, but that's low on my list of priorities.
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Robert Bindley
 
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Post » Mon Nov 30, 2009 4:39 pm

1. You need to unpack your BSAs

2. Look for the Object Effects of the Cattleprod and copy that.
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Rhysa Hughes
 
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Post » Mon Nov 30, 2009 1:01 pm

1. You need to unpack your BSAs

2. Look for the Object Effects of the Cattleprod and copy that.


Thank you so much.

Question, is there a better BSA unpacker available for FONV than the BSA Commander that I used when I was doing Oblivion mods? Is there anything special that I need to do with regards to Fallout BSAs as opposed to Oblivion ones?
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Jani Eayon
 
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Post » Mon Nov 30, 2009 11:17 am

You have NVMM (New Vegas Mod Manager) that you can use :)
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Thema
 
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Post » Mon Nov 30, 2009 5:11 pm

You have NVMM (New Vegas Mod Manager) that you can use :)



Epic, thank you so much.

If this journey of personal exploration (and BSA exploration) ever sees the light of day I'm totally naming a gun or something after you. How about the Harmonic Assistance Rectifier Module Y mark 5.2?
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Neko Jenny
 
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Post » Mon Nov 30, 2009 11:29 am

Epic, thank you so much.

If this journey of personal exploration (and BSA exploration) ever sees the light of day I'm totally naming a gun or something after you. How about the Harmonic Assistance Rectifier Module Y mark 5.2?


Sounds awesome ;)
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Sweet Blighty
 
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Post » Mon Nov 30, 2009 4:34 pm

Sounds awesome ;)


New issue, sadly, BSAs are unpacked, but when I select the icon I want to use (for starters I'm modding the DPU .50 ammo, easiest one) it says "invalid directory" what am I doing wrong?

The path is C:\Program Files(x86)\Steam\Steamapps\common\Fallout New Vegas\BSAunpack\Items_.50_BMG.dds
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Mike Plumley
 
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Post » Mon Nov 30, 2009 1:08 pm

DPU rounds for .50 and 12.7mm (high armor penetration, no reduction in damage, is it possible to give them a flame effect only if the target has metal armor?)


Okay, this is where it gets interesting. First, you have to create a new Script. make a new script, and make it look like this.

ScriptName 50MGDPUScriptRef TargetBegin ScriptEffectStartSet Target to GetSelfIf Target.GetEquipped ArmorMetal ==0	CIOS EnchFlamerEffectEndIfEnd


Then, make a new Ammo. In this case .50 DPU. Insert the script at the ammo.

Then, put the Ammo Effect 'AmmoEffectAPDTReduction' in the effect box of your newly created ammo, and done!
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Britney Lopez
 
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Post » Mon Nov 30, 2009 6:58 am

New issue, sadly, BSAs are unpacked, but when I select the icon I want to use (for starters I'm modding the DPU .50 ammo, easiest one) it says "invalid directory" what am I doing wrong?

The path is C:\Program Files(x86)\Steam\Steamapps\common\Fallout New Vegas\BSAunpack\Items_.50_BMG.dds


Replace BSAunpack with Data :)
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Chris Guerin
 
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Post » Mon Nov 30, 2009 12:04 pm

Replace BSAunpack with Data :)


and... bingo. .50 BMG DPU rounds are implemented. Though shouldn't that check use ==1 not ==0? as it is it seems it would check if they are NOT wearing metal armor. I'm trying to replicate the pyrophoric effects of depleted uranium impacting hard metal.
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Brooke Turner
 
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Post » Mon Nov 30, 2009 5:32 pm

and... bingo. .50 BMG DPU rounds are implemented. Though shouldn't that check use ==1 not ==0? as it is it seems it would check if they are NOT wearing metal armor. I'm trying to replicate the pyrophoric effects of depleted uranium impacting hard metal.


Whoops! Yeah, that should be 1 :)
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!beef
 
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Post » Mon Nov 30, 2009 4:05 am

Whoops! Yeah, that should be 1 :)



As implemented it seems to cause a conflagration when they're wearing metal armor, but not PA. Could I implement a check to see if they're wearing heavy armor? because every heavy armor in the game is metallic in nature? it might miss metal-containing medium armor like some raider armors but it'd accomplish my goal: making DPU heat up when it hits thick metal, like in real life, where pyrophoric uranium spontaneously combusts when it hits metal at high speeds.
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jess hughes
 
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Post » Mon Nov 30, 2009 10:47 am

As implemented it seems to cause a conflagration when they're wearing metal armor, but not PA. Could I implement a check to see if they're wearing heavy armor? because every heavy armor in the game is metallic in nature? it might miss metal-containing medium armor like some raider armors but it'd accomplish my goal: making DPU heat up when it hits thick metal, like in real life, where pyrophoric uranium spontaneously combusts when it hits metal at high speeds.


Do you know about Formlists? Basically you would have to out every armor you think should be affected, in a Formlist, and replace the ArmorMetal in the script with the name of your Formlist.
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laila hassan
 
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Post » Mon Nov 30, 2009 6:21 pm

Do you know about Formlists? Basically you would have to out every armor you think should be affected, in a Formlist, and replace the ArmorMetal in the script with the name of your Formlist.


That I could do. I'd settle for the parent class "heavy armor" though.
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Naazhe Perezz
 
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Post » Mon Nov 30, 2009 3:53 pm

That I could do. I'd settle for the parent class "heavy armor" though.


I would too, it would be a much cleaner and more compatible script. But I'm afraid that I do not know the script command for that. The Wiki really needs to be updated.
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Wayne Cole
 
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Post » Mon Nov 30, 2009 5:24 pm

I would too, it would be a much cleaner and more compatible script. But I'm afraid that I do not know the script command for that. The Wiki really needs to be updated.


I'm going to forge my own way here then. Maybe it's as simple as "extends.Heavy_Armor" but knowing the ack-bass-wards way gamesas made their engine they'd never make it so easy for me. If I find a way I'll let you know.
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Calum Campbell
 
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Post » Mon Nov 30, 2009 12:00 pm

I'm going to forge my own way here then. Maybe it's as simple as "extends.Heavy_Armor" but knowing the ack-bass-wards way gamesas made their engine they'd never make it so easy for me. If I find a way I'll let you know.


I'm interested in any results you find.
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Sami Blackburn
 
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Post » Mon Nov 30, 2009 1:44 pm

I'm interested in any results you find.


It would be my pleasure. I'm going to bed about now, but if I find it I'll post here and PM you tomorrow.

And I must say, check your PMs harmy I said it there, but Oftentimes on public forums you find people insulting you, calling you a newb, ect. but you have been amazingly helpful even though my modding knowledge is rudimentary at best. Thank you. You've restored my faith in the FO:NV forum community and you've helped me bring my mod ot life.
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Adam
 
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Post » Mon Nov 30, 2009 11:38 am

It would be my pleasure. I'm going to bed about now, but if I find it I'll post here and PM you tomorrow.

And I must say, check your PMs harmy I said it there, but Oftentimes on public forums you find people insulting you, calling you a newb, ect. but you have been amazingly helpful even though my modding knowledge is rudimentary at best. Thank you. You've restored my faith in the FO:NV forum community and you've helped me bring my mod ot life.


At one time my modding knowledge was sub-par. I couldn't do anything. Then I got help from a lot of great people, constantly correcting mistakes I made. I then thought to myself that if I ever was in a position to help someone with their modding, I would help them. And so I did :)

And my GECK knowledge is still nothing compared to some of the bigger names. But hey, I'm trying ;)

And be sure to send me a PM if you have any more questions.

And have a nice day :)
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Danii Brown
 
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