[REQ] Weapon collector/display mod

Post » Wed Aug 26, 2009 9:10 am

I'd like a weapon collector/display mod. Essentially weapon racks that can be purchased and autoplaced in the player homes (or included with custom homes). The racks would have empty slots to accomidate all the named weapons and perhaps an example of each un-named weapon. Maybe extend the concept to clothing/armor and misc items as well. I foresee these being scripted as containers where each NiNode in the rack mesh already contains each variant and only 'shows' the display model if/when the item is actually in the container inventory. IOW the rack is visibly empty to start but if you deposit gun1, gun1 NiNode is then made visible to the player.
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Jessica Stokes
 
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Post » Wed Aug 26, 2009 5:06 am

Seems like there's no particular interest in such a thing. Well guess I'll have to do it myself someday. No prob. Cheers folks. :)
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Tiff Clark
 
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Post » Wed Aug 26, 2009 7:32 am

Would be absolutely awesome, but don't we have to wait for scriptextender for these kinda things?
It would be really awesome to have ^^
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Charlotte Buckley
 
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Post » Wed Aug 26, 2009 11:45 am

Love the idea
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Madeleine Rose Walsh
 
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Post » Wed Aug 26, 2009 4:44 am

You don't need a script extender if you do it with different objects. You may need a script extender if you do it the way the OP described (a single .NIF file with all the different weapon models added to it and shown/hid at will) - not even sure if that's possible at all even with a script extender. Making it placeable is much more difficult, of course - I'm not sure why you'd want to do that anyways, since the thing would be the size of a medium-sized room.
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An Lor
 
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Post » Tue Aug 25, 2009 10:28 pm

Well IMO it would be great to have a whole wall to have my weapons on show, instead of having them all put into a boring locker.

A "Weapon wall" as such would be just awesome for a player home.
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Sheila Esmailka
 
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Post » Tue Aug 25, 2009 8:35 pm

Id really like to have that too but would need to make a new home that would work right with it. Maybe make an interior in one of the abandoned buildings a new house.
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Ells
 
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Post » Wed Aug 26, 2009 11:05 am

You don't need a script extender if you do it with different objects. You may need a script extender if you do it the way the OP described (a single .NIF file with all the different weapon models added to it and shown/hid at will) - not even sure if that's possible at all even with a script extender. Making it placeable is much more difficult, of course - I'm not sure why you'd want to do that anyways, since the thing would be the size of a medium-sized room.


You don't need it. I have a wall gun rack in one of my FO3 mods. I did this for my modded guns.

This is what you do:
Make an activator out of a wall (or some flat surface, I used woodwallchunck01).
Whatever weapons you want displayed on the wall, open them up in nifSkope and remove the collision mesh and save them as weapwhateverStatic. That will make them static and you can place them anywhere you want and they won't move. Make sure you remove the clips, looks better.
In the GECK, use static guns to create activators, and position them any way you want them on your wall (activator). Make sure to give each a reference, as you are going to need that in your script to "mount/unmount" the gun on/off the wall. Also, make sure to select "initially disabled" so they won't show right away.
Now for the scripts.
Each gun gets a script.
The wall gets a script.
The wall script looks like this:

scn MyGunRackScriptBegin OnActivateIf player.GetItemCount  AA12shotgun == 1  player.removeitem AA12shotgun 1  AA12ACTREF.enableEndifIf player.GetItemCount  My44Magnum == 1  player.removeitem My44Magnum 1  My44MagnumREF.enableEndifIf player.GetItemCount  UrbanSpecOpsSniper == 1  player.removeitem UrbanSpecOpsSniper 1 UrbanSniperRifleREF.enableEndifIf player.GetItemCount  MyAssaultRifle == 1  player.removeitem MyAssaultRifle 1  G3AssaultACTREF.enableEndifEnd


One of the gun scripts looks like this:

scn UrbanSniperRifleACTScriptBegin OnActivateUrbanSniperRifleREF.disableplayer.additem UrbanSpecOpsSniper 1player.equipitem UrbanSpecOpsSniperEnd 


What happens?
When you click on the wall and you have the gun on you, the gun is unequipped, and the static reference (mounted gun) is enabled.
When you click on the static/activator gun, the static reference is disabled and you are equipped your gun.
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Monique Cameron
 
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Post » Wed Aug 26, 2009 12:16 pm

Holy shiz SystemShock, thats awesome!

Cheers for that ^^

Edit: I may be in the wrong, but if this script is used with weapons having modifications on them it will remove the modifications or not work at all?

Also since it uses player.remove and additem it will automaticly repair your items no?
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sarah
 
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Post » Wed Aug 26, 2009 12:07 pm

Holy shiz SystemShock, thats awesome!

Cheers for that ^^

Edit: I may be in the wrong, but if this script is used with weapons having modifications on them it will remove the modifications or not work at all?

Also since it uses player.remove and additem it will automaticly repair your items no?



It does repair the item, but to me that's a positive :)

As for the weapon modifications in NV, I haven't started on the NV gun rack yet, as I am still trying to decide where my character's abode will be (cave, bunker, house, any of the places you get in the game, etc), but looking at the meshes, looks to me like the mods aren't added to the gun; rather than adding the modification to the existing mesh, you get a new mesh. For example, there are 5 meshes for the service rifle: servicerifle.nif, servicerifleap.nif, serviceriflebayo.nif, serviceriflerec.nif, and servicerifleall.nif... so it looks like, when you add a modification in-game, the nif within the GECK item weapNVservicerifle gets swapped. I have not tested this yet, though. I am still playing the game, just making minor modifications and transferring some must-have items I made for FO3 (armors, clothing, etc) and a couple things from Oblivion; Oblivion tall weapon racks make the perfect rifle stands :) ; matter of fact, I use those for that "armory look"
http://content.glidesociety.com/image.aspx?id=8f5bbcb3-499a-4fbd-98d3-c601caf8206f
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Yvonne
 
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Post » Tue Aug 25, 2009 9:37 pm

You don't need it. I have a wall gun rack in one of my FO3 mods. I did this for my modded guns.


Yeah, that's pretty much what I had in mind for how to do it without a script extender (not entirely - I set up the wall to take items out of a container rather than directly from the player's inventory, and I didn't have the wall weapons directly selectable, since doing so makes it so the weapon's health is reset to full whenever you place it on the wall or take it off).

But as I said, making the wall moveable in-game would be much more difficult, and doing it in the way the OP described might not be possible.
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rae.x
 
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Post » Tue Aug 25, 2009 9:24 pm

It does repair the item, but to me that's a positive :)

As for the weapon modifications in NV, I haven't started on the NV gun rack yet, as I am still trying to decide where my character's abode will be (cave, bunker, house, any of the places you get in the game, etc), but looking at the meshes, looks to me like the mods aren't added to the gun; rather than adding the modification to the existing mesh, you get a new mesh. For example, there are 5 meshes for the service rifle: servicerifle.nif, servicerifleap.nif, serviceriflebayo.nif, serviceriflerec.nif, and servicerifleall.nif... so it looks like, when you add a modification in-game, the nif within the GECK item weapNVservicerifle gets swapped. I have not tested this yet, though. I am still playing the game, just making minor modifications and transferring some must-have items I made for FO3 (armors, clothing, etc) and a couple things from Oblivion; Oblivion tall weapon racks make the perfect rifle stands :) ; matter of fact, I use those for that "armory look"
http://content.glidesociety.com/image.aspx?id=8f5bbcb3-499a-4fbd-98d3-c601caf8206f


Cool solution. :celebration:
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StunnaLiike FiiFii
 
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Post » Tue Aug 25, 2009 10:28 pm

Cool solution. :celebration:


well if any of you decide to make it, be sure to upload it for people like me that only understand the basic commands in a script :)
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Felix Walde
 
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