Reload AP

Cool! I used the disabled friendly foe numbers and:

newperk.jpg


Qwerty ... can you make new pipboy image for this?
 
dude_obj said:
I don't see a cheezy poof addiction there, so I'd need to know its number to try what you suggest.

I suppose it would turn up in the addictions tab, or maybe among the reputations, so the unused perks are better. Check the global variable list for Tragic, poof and alcohol addictions. If nothing else I guess you could use them to create new addictions.

dude_obj said:
Hopefully they are actually disabled in the engine (ie does nothing) and not just made so they don't appear as choices.

Scrounger, Animal Friend and Mental Block all had their effect in scripts only, so that shouldn't be any problem. Don't know about Flower Child, but it should be easily tested.
 
Per, wasn't there something in IWD about keeping your weapons maintained ... and if you didn't they wouldn't work as well or something like that? I think there was some kind of skill for this.

Something similar could be done for weapons in FO, but it would require a lot of new item protos. The armor would be easier because even with the new armors added there are only 25 in total.

This new perk "armor and weapons" repair could still require a high repair skill to fix weapons and armor. Also, perhaps a few really nice weapons could only be found as damaged items, needing these skills (or someone who has them) to make them work.
 
Wild_qwerty said:
would it be possible to require new parts?

Sure. The script will actually destroy the damaged armor and create a new undamaged armor. The conditions required for making the new armor are flexible: perk, skills, parts, whatever. If a part was needed, there is a command to check if that part is in inventory. Then on creation of the new armor, the part gets destroyed along with the damaged armor.
 
what are some other perks that we could add that would run by scripting? I think the gecko skinning should be chamged to the more generic 'skinning' or maybe 'taxadermist training' which will let you aquire other parts like a wasp stinger?

We should be able to skin a brahmin or rat (or deathclaw)

maybe then if you have a skin you could make leather armour from it?

Or how about a 'Reloaders Perk' that will let you reload ammo. Can you script it so that when a gun is fired it places an empty shell in your inventory and then you can reload it later, by using a 'reloaders kit' on it
 
Wild_qwerty said:
generic 'skinning' <snip> you could make leather armour from it?

Hmm maybe if you have both the skinning perk and the armor repair perk you can do this ... and we already have the "claw hide" armor made for deathclaw hide armor.

Wild_qwerty said:
Can you script it so that when a gun is fired it places an empty shell in your inventory and then you can reload it later, by using a 'reloaders kit' on it

Same problem as for you're toxic waste gun, a refillable container that turns into ammo. I think that is doable, similar to the armor thing ... you need 2 objects ... one is full and one is empty. In this case one is ammo and one is a misc item. So the scripting does something like this:

- If you "use" the container object (empty ammo) on a source (like toxic waste puddle or barrel) you are filling it, but really what happens is that object gets destroyed, and an ammo item gets added to your inventory. The empty one is a misc item proto, the full one is an ammo proto.

- There is also the problem of putting the empty ammo back in inventory when its depleted. That can be easily solved, a script checks if you have it regularly (in critter_p_proc) ... if you don't it gives you the misc item (empty ammo container). It appears like you always have that same container but really you don't (the empty one gets destroyed when it becomes ammo, a new one is created when ammo runs out).

The same idea could be done with any ammo but I think to do that for all would be a little bit too much. But maybe there is some special ammo that can be made from stuff you find. For example maybe there are some more shotgun shells with different types of contents, or maybe you could make 40mm grenades for the grenade launchers.
 
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