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.