Thrown Weapon Mechanics

Post » Tue Nov 30, 2010 9:11 pm

Ok, so you know how on principle New Vegas has that unwritten rule that says thrown weapons use up themselves as ammo every time they're thrown, effectively removing one of said item from your inventory?

Well, I was tinkering around in GECK today when a peculiar thought crossed my mind. Is it possible to, by use of GECK settings or script, make it so that this mechanic is ignored or disabled?

The end result would basically be like having a bottomless clip on all your throwing weapons, allowing a single weapon to be thrown an infinite number of times.

Anyone know if or how this could be accomplished without changing the weapon type and thus removing the throw animation?
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Wed Dec 01, 2010 12:37 am

You can make the Projectile a Lobber -> which will make it so that the Projectile is created as as an activatable object -> it also makes it so that it uses the Havok Profile within its .nif file instead of the Projectile Settings for this so you will need to drastically increase the Projectile Speed or the weapon will not throw very far.

Or you can just tick the Can Be Picked Up option but this does not create the projectile as activatable you have to save and reload that save to be able to pick up the object -> also NV introduced an annoying bug that all non-lobber projectiles once they have hit a surface have a max lifetime of around 10 seconds no matter what you set the lifetime to.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Tue Nov 30, 2010 6:00 pm

You can just set Ammo Use to 0 in NVedit, that worked in FO3.
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm


Return to Fallout: New Vegas