[WIPz] Gun Cleaning Kits

Post » Tue Feb 08, 2011 10:33 am

Okay this is something I've been working on for a few days...I'm not going to discuss the merits of the mod or justify my reasoning behind its creation, I'll lay out what I've got and intend to accomplish...if you're interested then read on.

The mod will be a cleaning kit and solvent that will be used in the recipe menu to clean ie: repair your guns, basically the same as using a weapon repair kit just implemented differently.

The idea here is that in real life guns don't usually break or even wear out for that matter, the #1 cause of poor performance and failure is the gun being dirty, it takes very little instruction or skill to properly clean a gun, this mod will reflect that.
Think of the guns condition as "how clean" it is as opposed to how worn it is.

Having a cleaning kit and one (1) type of a given gun in inventory will be required for the guns cleaning recipe to show up, the gun and a bottle of solvent are required to use the recipe, the gun and solvent are consumed and the recipe returns the same gun at 100% condition.

The cleaning kits and solvent will be easily available as loot and at vendors, I haven't decided on a price yet for the solvent, it will be consumed...so cheap or not?

The cleaning kit itself is not consumed but must be in your inventory, reason behind only one gun of given type is due to a bug where if you have multiples the recipe will return as many as you have solvents but when you equip the gun sometimes the extras will disappear, anyway in real life you would only clean one at a time anyhow, if you have more than one in your inventory you just need to remove them and clean them one at a time or use the normal repair menu to condense them.

The mod also takes into account your modded guns, if you have a 9mm with say a scope attached then you will see a recipe for it, the recipe will clean and return a 9mm and an un attached scope mod...kinda a neat way to remove your mods if you want to, after cleaning you just enter your mod menu and reattach your mods if you want.
If your gun has no mods attached then you will only see a recipe for the normal version.

So far I've almost completed the recipes for the vanilla guns, due to the modded variations there is a lot to do.

In my testing the mod works 100% as intended...had to work out a lot of visibility conditions for various things but me thinks it works great so far.

The base mechanics of the mod and its implementation are set in stone...I don't intend to add or remove any more features, it it what it is...however what I do need is some feedback from interested players on add-on guns from other mods, I intend to include recipes for several popular add-ons such as Dread Wolf's pistols.
If you like the idea and want to request a gun mod to be added heres your chance.

More later...
Cheers
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Tue Feb 08, 2011 6:58 pm

Haha! Excellent, just excellent...

I'll definitely be keeping an eye on this...
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Tue Feb 08, 2011 5:04 pm

Well the vanilla version of the mod is finished save for spreading the cleaning kits and solvent around the LL, now I need to figure out the best way to implement adding the various add-on weapon mod recipes...? Still working on that, might be a while ;)

*edit, got adding the add-on gun recipes figured out now its just a matter of what to include...and some testing to make sure I haven't borked anything.

*edit, well seems to be little to no interest...so I'll keep this one.
User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Tue Feb 08, 2011 2:44 pm

Seems people are being a little coy and/or not liking the realism towards this, or perhaps they simply want the simplistic vanilla system. Personally I think this mod is a brilliant idea, it brings the immersion factor up by a lot. My only question is, does this disable the vanilla repair system altogether? Or is this simply an alternative? I can't seem to find the answer in the post anywhere, so I'll leave it at that and say great work.

EDIT: Just looked above to your last post after posting...that svcks...but good work nonetheless.
User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Tue Feb 08, 2011 1:32 pm

Sorry Ren but I decided to hold off on this, to answer your question the mod has no effect on the vanilla repair system...I may yet release this but I'm giving the esp to antistar as a possible way to remove mods for his WME mod.
If I do release it then I'll likely wait until his mod is complete so I could include recipes for his added gun mods.

Cheers
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Tue Feb 08, 2011 6:44 am

I did see you responding to Anistar, and its cool you're helping him. I've been waiting for his mod for quite some time now. :)

Thanks for the quick response. Its a really good concept for a mod, so kudos for that. If you do end up releasing this mod, it will be an instant download from me.
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Tue Feb 08, 2011 12:31 pm

I did see you responding to Anistar, and its cool you're helping him. I've been waiting for his mod for quite some time now. :)

Thanks for the quick response. Its a really good concept for a mod, so kudos for that. If you do end up releasing this mod, it will be an instant download from me.


Thanks for your interest...seems that unless its naked or goes boom no one will even respond to a post these days...LOL
User avatar
Evaa
 
Posts: 3502
Joined: Mon Dec 18, 2006 9:11 am

Post » Tue Feb 08, 2011 7:26 am

Well naked booms certainly help, but personally i think this would make keeping guns in perfect condition too easy, and i'm constantly complaining that the game is too easy already. Yes, i'm one of those gameplay over realism fanatics :D
User avatar
Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Tue Feb 08, 2011 9:47 am

Well naked booms certainly help, but personally i think this would make keeping guns in perfect condition too easy, and i'm constantly complaining that the game is too easy already. Yes, i'm one of those gameplay over realism fanatics :D


LOL, we could argue gameplay vs. realism all day till we're blue in the face...I just end to lean towards realism, of course some might say that firing a few rounds of dirty desert ammo is plenty enough to wear out yer gun and drop the condition thus being more realistic...
I just like to try new things using the existing game mechanics, I guess this one's a strike out, but hey maybe Antistar will be able to use the idea for his mod then it wouldn't be a total loss.
I still think if I named the thread [WIPz] Dirty Naked Gun Cleaning Kit Nymphos With Big Guns...it might have gotten more attention from the children ;)
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Tue Feb 08, 2011 12:43 pm

I still think if I named the thread [WIPz] Dirty Naked Gun Cleaning Kit Nymphos With Big Guns...it might have gotten more attention from the children ;)


:lmao: Possibly, but the moderation might be too fond of that idea. A compromise between gameplay and realism could be that this cleaning kit could be only used to maintain guns (gun conditon over 75%), more worn than that and it requires spare parts. Still it's as the mod's author it's your decision.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Tue Feb 08, 2011 5:50 pm

A compromise between gameplay and realism could be that this cleaning kit could be only used to maintain guns (gun condition over 75%), more worn than that and it requires spare parts.

I like this idea. I generally don't get too hung up on realism, but if your gun is about to break, cleaning it really won't help that much.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Tue Feb 08, 2011 6:22 pm

The mod also takes into account your modded guns, if you have a 9mm with say a scope attached then you will see a recipe for it, the recipe will clean and return a 9mm and an un attached scope mod.

If your gun has no mods attached then you will only see a recipe for the normal version.
I wish you could explain more how this works. Once a mod kit is applied to a weapon the mod kit disappears from your inventory, so I don't see how you can test the difference between a .357 Magnum Revolver and a .357 Magnum Revolver with a scope. I wondered if the mod kit stayed in your inventory and just got hidden, but the "player.inv" command doesn't show any of the mods that I have applied to my weapons, only the ones that I haven't applied yet.
User avatar
lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

Post » Tue Feb 08, 2011 3:53 pm

I wish you could explain more how this works. Once a mod kit is applied to a weapon the mod kit disappears from your inventory, so I don't see how you can test the difference between a .357 Magnum Revolver and a .357 Magnum Revolver with a scope. I wondered if the mod kit stayed in your inventory and just got hidden, but the "player.inv" command doesn't show any of the mods that I have applied to my weapons, only the ones that I haven't applied yet.


I made a recipe for each gun and its mods, so if you have a 357 + scope in your inventory and click on the workbench you would see only a recipe to clean that gun, the recipe consumes the gun and outputs a new gun and the item mod for it, this will only work if the player removes any other 357's and item mods for it first, bummer...

...if I had a 357 un modded and had an item mod for it I would see a recipe to clean both the modded and un modded versions of the gun and be able to cheat the game and get a free mod from the recipe output. So as Antistar stated in his thread it simply does not work the way I intended, although I'm not done yet, there are a lot of different conditions you can use as visibility requirements for recipes...seems like there should be something that could make this work.

These type of discussions are whats nice about WIP threads, its entirely possible that my method has no merit and absolutely cannot be made to work properly but we will never know unless we try.
It's very easy to get tunnel vision and miss some obvious things other modders will see.

At this point I've kinda forgotten about the cleaning kit thing, not any interest, finding a way to remove mods is gonna bug me to no end now though.
User avatar
meg knight
 
Posts: 3463
Joined: Wed Nov 29, 2006 4:20 am

Post » Tue Feb 08, 2011 8:16 pm

So, if you have a .357 with a scope, the recipe bench can detect the scope and offer the correct recipe?

What condition check do you use for that recipe? I didn't see anything that looked useful to me when I looked at recipes so I must have been looking for the wrong thing.
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Tue Feb 08, 2011 4:25 pm

So, if you have a .357 with a scope, the recipe bench can detect the scope and offer the correct recipe?

What condition check do you use for that recipe? I didn't see anything that looked useful to me when I looked at recipes so I must have been looking for the wrong thing.

No...the problem is it can't detect if the mod is attached or not...
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Tue Feb 08, 2011 2:13 pm

Ah. Then I misunderstood things rather than being blind. I can deal with that.

I kept looking through the GECK trying to figure out what I was missing.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm


Return to Fallout: New Vegas