Advice needed....

Post » Fri May 27, 2011 5:57 am

In the original fallout 3 mod I made all weapons heavier by manually touching every gun in the game and increasing its weight value.
The goal is to simply make it so you cannot carry an entire arsenal of weapons at all times. Thing is I want to avoid doing the above again because I want to keep the new FO3A modular as possible.

I am looking into ways to possibly limit the number of weapons you can carry before encoring some kind of stat penalty. But right now I am not really sure about the best way to do this. Having to check a form list every 3 seconds with every weapon in the game sounds really flaky and probably just as sloppy as hand changing every weapon in the game heh....

So I haven't decided on how I want to do this yet.

Anyone have any advice?
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rae.x
 
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Post » Fri May 27, 2011 4:07 am

If by "modular" you mean "works with mods" then I'm not really sure how you would go about it in an efficient manor. I know when NVSE is released you can manipulate the weights automatically but inventory walking or something every couple seconds seems really inefficient.

If by "modular" you mean "user can pick and choose which aspects he wants" then I don't see why "manually" doing it like you did before doesn't work. Just make it it's own .esp - this seems like the best decision to me.
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Matt Bigelow
 
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Post » Fri May 27, 2011 6:27 am

scn ReweighWeaponsQuestSCPTInt bDoOnceBegin MenuMode 1007	If GetGameLoaded ; NVSE		Set bDoOnce to 0	EndIfEnd;========================Begin GameMode	If bDoOnce		Return	Else		Set bDoOnce to 1		SetWeight # WEAP ; NVSE	EndIfEndIf
The weight adjustment won't be saved, so it must be re-applied when a save is loaded.
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matt oneil
 
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Post » Fri May 27, 2011 7:49 am

If by "modular" you mean "works with mods" then I'm not really sure how you would go about it in an efficient manor. I know when NVSE is released you can manipulate the weights automatically but inventory walking or something every couple seconds seems really inefficient.

If by "modular" you mean "user can pick and choose which aspects he wants" then I don't see why "manually" doing it like you did before doesn't work. Just make it it's own .esp - this seems like the best decision to me.


thanks for the quick replies :)

By modular I meant works with other mods. If it comes down to it and the only reasonable way to do this is to hand change every weapon then ill begrudgingly do that.
But there must be some creative workaround where the changes wont invalidate other mods in such a way. I am going to try really hard to keep the new FO3A as clean and friendly as possible....

hhhhhmmmmm
Ill have to take a look at NVSE
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Vickey Martinez
 
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