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Posted
On 2/21/2022 at 11:57 PM, fish00 said:

 

  1. Copy the following FormID Lists from Scavvers_Closet.esp into a new plugin file: _T_HeavyGunList, _T_MasterGunList, _T_BrokeAssGunsList, _T_NormalGunList, _T_ImmortalGunList, _T_DurableGunList, _T_LongGunList, _T_PistolList

@fish00What is T_NormalGunList is for? thank u

Posted
1 hour ago, Abadyrizk said:

@fish00What is T_NormalGunList is for? thank u

Haha... I have no idea. I haven't looked at this mod's code in a long time, but My guess is it's anything that doesn't fit the other catagories. It's possible it's unused. Check it's Use Info in the CK and if it's a property in the scripts.

Posted (edited)
9 hours ago, Abadyrizk said:

@fish00What is T_NormalGunList is for? thank u

It's used by the gun condition system. Anything in _T_NormalGunList has a 1 in 3 chance of being functional when you pick it up. (Anything in _T_DurableGunList has a 2 in 3 chance of being functional, anything in _T_ImmortalGunList will always be functional, and anything in _T_BrokeAssGunsList has a 1 in 7 chance of being functional. Anything bought from vendors will always be in working condition)

 

e: Also, in order for a weapon to be processed by the gun condition system, it has to be in _T_MasterGunList. A weapon in one of the above lists but not in _T_MasterGunList will never get processed by the gun condition system. A weapon in _T_MasterGunList but not one of the above lists will always be found broken unless bought from a vendor.

Edited by fish00
Posted (edited)

@Tentacus man u should really give the mod a second chance its really good dont give up on it we still use it! :D

 

@fish00 so lets 10mm pistol for example i put its FromID in the Masterlist and in the pistollist then in normal or durable or brokeass? thats all?

 

 

Thank you :D

Edited by Abadyrizk
Posted (edited)
On 2/24/2022 at 6:22 AM, Abadyrizk said:

@Tentacus man u should really give the mod a second chance its really good dont give up on it we still use it! :D

 

@fish00 so lets 10mm pistol for example i put its FromID in the Masterlist and in the pistollist then in normal or durable or brokeass? thats all?

 

 

Thank you :D

MasterList +  one of Normal/Durable/BrokeAss/ImmortalList lets it get handled by the firearm condition system (chance that it'll be broken when picked up).

One of Pistol/Rifle/HeavyGunList lets it get handled by the carrying capacity system (restricts how many guns you can carry at once)

Also, for heavy guns, none of the guns that Scavver's Closet considers heavy guns are handled by the gun condition system. There's no reason you couldn't have a heavy gun also be handled by the condition system, but it would probably be unnecessarily punitive towards any build trying to make use of them.

Edited by fish00
  • 9 months later...
Posted

@Tentacus: (Or anyone else who might know...)

 

I'm working on a new mod which is a captive sort of scenario, and the event that leads to capture involves the player triggering a knockout gas trap. The scripted sequence after the trap triggering effects are that the screen fades to black, then the player's possessions are removed (using a blanket set of vanilla game item keywords that cover most obvious stuff), and then the player is teleported to the captive location. This generally works okay, but I've noticed that removing weapons when using Scavver's Closet's broken weapons check results in a pop-up dialogue which the player can't see because the screen has faded out, so it effectively appears like an infinite loadscreen instead.

 

Other than the obvious like warning players to disable that option or checking for it early in the script and aborting with a warning, or not fading the screen out until after weapons are removed, is there a more elegant solution to this problem? If I move handling of anything with the ObjectTypeWeapon keyword to happen before the fadeout, is that sufficient or are there other keywords I should also be wary of?

 

Thanks in advance for any advice!

Posted (edited)
16 minutes ago, vaultbait said:

@Tentacus: (Or anyone else who might know...)

 

I'm working on a new mod which is a captive sort of scenario, and the event that leads to capture involves the player triggering a knockout gas trap. The scripted sequence after the trap triggering effects are that the screen fades to black, then the player's possessions are removed (using a blanket set of vanilla game item keywords that cover most obvious stuff), and then the player is teleported to the captive location. This generally works okay, but I've noticed that removing weapons when using Scavver's Closet's broken weapons check results in a pop-up dialogue which the player can't see because the screen has faded out, so it effectively appears like an infinite loadscreen instead.

 

Other than the obvious like warning players to disable that option or checking for it early in the script and aborting with a warning, or not fading the screen out until after weapons are removed, is there a more elegant solution to this problem? If I move handling of anything with the ObjectTypeWeapon keyword to happen before the fadeout, is that sufficient or are there other keywords I should also be wary of?

 

Thanks in advance for any advice!

 

I'm sorry but I haven't worked on this mod in a long time and it isn't really supported anymore. Compatibility issues is one of the biggest reasons I lost interest in keeping up on it. I had enough troubles making it play nice with Hardship. Sorry, I don't think I can help you here.

Edited by Tentacus
Posted
14 minutes ago, Tentacus said:

I'm sorry but I haven't worked on this mod in a long time and it isn't really supported anymore. Compatibility issues is one of the biggest reasons I lost interest in keeping up on it. I had enough troubles making it play nice with Hardship. Sorry, I don't think I can help you here.

 

No sweat, and thanks for replying! I'll work out something, even if it's a bit hacky, mainly so that I won't need to deal with bug reports from users who may also have this mod installed.

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