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Would it be possible to make the Shishkebab weapon...

General mod discussion and requests.
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Would it be possible to make the Shishkebab weapon...

Post by Risewild » Thu Apr 10, 2014 6:14 am

... give light like a torch (like torches from TES games for example)? I mean it IS a freaking torch, it has flames all around it all the time, so it should give light (in my opinion).


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TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

I think it'd be possible, but

Post by TJ » Thu Apr 10, 2014 1:05 pm

I think it'd be possible, but someone more knowledgeable in such things than I would have to give a definite answer.


My project Dash is on Kickstarter!



tom_57
Posts: 24
Joined: Thu Oct 31, 2013 9:29 am

It sounds like it should be

Post by tom_57 » Thu Apr 10, 2014 1:45 pm

It sounds like it should be pretty simple, though I wouldn't know how to go about it myself.


You could try asking the guy who made this: http://www.nexusmods.com/newvegas/mods/39968/?



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KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Risewild wants a Fallout

Post by KeltecRFB » Thu Apr 10, 2014 2:29 pm

Risewild wants a Fallout version of the famous +1 Flametongue Longsword ... ;-)


I do agree that it should shed some light but kill a huge percentage of your stealth.


"Si vis pacem, para bellum!"

Bandy
Posts: 67
Joined: Sat Sep 03, 2016 1:23 pm

Necro time. 

Post by Bandy » Mon Oct 17, 2016 7:35 am

Necro time. 


Was just looking to see if any mods had been done of this, hoping to see someone had come up with one that also used up flamer fuel and had to be refilled.  Still looking, but like this idea too.



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jlf65
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Joined: Wed Aug 10, 2016 9:10 pm

Well, it doesn't use fuel,

Post by jlf65 » Mon Oct 17, 2016 11:33 pm

Well, it doesn't use fuel, but it does act like a torch.


http://www.nexusmods.com/newvegas/mods/62443/?


I made it for New Vegas, but it works perfectly with TTW as well. Tested in Grayditch as you can tell from the screenshots.



Bandy
Posts: 67
Joined: Sat Sep 03, 2016 1:23 pm

Nice! I hadn't gotten far in

Post by Bandy » Tue Oct 18, 2016 10:21 am

Nice!  SkB is a fun and silent weapon to use on the wee beasties to conserve ammo. And it also does a fine job roasting the roaches, should you decide/need to eat them. I hear they still taste like old feet though. Raise your hand...


I hadn't gotten far in looking when I necro'd the OP (was on break at work), so thanks for posting your mod.  EDIT: Did you add this to Nexus just today? 300 views already.


Can it/does it affect stealth like the Pipboy light?  Now hoping you may also be intrigued/challenged by the idea of having it use flamer fuel as well; that tank on your back can't be bottomless after all, but it might be fuel efficient... 



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jlf65
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I don't think it affects

Post by jlf65 » Tue Oct 18, 2016 5:47 pm

I don't think it affects stealth... I can add that really easily. What do you think is a good reduction for the stealth? It's a lower intensity light that doesn't go as far, so it should be less than the pipboy.


EDIT: I looked at the game in xEdit, then did some tests in the game itself. The pipboy light doesn't actually add a debuf to the sneaking/stealth, instead, the engine seems to look for any actor effect of archtype light for calculating the sneak debuf. Since the shishkebab uses an archtype light effect, it SHOULD affect sneaking... and it does from my tests in the game. You are much more likely to be detected with the shishkebab drawn than with it sheathed.


 



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