The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

(Request Granted) Mod that makes the rocket souvenir item ammo

General mod discussion and requests.
rockitten
Posts: 139
Joined: Mon Oct 14, 2013 4:40 am

That toy don't have a rocket

Post by rockitten » Tue Mar 11, 2014 2:12 am

That toy don't have a rocket engine or warhead...It will be easier to convert those souvenir rockets into flamer fuel.......... both in modding and reality.



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

You'd need to convert them at

Post by Senterpat » Wed Mar 12, 2014 4:31 am

You'd need to convert them at a workbench before using them anyway, to make it compatible with the Repconn quest. So it'd be easy enough to some scrap electronics to the recipe to allow for engine parts. The only problem with the idea is that there's a limited number of repcon rockets, and any missles shot out of a wider barreled launcher wouldn't work, so it'd likely be the only ammo for this weapon. A few ideas to actually implement this:




  • Add toy rockets to the leveled lists, allowing you to find ammo for it.


  • Make a way to refine the isotope from something, creating your own toy rockets.


  • A recipe to extract the isotope, and add it to existing missile ammo.


  • Get a new mesh thats the same size of missiles, and simply replace the rockets mesh. Would allow to fire from any missle launcher.


Can't really think of any other way to make it work.


Call me Pat. Senterpat is too much to type.

Thatchor
Posts: 389
Joined: Tue Oct 15, 2013 10:31 pm

Minus the mesh changes to any

Post by Thatchor » Wed Mar 12, 2014 7:43 am

Minus the mesh changes to any sort of ammo because the barrel width, running a script on the weapon when it's equipped that checks your inventory for the toys and adds an appropriate amount of ammunition wouldn't be difficult. The mesh changes wouldn't be difficult either as it's just shrinking it. So you have a couple options:




  • Workbench conversion to make it suitable for ammo


  • Modify the vanilla mesh to make it smaller and practical AND make it use a script


  • Modify the vanilla mesh AND change it to an ammunition (would be the most likely to break stuff and/or be incompatible with other mods)



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

I've been extremely Ill over

Post by chucksteel » Wed Mar 12, 2014 8:02 am

I've been extremely Ill over the last week or so but I had intended on taking this on once I feel better and can concentrate. 


My Idea is to make it so you have to craft the rockets into ammo, 


requirements, 


Rocket Souvenir,


scrap electronics,


sensor module,


and an Ice-Cold Nuka Cola. 


It would require a very High skill to craft the ammo and they would be devastating because there is a limited number of the rockets in game and once there gone there gone. 



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

How about in addition to that

Post by Risewild » Fri Mar 14, 2014 12:59 am

How about in addition to that we would need to have a missile or a rocket too? Those could provide the propulsion system and the explosives.


Signature:

retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

Why not make it Red Glare

Post by retlaw83 » Fri Mar 14, 2014 4:09 am

Why not make it Red Glare ammo since the rocket toys are significantly smaller than missiles and Red Glare already fires rockets?


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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

Firing it from the Rock-it

Post by tom_57 » Sat Mar 15, 2014 8:30 pm

Firing it from the Rock-it launcher or even the Fat man would not require self propulsion.


Some Red glare rockets, duct tape and scrap electronics would provide a viable and realistic method of self propulsion and detonation for use with other weapons.


And using nuka cola quantum instead of ice cold nuka cola for crafting would make it far more difficult to craft and so could be incredibly powerful but also force players to use it very sparingly as well as chose between crafting this ammo and other recipes that require quantum.


Using one of the other special Nuka colas like Victory would make this the rarest and therefor potentially the most destructive and sought after ammunition in the game.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

I've gotten this to work as a

Post by chucksteel » Sun Mar 16, 2014 2:38 am

I've gotten this to work as a new weapon, Different version of the Rocket launcher. The reason for this is because of the reload animations. Now I need an Idea on how to swap between the vanilla weapon and my new one when changing ammo type. Any Ideas?


Edit: WIP Video https://www.youtube.com/watch?v=TSmfbv6MJKw&feature=youtu.be



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

This idea is so close to

Post by chucksteel » Mon Mar 17, 2014 11:57 pm

This idea is so close to working but I'm having a some issues. As you can see in the video above the Weapon works Reloads properly with the new ammo animation and the Rocket flies! 


The First Problem is that I can't figure out what I'm doing wrong with my Workbench recipe. I set it up correctly from what I can tell. (Unless I'm missing a step) 


Recipe


Requires Explosion 75,




  • Rocket Souvenir (1)


  • Scrap Electronics (1)


  • Sensor Module (3)


  • Nuka-Cola Victory (1)


Returns 1 Missile Repcon (Ammo name is still up in the air it's only temp for now)


The problem is that the recipe doesn't show in the Workbench menu when I try to craft the new missile. (I don't get it) I thought it might be because the Rocket Souvenir is a Quest item so as a test I removed it as an ingredient but still the new recipe didn't show in the menu. Tested on clean game leaving Vault 101 and going directly to Megaton, Creator Side Supply. 


Next issue is to use the new reload animation and new Rocket projectile I was forced to create a new weapon. I can't simply attach a script to the ammo that would change the weapon when changing the ammo so I'm not sure how to handle this. 


I could




  1. Simply use the new model and projectile as full replacers and have all missiles shoot the Repcon toy, (Not my favorite idea)


  2. keep the new Missile launcher as a new weapon and have the player have to Retro fit one to fire the Repcon Toy, 


  3. Figure another way to change between the vanilla Missile Launcher and my custom one in some other way. (Not sure how I would go about this.)


 


Any thoughts? Ideas on how to change the weapons or get my crafting recipe working are welcome. 


Edit I can also release my WIP if you guys want to play around with it. I have a Temp cheat With the missile Launcher and six Repcon Missiles in front of Vault 101 for easy access. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

The first thing that comes to

Post by JaxFirehart » Tue Mar 18, 2014 2:27 am

The first thing that comes to mind for me is that you might have it set to Explosives = 75 rather than explosives >= 75



Post Reply