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A TTW patch for Millenia's Weapons

General mod discussion and requests.
Scourge
Posts: 6
Joined: Tue Jul 22, 2014 7:51 pm

A TTW patch for Millenia's Weapons

Post by Scourge » Tue Jul 22, 2014 8:16 pm

I couldn't find a script that added Millenia's awesome weapons (Nexus ID 55008) to Tale of Two Wasteland's enemies and vendors, so I wrote my own. It adds the USP, Beretta, 1911, Raging Bull, G3, M14, AK47, and AK74 thus far. I chose these weapons primarily because they seem to fit Fallout 3 well, and I think I added them in a more or less balanced fashion, although if anyone uses this, feedback on balance and any issues would be greatly appreciated.




As with all leveled list scripts, several in-game days in an isolated cell are required for the changes to take effect. You can never completely remove the lists from your save file from then on, so I would recommend making a fork in your saves from when you start using this, at least until you know if you like it.


The only requirements for this are TTW 2.6.3 and Weapons of a New Millenia (7/13/2014 version). 


I have no idea if anyone else would want to use this script, but if there's interest, would anyone want me to go a step further and add either an integrated replacer for the Assault Rifle and CAR, CaliberX integration, Weapon Animation Replacers, or some combination thereof? 


Mirror at:


http://s000.tinyupload.com/index.php?file_id=12866319306402422666


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NILLOC 916
Posts: 341
Joined: Thu Aug 01, 2013 4:21 am

I'm glad someone's going this

Post by NILLOC 916 » Tue Jul 22, 2014 10:32 pm

I'm glad someone's going this. Thank you. It would be nice if you added the other weapons though.


Cocaine is a hell of a drug.
- Rick James.

Scourge
Posts: 6
Joined: Tue Jul 22, 2014 7:51 pm

Hmm. . . I can probably have

Post by Scourge » Wed Jul 23, 2014 1:47 am

Hmm. . . I can probably have that done by Saturday. For now, if you use it, any kind of feedback would be excellent.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Write the scripts to use the

Post by RoyBatty » Wed Jul 23, 2014 4:14 am

Write the scripts to use the NVSE ListAddForm command instead of AddFormToFormList and you won't have a problem if you remove the mod.


It's really silly that the mod doesn't use NVSE when they suggest to use The Weapon Mod menu...


 


Image

Scourge
Posts: 6
Joined: Tue Jul 22, 2014 7:51 pm

This is probably a stupid

Post by Scourge » Wed Jul 23, 2014 4:53 am

This is probably a stupid question, but a weapon object still counts as a form for the purposes of ListAddForm, does it not?



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Yes. The command differs by

Post by RoyBatty » Wed Jul 23, 2014 5:59 pm

Yes. The command differs by adding the form to the end of the list instead of the beginning.


Image

Scourge
Posts: 6
Joined: Tue Jul 22, 2014 7:51 pm

So 

Post by Scourge » Thu Jul 24, 2014 1:29 am

So 


 AddItemToLeveledList Talon2WeaponGun WithAmmoMM1911MMPLoot 4 1 100


Becomes 


ListAddForm  WithAmmoMM1911MMPLoot Talon2WeaponGun  0


 


How would one control level introduction, etc? Does it matter that Talon2WeaponGun is a leveled list and not a form list?



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

This would not be for

Post by Gribbleshnibit8 » Thu Jul 24, 2014 2:34 am

This would not be for modifying leveled lists, but only the form lists. Leveled lists cannot be modified via script in any way that can be undone. The better alternative is actually to edit them manually and have people build a merged patch. That way changes can be undone.

Scourge
Posts: 6
Joined: Tue Jul 22, 2014 7:51 pm

This is totally untested - I

Post by Scourge » Sun Jul 27, 2014 6:26 am

This is totally untested - I will test it tomorrow, with any luck. It should add ALL of the gun weapons from Millenia's pack. It will require a merged patch.


http://s000.tinyupload.com/index.php?file_id=24482740881867171287



Scourge
Posts: 6
Joined: Tue Jul 22, 2014 7:51 pm

Yeah, that's accomplishable.

Post by Scourge » Mon Jul 28, 2014 2:00 am

Yeah, that's accomplishable. If anything I was thinking of increasing the battle rifle (M14, G3) and L96 drop rates, as slow firing rifles were very much a defining feature of FO3 to me, and the G3 is what the Assault Rifle should have been (high cost per shot super-mutant killing gun.) Assault rifles should be pretty dominant levels 9-14 right now, I'll see what other feedback I get, and do some playing around with it myself, but I suspect I'll err on the side of more rifles, including ARs.



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