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Fallout new vegas nvse functions list
Fallout new vegas nvse functions list












fallout new vegas nvse functions list
  1. #FALLOUT NEW VEGAS NVSE FUNCTIONS LIST MOD#
  2. #FALLOUT NEW VEGAS NVSE FUNCTIONS LIST MODS#

Of course things like pack brahmin or backpack mods (which move items out of the general inventory) could be used to get around it. This would stop any player from having 10 pistols and 5 rifles, but still gives reasonable flexibility.

fallout new vegas nvse functions list

(Adjust numbers as you like.) You could then pop a dialog when you discover the user has more and ask them to drop some. Something like 5-6 points of weapons overall, where a 1h weapon is 1-2 points and a 2h weapon is 2-3. You can look at the type of weapon as well (1h vs 2h) and build a limit perhaps. To do that you'll need to wait for the NVSE inventory walking functions (at least GetNumItems and GetInventoryObject are already implemented.) You can look at each object, see if it is a weapon and how many are there. I think reducing the number of weapons the character can carry is a pretty clean way to go. A global all weapons/ammo are simply twice as heavy variable would most likely get the job done.īut I don't want to make the game run slower or be less stable either. Just attempting to find the cleanest possible way to do this. The other solution I can think of is to count the number of weapons the player has and work a script around that. For me the imbalance is not so much the large carrying capacity it is the one man arsenal I want to address. Yeah I considered this too but the goal is to limit weapons only and not touch other things. So really it is problems of performance and compatibility.

#FALLOUT NEW VEGAS NVSE FUNCTIONS LIST MOD#

The "danger" of doing that really falls into two categories: performance hit whenever this work needs to be done (on game start and perhaps reload), and the danger of having a mod overwrite the values of objects from other mods, which could cause problems or adjust the mods in ways not intended. To do the latter requires exposing the list of all base types found in the game for the modder to adjust. The only way to adjust all of these is to either manually change them in the mods (the most common way to do it) or to somehow iterate over all of the types and do it in code. Each base object type (weapon, armor etc) has an individual weight shared by all objects of that type. There is not a single variable managing the weight of items. Jesse villaneda Posts: 3359 Joined: Wed 1:37 pm

fallout new vegas nvse functions list

Though I am not aware of technical limitations or how expensive something like this would be or what kinds of problems it could pose. I think this would be the cleanest implementation imo. If it can be possible to do this by modifying a single variable I think that would be ideal especially since it would allow people to add new weapons and ammo they would be fully supported with minimal hassle. Though if it were possible to double the weight of weapons and ammo that would be all I need for the mod I am working on and counting how many guns the player has in his inventory would not be necessary at that point. I meant holding as in the players inventory. I would need to talk to Ian about it, and also find the data again before we could do that. That was the decision we came to a year or so ago for F3. However, I am not sure that we would ever expose the functions to walk over everything. From that point you could modify the base form and weight would adjust accordingly. In theory, we could expose functions to walk down just the weapons or ammo in that list, returning each object form. When you say "holding" do you mean in the player's inventory? Or in the player's hands?Īt least with Fallout 3 we found a global list of all objects.














Fallout new vegas nvse functions list