I Need Modding Help from Experienced Modders FNV ASAP!!!!
Anyone who is willing to be envolved in this insane mod, will recieve the following reward (It's not much, but it's the least I can do, and it's out of respect, in my opinion...):
I will personally add you to my Alter of Tribute. Let me explain what it is... I am creating a web page on one of my websites that will contain names of people who have helped me, played an important role in my life, or are just plain awesome. This will be ranked: The more awesome things you do, the more you help me, or the more complex/difficult/outrageous task you help me with, the more points you will receive. This is not designed to be a contest; it is designed to be a way I can show my appreciation, and to reflect how much you really deserve to be on the Alter of Tribute.
What I need for my mod:
Several VERY complex scripts
Eventually at least one mesh for every weapon I add to the mod (for the magazines)
Several Reload Animations (if I can add them) for loading/unloading mags from the weapon, chambering/unchambering chambered rounds, etc.
Menu scripts for the menus for the mod
Pip-Boy (Or Reloading Bench Menu) Icons/Message Icons for the various magazines
Some Other Stuff, I'm Sure.
To start with, the player will need to find mags for the weapon they want to use, or it will be unusable. Then the player will need to take the mags to a Reloading Bench and load the mags with ammunition (assuming the player already has the ammo needed; otherwise the player will need to obtain or craft it first). Once the player has loaded magazines (The name will reflect the number of rounds left in it; you can load only one round if you so choose) (also: for this example I will be using my Modded Maria [Named "Laser 45K Magnum"], which has 13-round magazines, and uses the .45 ACP (Lead 185gr) from the Reload Mod), the player will need to bring up the Pip-Boy 3000 and locate the .45 ACP Mag (13) (assuming the mag was loaded wil all 13 rounds) and equip it (found in Ammo Section), which will bring up a menu with the option to 1) Load Mag into Pistol, or 2) Cancel. Once the pistol has been loaded with a mag, the player will then need to move on over the the Weapons tab and select the Laser 45K Magnum and "Mod" it. This will bring up a menu with the option to 1) Chamber round, 2) Unchamber round, 3) Unload Mag, or 4) Cancel, which will close the menu, doing nothing. When Leaving the Pip-Boy menu, the reloading animation(s) will play, depending on which action the player has taken within the Pip-Boy.
When the player loads a mag into the weapon, the .45 ACP Mag (13) will be removed and a .45 ACP Mag (Loaded) will be added, along with 13 .45 ACP Mgzn items added to the Misc section of the Pip-Boy. The weapon will have a script that will use these Misc Items as its "Ammo" so not to override the mod when there are more of it's original ammo type. When the weapon is fired, these will be subtracted accordingly, as is done with vanilla weapon firing (minus the Misc Item being fired... :] ).
To Reload, the player will need to enter the Pip-Boy, and navigate to the Laser 45K Magnum and enter the Mod Menu. The player must then select the "Unload Mag" Option to remove the empty mag from the weapon. Upon "Removing" the mag, the .45 ACP Mag (Loaded) will be removed, and a .45 ACP Mag (Empty) will be added. If the player reloads mid-mag, all of the .45 ACP Mgzn items except one will be removed (there is still a round chambered :D) and the .45 ACP Mag (Loaded) will be replaced by a .45 ACP Mag (xx) where "xx" will be the number of rounds remaining in the magazine (the all-but-one .45 ACP Mgzn items from earlier). Upon unchambering the chambered round, the remaining .45 ACP Mgzn item will be converted to one .45 ACP (Lead 185gr), the original ammo type. To FInish reloading, the player will need to navigate to another non-empty mag and equipit, choosing the "Load Mag into Pistol" Option, then navigating to the Laser 45K Magnum, entering the Modding Menu, and choosing the "Chamber Round" option. Then, Upon exiting the Pip-Boy, the reload animations will play, depending on the actions chosen by the player while in the Pip-Boy menus.
Also, there will be an option to be able to retrieve prroximately 60% of the cartridg casings ejected from the weapon. I may add the functionality of some of the casings being damaged upon ejections (being able to retrieve Case,.45 ACP (Damaged)), as would be in the real world.
Any help is appreciated. Other than the animations and meshes, I can probably do the majority of it myself, but with help. I just need someone to help me learn the functions I would need to use and that kind of stuff.
Please Help, and Thanks in Advance. All Help is appreciated.
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