Glasses

Mapping & modding Fallout Tactics and reviewing maps thereof.
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requiem_for_a_starfury
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Glasses

Post by requiem_for_a_starfury »

I'm trying to create a set of glasses to wear which will increase a characters perception. I know that I can't make items to give perks, but I should be able to make an item that'll increase stats while equipped, shouldn't I? I've made a generic item and in the modifiers I've added 2 to the perception, only thing is it don't work. I know if you do the same for a weapon or armour it'll work but why not a generic item? Any ideas anyone?
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Post by Max-Violence »

Generic items can only be picked up and bartered with, IIRC. Off the tippy-top of my head, try to make the glasses a Lockpick type of entity, but instead of +LP skill, give +PE. This way, the actor needs the item equipped, but not in the "active hand" (so the actor can wear the specs and shoot at the same time :) )
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Post by requiem_for_a_starfury »

Max-Violence wrote:Generic items can only be picked up and bartered with, IIRC. Off the tippy-top of my head, try to make the glasses a Lockpick type of entity, but instead of +LP skill, give +PE. This way, the actor needs the item equipped, but not in the "active hand" (so the actor can wear the specs and shoot at the same time :) )
Yeah I just worked that out, but only after making them as a weapon that did no damage. The only thing is there's no way to limit them so that characters with higher perception can't use them. Ah well they work anyway and the character needs them or will be useless in combat.

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Post by Max-Violence »

Well, you could make the glasses require something else (i.e. science skill, IN, etc.) and design your actors so that those who you don't want able to wear the glasses can't.

Although you might try and type in modifiers for the requirements (i.e. ">7" or "<5" or something). Doubt it'd work, but eeeeyyyy...
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RE:

Post by PaladinHeart »

I've always wondered if you could make maximum requirements. Wish you could somehow do that :)
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Post by Evil Natured Robot »

Kinda sucks that wearing the glasses takes up a hand that could have a killing device in it. Maybe they should be missing an earpiece or two, so the character has to hold them up.
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RE

Post by PaladinHeart »

Ghouls definitely couldn't wear glasses. Maybe dogs and deathclaws, but not ghouls.
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Re: RE

Post by Jimmyjay86 »

[TBC]-PaladinHeart wrote:Ghouls definitely couldn't wear glasses. Maybe dogs and deathclaws, but not ghouls.
Sure they could - haven't you seen the ones NBA players wear?? You don't need ears for those kind.
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Post by Strap »

if you are going to give the glasses to a ghoul you could (i dont know if its possible) require the trait computer geek or whatever it was, it said something about ruining your eyes from computers. those glasses would work well..

definately make it so that people with high/descent PE cant wear them, or if its even possible: make it lower your PE if you have greater than 8, and raise it if yours is less than 5, and do nothing if it is 6 or 7... intriuging. (does it take the stats from your base PE? or from what it is at? because this wont work if it takes it from the current PE...)
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Post by Forty-six & Two »

Strapon2 wrote:if you are going to give the glasses to a ghoul you could (i dont know if its possible) require the trait computer geek or whatever it was, it said something about ruining your eyes from computers. those glasses would work well..

definately make it so that people with high/descent PE cant wear them, or if its even possible: make it lower your PE if you have greater than 8, and raise it if yours is less than 5, and do nothing if it is 6 or 7... intriuging. (does it take the stats from your base PE? or from what it is at? because this wont work if it takes it from the current PE...)
Setting optional traits as req wont work. Just tried it to be sure. Also you cant have any other req numbers than one which requires the player to have a higher number than the one in the box. Ive been thinking about making some glasses to increase perception as well but it seems there isnt really a good way to do it so that they would work like real glasses for people who have poor vision. But like Max said you could always work around it and pre design who could use the glasses, but thats abit hard in a full campaign where the player character is a player made char :?

It should be like Arcanum where glasses work properly, love that little detail.
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Post by seraglio »

Hey requiem. Did you say you got it to work after making a weapon entity? My weapon entities wont modify skills when equipped.
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Post by OnTheBounce »

You can get it to work if you set it up as a Skill Consumable. Just set the Uses Remaining and Maximum Uses to Zero. The skill should be set to First Aid. (If you set it to any other skill it will crash the game if the player uses it on something/one.)

After you've done that simply set the attributes you want the item to modify and the also use any Requirements you can think of to tailor the item to the intended user.

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Post by requiem_for_a_starfury »

seraglio wrote:Hey requiem. Did you say you got it to work after making a weapon entity? My weapon entities wont modify skills when equipped.
Nah the weapon entity didn't workout in the end.
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Post by OnTheBounce »

I've found a problem w/my Skill Consumable work-around: you're essentially giving the player a First Aid item with unlimited uses.

I didn't pick up on this because I'd never tried it on a wounded character, only on a non-wounded one and it always gave the message "Does Nothing". The other day I accidentally double-clicked on a FA kit while trying to put it in my unwounded medic's item slot and got the same message. So I fired up the range mission and tested it on a wounded character and it did indeed work and was not consumed in using it.

Oh well, back to the drawing board.

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Post by requiem_for_a_starfury »

Creating them as a lockpick entity works, though to get around the lack of a maximum requirement creating them as binoculars rather than glasses should do.
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Post by OnTheBounce »

requiem_for_a_starfury wrote:Creating them as a lockpick entity works, though to get around the lack of a maximum requirement creating them as binoculars rather than glasses should do.
Good to see you haven't discorporated, RfaSF! :lol:

I'd tried that one a long time ago, the problem was that the player could pick locks with them. ("Hold on, guys! I'm gonna jimmy the lock/crack this safe with my glasses!" [Or in the case of what I was trying to do with a gas mask.])

Edit: As long as you don't have the pseudo-binos add to the character's LP skill it shouldn't be that much of an issue since you can pick lock w/o any tools so you're not facilitating a skill use, but I thought you might want to be aware of this, if you hadn't already discovered it yourself.

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