Request for FO2 modding.

TwinkieGorilla

This ghoul has seen it all
something i've always wanted:

could we get a mod which makes the poison lethal to everybody?


EDIT: and maybe one which makes OD'ing on drugs possible for NPC's (like the super stim exploit).
 
Heart pills are there for Cassidy, not Westin. Maybe some kind of stat increase for Cassidy would be cool when using the heart pills.
 
You could change the poison to make it cause lots of damage rather than poison counts, which might be ignored for all non-player critters. The heart pills could be turned into a drug as well, though the description indicates that they're supposed to be beneficial, not harmful.
 
PastaMasta said:
Heart pills are there for Cassidy, not Westin. Maybe some kind of stat increase for Cassidy would be cool when using the heart pills.


bahhhhhhh! i've been playing this game for 10 fucking years trying to give those things to fucking Westin??? i always just assumed it was a bug which caused it not to work.

hahahaha, what a fucking retard.


anyway, yeah. ok...well i never needed' em for Cassidy. is there really a reason to give 'em to him? the stealthy killing was more something i was after. i always wanted there to be a way to poison, put pills in a drink, OD somebody, etc. in Fallout. i even entered the ghey-assed FO3 contest with my perk idea "Bloodless Kills"; even drew up a lil' Vault Boy for it too:

tinybloodlessvaultboyperk.jpg
 
TwinkieStabllis said:
i even entered the ghey-assed FO3 contest with my perk idea "Bloodless Kills"; even drew up a lil' Vault Boy for it too:

tinybloodlessvaultboyperk.jpg

What a coincidence! I did the same! Here, it's "child killer" :

childkiller.jpg



PS :

wtf, TwinkieStabllis?! hehe.
 
TwinkieStabllis said:
anyway, yeah. ok...well i never needed' em for Cassidy. is there really a reason to give 'em to him?
If you are using the RP, giving Cassidy the heartpills enables him to use drugs and not die.
 
killap said:
If you are using the RP, giving Cassidy the heartpills enables him to use drugs and not die.

ok. cool. good to know. and now that we've all laughed at my blunder and have completely ignored the major point of this thread can we please talk about it instead? re: the poison, etc, and:

TwinkieStabllis said:
could we get a mod which makes the poison lethal to everybody?

EDIT: and maybe one which makes OD'ing on drugs possible for NPC's (like the super stim exploit).

TwinkieStabllis said:
the stealthy killing was more something i was after. i always wanted there to be a way to poison, put pills in a drink, OD somebody, etc. in Fallout. i even entered the ghey-assed FO3 contest with my perk idea "Bloodless Kills"; even drew up a lil' Vault Boy for it too:

tinybloodlessvaultboyperk.jpg
 
Actually, that could be easily added, I think. Easy code. If you use Jet on an addict, they could temporarily be added to the player's team. However, getting rid of them is the hard part I'm thinking of.
 
MIB88 said:
Actually, that could be easily added, I think. Easy code. If you use Jet on an addict, they could temporarily be added to the player's team. However, getting rid of them is the hard part I'm thinking of.

I like it!! Good idea, MIB. 8-)
 
Well, it's PastaMasta's idea. But, like I said, I see a slight problem (potentially) removing them from your party. I was just saying it's possible. Personally, I believe the idea itself isn't completely sound. After all, an addict hopped up on Jet is just as likely to fight with you as fight against you. Maybe a random element can be added here. Maybe you would have to make some sort of deal with them to fight with you, then after the fight they would get their Jet from you.
 
You know, you could just use the item editor to make it a drug that deals, say, 300 damage all at once. That should kill almost any critter.

Happy now, Twinkie?

Now, let's get back to hijacking this thread!

Crap. You edited the original post to ask about OD'ing. I was just discussing this idea with someone else not too long ago. Well, part of it is easy. It's easy to add a counter that checks how much booze/drugs are used by the player or on an NPC. The hard part is calculating for time. Using 10 Jets on a critter all at once should kill it. But, 10 spread out over time shouldn't. The problem (script-wise) is how to account for that time.
 
OH WOW SOMEBODY HAS FINALLY STARTED TO ANSWER ONE OF MY QUESTIONS!!!!

yeah. well, since i'm about right here on the scale:

casual gamer -l---------------------- code modder


i didn't even realize there was such a thing as an item editor. also, glad somebody is facing me and speaking an' all...but what about the other thing i said? i always wondered why after giving a dude 30 jets in a row (as opposed to like, even 3 or 4) you can't O.D. the person. is there a way to make this happen? (trust me, as an ex-junkie, no person can take that much of any drug like Jet and live).

QUIT NINJA-EDITING YOUR POST YOU DIRTY SO AND SO!!!
 
Hey! I edited my post before you added your post. :P

Actually, I think I have an idea to get around the time/counter issue. Most players don't spend weeks (or even more than a few days) on a given map. So, a code could be written to kill a critter if a certain amount of drugs are used on it. It could be set back to 0 when the player re-enters a map. Kinda clumsy, though, and not foolproof. I mean, if the Jet kill number is 6, a player could give 3 doses to an addict on Virgin Street, go to Commercial Row to buy something, return a few minutes later, but the counter would be set back to 0.

Still, the idea has merit. And this would work for most situations. But, while easy to make (other than devising a REAL counter/timer), it means altering hundreds of critter scripts.
 
MIB88 said:
Hey! I edited my post before you added your post. :P

Actually, I think I have an idea to get around the time/counter issue. Most players don't spend weeks (or even more than a few days) on a given map. So, a code could be written to kill a critter if a certain amount of drugs are used on it. It could be set back to 0 when the player re-enters a map. Kinda clumsy, though, and not foolproof. I mean, if the Jet kill number is 6, a player could give 3 doses to an addict on Virgin Street, go to Commercial Row to buy something, return a few minutes later, but the counter would be set back to 0.

i don't really know what this means but i'm drunkenly guessing.

Still, the idea has merit. And this would work for most situations. But, while easy to make (other than devising a REAL counter/timer), it means altering hundreds of critter scripts.

nah, fuck that. just people. who'd OD a dog or mantis?
 
The first part just means it's possible, but there will be holes.

TwinkieStabllis said:
nah, fuck that. just people. who'd OD a dog or mantis?

I was talking only about the people scripts (I call them all critters). And there are about 250 or so people critter scripts in an unmodded game.
 
MIB88 said:
I was talking only about the people scripts (I call them all critters). And there are about 250 or so people critter scripts in an unmodded game.

oh.

well then get to work, asshole!


[spoiler:8b69d83652] :wink: [/spoiler:8b69d83652]
 
So this is ignorant input as I don't use any drugs in the game, but how do they work to begin with? I do seem to remember that all give some kind of stat boost for a time, then there are after effects. (When used by the player and NPC friends anyway - no idea if the Jetheads ever get worn out or just take more Jet.)

Are there scripts then that could be edited to change the start effect, effect time, and after effect?
 
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