Version 9.0 has been uploaded! It can be found at the Downloads page of this mod. It's still a WIP, so expect some issues.

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Weapon slots (Games : Fallout 3 : Mods : Fallout 3 Reborn: A Realism Mod : Forum : Feature Suggestions : Weapon slots) Locked
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SuperDurnius
SuperDurnius SuperDurnius
Dec 6 2009 Anchor

Idea for weapon slots:
You have place for:
1 side arm (right foot?)
1 knife (boot ?)

After a while, you find some cases (in appearel equip-able items (non-modeled)) for legs slot, back slot and ect... After equipping all the best ones you'll have possibility of equipping:
2 main weapon (assault rifle and sniper or some huge melee)
1 huge weapon (mini nuke :D, flame thrower)
2 side (Submachinegun, silenced pistol)
1-2 small melee
2-5 grenade slot per 5 grenades (mines also count as grenades)

There might be many different Items, or simply belt set items... I'll try to explain:
A) many different items: You find back cases, leg cases and etc as different items, and equip them all separately...
B) Belt sets: You equip one slot, called belts: which are called differently and open different possibility:
Demoman's belts: 5 grenade slots x5, 1 melee, 1 side arm, 1 main weapon, 1 huge weapon
Commando: 2 grenade x3, 1 melee, 2 side, 2 main, 0 huge
Sniper, thief, berserk, raider, officer, diplomat, sheriff, traider and etc....

Dec 6 2009 Anchor

Well, weapon slots are quite a lot simpler, currently. Any weapon with a backpack (Minigun, Flamer, Gatling Laser and all their special editions) are temporary weapons, and cannot be carried around unless they're in your hands. You get two main weapons (anything from the MIRV to the Assault Rifle), a single sidearm slot (10mm SMG, pistols, etc), and a knife/small melee slot. Large melee weapons will take up a main weapon slot. I hope to have your whole inventory displayed on your player (there is a mod that does this already). On top of that, you can carry 10 explosives (any kind of mine or grenade, or breaching charges, if I add them in).

The belt idea is interesting, because it hits on something I want to do: having grenade pouches and bandoleers. There would probably be four kinds: 5.56mm bandoleer (250 extra 5.56 rounds), shotgun bandoleer (100 extra shotty shells), grenade pouch (5 extra explosives), and battery pack (gives you 100 more of each kind of energy ammo).

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Mod DB - Game Modder

SuperDurnius
SuperDurnius SuperDurnius
Dec 7 2009 Anchor

But how about repairing items? You must have more than one weapon to have possibility to fix it... So here "single" sidearm doesn't fit... Might be you could make, that you can have as many weapons as you'd like in inventory, but you can't run if conditions aren't met (too many weapons)?

Dec 7 2009 Anchor

Well, there is a script delay (which is currently 1 second, but I may increase it). So you can pick up two pistols at once, if you want, but in a few seconds, they'll be dropped. The timer pauses in menus/the pip-boy, so you can pick up a second weapon, bring up your pip-boy and repair it.

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Mod DB - Game Modder

SuperDurnius
SuperDurnius SuperDurnius
Dec 7 2009 Anchor

The thing is still "tricky" by me... I could say I more prefer to be limited at moving at the point I'm overloaded. Be unable to run and fast-travel or simply be restricted from moving at all... Because I love to stand at the shop, look around what weapons I need to fix, buy some of those from merchant, (mightbe steal some). This really takes some time, and with auto-drop it gets... complicated. New-guy, which doesn't understand the all "reality-thing" will simply "rage-quit" the game, or start turning off weapon-slot-mod as soon as he get's shopping and repairing... And after some time I guess, simply stopping from turning this mod on...

If you'll ask me, I more prefer non-runable version of this mod... With custom message "You've to many weapons". Or even it might give you restriction from loading new area (leaving). How about make this as possibility of tweaking this mod at the console? Afcourse if this isn't realy hard-coding.... Your decision...

Edited by: SuperDurnius

Dec 7 2009 Anchor

Hmmmmm...

You just gave me an idea! I'll add in an option to choose either the drop or over-encumbered penalty for going past your weapon-slot max. Or, I'll try at least. It could get tricky as another part of the game already uses the over-encumbrance system. I'll look into it.

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Mod DB - Game Modder

SuperDurnius
SuperDurnius SuperDurnius
Dec 7 2009 Anchor

Also, I hope this won't apply on NPC, right? I simply think that there could be lot's of mess, bugs and ruined quests, if you'll edit NPC inventory with auto-systems (as this one).

Dec 8 2009 Anchor

No, no, the check is run via a hidden quest (which only ever affect the player), and even better, the checking system (that counts how many weapons you hold) only targets the player. Such a system would be difficult, if not impossible to run on every NPC. Your game would most likely run slowly, or crash.

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Mod DB - Game Modder

SuperDurnius
SuperDurnius SuperDurnius
Dec 8 2009 Anchor

ok, good to hear... Just, make sure not to add that kind of system in future :D ...

Dec 8 2009 Anchor

Who knows, maybe I'll feel evil and add a weapon limit to followers XD

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Mod DB - Game Modder

SuperDurnius
SuperDurnius SuperDurnius
Dec 8 2009 Anchor

Then get ready for lot's of bugs and quest crashes :flame: :dead: :P

Dec 8 2009 Anchor

It most likely wouldn't cause problems with followers (as they never help with quests), but fear not, I am just kidding :D

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Mod DB - Game Modder

Feb 26 2010 Anchor

Hey, i got an idea for storage how about a backpack or vest slots so items like weapons, some ammo magazines, bombs and grenades can be see via view and for quick access while aid, misc, larger ammo and extras can be stored but are slower to retrieve? allways hatted in game how items dissapear on the player for storage!

Edited by: The_Federation

Feb 26 2010 Anchor

I have a similar idea for my next mod "Under", which will be an ultra-realistic and VERY open world RPG.

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Mod DB - Game Modder

Mar 8 2010 Anchor

Hi, I'm new to the forum, i played f3 when it first came out, but found it...too oblivion-y. With your mod though, much better!

I think I might have a suggestion to make on this front.

You could have it so that objects exist in slots and inventory as well. It makes sense that one should be able to carry 5 ak-47s in a backpack, but that they would be hard to access.

So my suggestion is this:

keep the existing inventory system, but have it so that you also have weapon slots. If the weapon is not in a weapon slot, give it a 2 second delay and maybe a jamming animation upon drawing it. In that way people can keep equipment in a bag (for sale, repairs, etc.) but can only really use a few select weapons quickly, thereby making most of their equipment ineffective to use in combat, maintaining realism while allowing the player to still generate income from weapons.

Mar 9 2010 Anchor

This is an interesting idea, perhaps I could see about it for V8. Perhaps I could build off of the current hot-key system.

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Mod DB - Game Modder

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