Nice mod, but it is impossible to grab and equip weapons while in combat or from the merchant's shelf after he caught you stealing which is very disappointing.
I think it would've been awesome to be able to grab and instantly equip weapon that is laying around in the middle of the fire fight.
I found a bug here - while testing this mod and a few others, I noticed that when picking up a weapon with mods on it, the mods would disappear from the gun (and game). This happened with the Bioshock pistol mod, so I don't know if it will occur with vanilla modded weapons. I'll test it, but anyway it's not a very bad bug in comparison with the usefulness of the mod, just have to be a bit careful.
Hi, great little mod! Endorsed Can you make it work with the consumables that grow in the wasteland? So I can eat a xander root directly while picking it up?
I haven't used the mod yet, but I think it is a great idea.
Following suggestion: Create an optional .esp that blocks access to the PipBoy-Inventory while detected AND in combat. You could make one version that only allows access to the inventory while detected AND in combat if the player crouches down hand holds the key for about 1 - 5 seconds, maybe even a slightly randomized delay. Another possibility would be to consider if the player got his HP damaged while waiting for the inventory to open and make it so, that if he was actually hit, he will be knocked down and the inventory will not be opened. You could also consider to use attributes like agility or luck in order to calculate the delay before the inventory opens.
The idea behind this would be, as you are in combat, you can't access your inventory. Because, which sane and mortal being would actually open very calmly and completely unconcerned his/her backpack while somebody is shooting at him/her. I cerntainly would not open my backpack and start searching for about 10 seconds, while not even taking cover, while doing that.
All in all people could start, because of a feature like that, to drop certain items like chems before they start a fight, as they have only so many hotkeys they can assign. Though a feature to drop an equiped weapon would be advised for such a feature, as otherwise the player could risk to get overburdened.
amd I suggest that player launch grabing items such as bioshock telekinesis for this mod this suggestion movie is here http://www.youtube.com/watch?v=RkgW1cKJa9Y
I see in FNVEdit that you added two sound records that are identical to two sound records in fallout.esm, maybe just use those instead, not that it matter much.
Editor ID: WPNMeleeBackEquip WPNArmSwing
This would mean having fallout.esm as master but I see no reason not to.
Edit: Maybe weaponsrepairkits should have a condition that player has weapon equipped, because they can be consumed without actually repairing anything.
@ DelphiDie I thought about that after reading pwinkle's comment. I considered how I might go about doing it. The best way I can think of would be an additional key combo with control keys, but I could not think of something that would work. It would need to be something that is unlikely to be pressed often or ever. My thought was perhaps to hold grab and activate at the same time to drop the currently equipped weapon.
@fivecronws: Perhaps you did the same embarassing mistake as me I tried to use the "activate" key, which normally would pick up an item and wondered why it didn´t work. But then I remembered, that the mod is called grab and go, so I used the grab item key, which allows you to lift up objects, and suddenly the magic of this mod kicked in
@Gribbleshnibit8: Thanks again for another great mod. I really like the concept, especially for consumable items. For weapons I´m a bit torn appart. Since I use FPS weapon wheel I usually have no need to quick pick up weapons. What could make this more usefull is an added drop weapon hotkey(afaik there is no such thing in F:NV, if there is please feel free to laugh at me). I think, if the player could pick up a weapon, empty a magazine and then quickly drop the weapon again(in case of an emergency), it would make the mod a lot more interesting for me. Otherwise the carry weight of picked up weapons will add up pretty quickly, and I really dislike to open the pip boy and pause the game, in case the picked up weapon happens to bring me over my weight limit.
18 comments
I think it would've been awesome to be able to grab and instantly equip weapon that is laying around in the middle of the fire fight.
Can you implement this?
This happened with the Bioshock pistol mod, so I don't know if it will occur with vanilla modded weapons. I'll test it, but anyway it's not a very bad bug in comparison with the usefulness of the mod, just have to be a bit careful.
Can you make it work with the consumables that grow in the wasteland?
So I can eat a xander root directly while picking it up?
Following suggestion:
Create an optional .esp that blocks access to the PipBoy-Inventory while detected AND in combat.
You could make one version that only allows access to the inventory while detected AND in combat if the player crouches down hand holds the key for about 1 - 5 seconds, maybe even a slightly randomized delay.
Another possibility would be to consider if the player got his HP damaged while waiting for the inventory to open and make it so, that if he was actually hit, he will be knocked down and the inventory will not be opened.
You could also consider to use attributes like agility or luck in order to calculate the delay before the inventory opens.
The idea behind this would be, as you are in combat, you can't access your inventory. Because, which sane and mortal being would actually open very calmly and completely unconcerned his/her backpack while somebody is shooting at him/her. I cerntainly would not open my backpack and start searching for about 10 seconds, while not even taking cover, while doing that.
All in all people could start, because of a feature like that, to drop certain items like chems before they start a fight, as they have only so many hotkeys they can assign. Though a feature to drop an equiped weapon would be advised for such a feature, as otherwise the player could risk to get overburdened.
amd I suggest that player launch grabing items such as bioshock telekinesis for this mod
this suggestion movie is here
http://www.youtube.com/watch?v=RkgW1cKJa9Y
Editor ID:
WPNMeleeBackEquip
WPNArmSwing
This would mean having fallout.esm as master but I see no reason not to.
Edit:
Maybe weaponsrepairkits should have a condition that player has weapon equipped, because they can be consumed without actually repairing anything.
I thought about that after reading pwinkle's comment. I considered how I might go about doing it. The best way I can think of would be an additional key combo with control keys, but I could not think of something that would work. It would need to be something that is unlikely to be pressed often or ever. My thought was perhaps to hold grab and activate at the same time to drop the currently equipped weapon.
@Gribbleshnibit8: Thanks again for another great mod. I really like the concept, especially for consumable items. For weapons I´m a bit torn appart. Since I use FPS weapon wheel I usually have no need to quick pick up weapons. What could make this more usefull is an added drop weapon hotkey(afaik there is no such thing in F:NV, if there is please feel free to laugh at me). I think, if the player could pick up a weapon, empty a magazine and then quickly drop the weapon again(in case of an emergency), it would make the mod a lot more interesting for me. Otherwise the carry weight of picked up weapons will add up pretty quickly, and I really dislike to open the pip boy and pause the game, in case the picked up weapon happens to bring me over my weight limit.