Hey, since the cane doesn't have sights and having it so close to the player's face make it look a bit ugly; maybe you should just remove the sight node from the nif model. In game this has the effect of aiming like a standard weapon in F3 or a laser weapon in FNV. Just a suggestion.
There's no need to remove the sight node, I can just flag it in the GECK to not use iron sight animations. I'll keep this in mind if I release an update.
Neat! Could it double as a melee weapon? Possibly by somehow adding a replica with zero weight to the player's inventory--depending on which version is equipped, the supposed same item is wielded either as a disguised Gun or as a regular Dress Cane.
See also The Cane (Spider-Man animated series, 1967, s1e10b) and the killer umbrellas of Batman's longstanding adversary The Penguin.
This may be beyond my capabilities as a modder, but I'll put some thought into it. No promises, though. One issue I can spot immediately would be how to transition between the two in a way that doesn't require you to toggle it in the Pip-Boy, because otherwise, it'd be simpler to just carry both and hotkey them to switch back and forth depending on which one you want to use.
That's exactly how I was seeing them--as two different items in the inventory (one weightless), each with its own hot key, representing a different grip and use of the same item. That's the easy part--I wouldn't know how to pick them up and drop or sell them always together. Maybe a script that spawns the second when the first is picked up, and unspawns it when dropping or selling...?
In principle the same idea might work for bayonet rifles that can also stab, pistols that can also pistol-whip, knives or spears that can also be thrown, and so forth. Useful for simulationist players who want to do in the game what they should be able to do in real life; and minimalists who don't want to carry more than they have to.
The thing is, even if I made them weightless and value-less, you'd still be able to drop/sell each one individually and to set it otherwise would prevent you from switching between them (or to any other weapon, for that matter). That's already a break from reality right there and if you're willing to accept that, then you might as well just use a normal dress cane and pretend it's the same weapon. Functionally, it'd be identical and it'd be a lot less work than scripting a whole new .esp just to save a few pounds.
Yeah, one could always acquire both gun-cane & normal cane, then set one to 0 weight with FNVEdit.
Though I note The Backpack (http://www.nexusmods.com/newvegas/mods/44104/?) always moves two items in and out of inventory when it's picked up or dropped.
Pistol Whip Mod (http://www.nexusmods.com/newvegas/mods/50880/?) crafts one version out of the other, but that seems artificial.
Both a Dress Cane and a Dress Cane - Gun Mode (maybe not zero-weight after all, if the extra gun function would make the cane heavier; nor zero-cost, since such function adds value) could be taken from a container--then one need only remember to drop, give or sell both together. Or even from a table, if the two objects can be somehow superimposed, and picked up twice.
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See also The Cane (Spider-Man animated series, 1967, s1e10b) and the killer umbrellas of Batman's longstanding adversary The Penguin.
In principle the same idea might work for bayonet rifles that can also stab, pistols that can also pistol-whip, knives or spears that can also be thrown, and so forth. Useful for simulationist players who want to do in the game what they should be able to do in real life; and minimalists who don't want to carry more than they have to.
Though I note The Backpack (http://www.nexusmods.com/newvegas/mods/44104/?) always moves two items in and out of inventory when it's picked up or dropped.
Pistol Whip Mod (http://www.nexusmods.com/newvegas/mods/50880/?) crafts one version out of the other, but that seems artificial.
Both a Dress Cane and a Dress Cane - Gun Mode (maybe not zero-weight after all, if the extra gun function would make the cane heavier; nor zero-cost, since such function adds value) could be taken from a container--then one need only remember to drop, give or sell both together. Or even from a table, if the two objects can be somehow superimposed, and picked up twice.