You'll have to excuse my naivete because I haven't done much FNV scripting so I'm unsure how this will play out and how the variable values persist (I don't even know what this script is attached to) BUT
scn GyroAccelerationDamageModifierStd ;controls the damage of the Gyrojet Carbine based on the distance from the muzzle and adds rocket cases to enemies HIT with the Gyrojet.
ref currTarget ref lastTarget
short dfm short lastdfm
short DR bool addAmmo = false
Begin ScriptEffectStart set currTarget to Player.GetCombatTarget
set dfm to Player.GetDistance currTarget
If currTarget != lastTarget ;We switched who we're shooting! lastTarget.ModActorValue DamageResist -DR
If dfm <= 400 set DR to 30 ElseIf dfm <= 900 set DR to 35 ;I personally do not understand how it does less damage between 401 and 900 but c'est la vie set addAmmo to true Else set DR to 0 EndIf Else ;We haven't switched If lastdfm<=400 If dfm<=400 set DR to 0 ElseIf dfm<=900 set DR to 5 set addAmmo to true Else set DR to -30 EndIf ElseIf lastdfm<=900 If dfm<=400 set DR to -5 ElseIf dfm<=900 set DR to 0 set addAmmo to true Else set DR to -35 EndIf Else If dfm<=400 set DR to 30 ElseIf dfm<=900 set DR to 35 set addAmmo to true Else set DR to 0 EndIf EndIf EndIf currTarget.ModActorValue DamageResist DR If addAmmo currTarget.additem Case13mmRocket 1 EndIf lastTarget=currTarget lastdfm=dfm EndIf
I added an optional fix which may or may not work. It removes the gun from the leveled lists, removes its scripts, and places only one gun in-game at the REPCONN facility.
gusano made custom world models for the gyrojet ammo, so it appears as ammo boxes instead of spare bullets on the ground. If you're interested you could ask him about including them with this mod.
Ran into a problem with the scope textures going crazy, but beside that incredible weapon, just like a super charged brush gun. Really really love the concept and love how its a hold out silenced and scoped perfect for my merc rifleman play through. I was using the Mosien Orbez from The Couriers Cache as its also a hold out but not silenced and scoped. love how the trade off is how expensive and intensive the ammo is to buy and craft balances out nicely.
The scope uses textures from "textures\weapons\mossberg\scope_d/n/s.dds", which are not included here. I don't know which other mod's textures they used, but they ought to include them or the scope fails to render properly.
41 comments
scn GyroAccelerationDamageModifierStd
;controls the damage of the Gyrojet Carbine based on the distance from the muzzle and adds rocket cases to enemies HIT with the Gyrojet.
ref currTarget
ref lastTarget
short dfm
short lastdfm
short DR
bool addAmmo = false
Begin ScriptEffectStart
set currTarget to Player.GetCombatTarget
set dfm to Player.GetDistance currTarget
If currTarget != lastTarget
;We switched who we're shooting!
lastTarget.ModActorValue DamageResist -DR
If dfm <= 400
set DR to 30
ElseIf dfm <= 900
set DR to 35 ;I personally do not understand how it does less damage between 401 and 900 but c'est la vie
set addAmmo to true
Else
set DR to 0
EndIf
Else
;We haven't switched
If lastdfm<=400
If dfm<=400
set DR to 0
ElseIf dfm<=900
set DR to 5
set addAmmo to true
Else
set DR to -30
EndIf
ElseIf lastdfm<=900
If dfm<=400
set DR to -5
ElseIf dfm<=900
set DR to 0
set addAmmo to true
Else
set DR to -35
EndIf
Else
If dfm<=400
set DR to 30
ElseIf dfm<=900
set DR to 35
set addAmmo to true
Else
set DR to 0
EndIf
EndIf
EndIf
currTarget.ModActorValue DamageResist DR
If addAmmo
currTarget.additem Case13mmRocket 1
EndIf
lastTarget=currTarget
lastdfm=dfm
EndIf
its crashing right after it shows the copyright blurb
disabled all the mods I can minus WRP and WMX and still have this issue
With other mod, the game often crashed when I want enter to the Doc Mitchell's house.
In Doc Mitchell's house, I can't find this weapon close to fireplace.
So, everything is okay :)
I fixed the issue in update 1.1, for both the main file and the ENB lighting fix.