GraceCB

Integration Script Template

Oct 7th, 2021 (edited)
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  1. ScriptName SCPT
  2. ;This is your script name. It doesn't need to start SCPT, but it's good for quick reference.
  3. ;Don't start it with a number! Don't start any editor ID with a number.
  4.  
  5. Begin Gamemode
  6. ;Gamemode runs when the player isn't in a menu
  7. If GetGameRestarted
  8. ;GetGameRestarted returns 1 once per script per restart. Many old style integrations use a "short DoOnce" check to do this, but that only happens once per *save*, meaning you can't update the integration levels at all once the a save has been made with the mod installed
  9. ;printc "my template startup script has begun
  10. ;this is a debug line. uncomment it by deleting the ; and the script will print to the console when it starts. This is useful for knowing if your script has started and finished successfully.
  11. ;ListAddForm is better than AddItemToFormlist, since it isn't savebaked
  12. ListAddForm NVALLWeapons qqq
  13. ;Any weapons not added to the NVAllWeapons list won't be removed when going into casinos
  14. ListAddForm WeaponListRangedAll qqq
  15. ;qqq stands for the base form, i.e. WeapNV9mmPistol for the 9mm Pistol
  16. ListAddForm GunsList qqq
  17. ;Guns list also appears to be all ranged weapons, including energy weapons
  18. ListAddForm WeaponRiflesList qqq
  19. ListAddForm WeaponMachinegunList qqq
  20. ;Machinegun list is a list of all ballistic automatic weapons, mostly used for making sure that perks and other effects don't increase their fire rate
  21. ListAddForm WeaponListMeleeAll qqq
  22. ListAddForm WeaponGrenadeMineLIST qqq
  23. ListAddForm WeaponsAutomaticMeleeLIST qqq
  24. ;Automatic
  25. ListAddForm ExplodesGasTrapsOnHit qqq
  26. ListAddForm NVDLC01ExplodesGasTrapsOnHit qqq
  27. ;Ranged weapons
  28. ListAddForm ExplodesGasTrapsOnTouch qqq
  29. ;Fiery non-ranged weapons
  30. ListAddForm NVHoldoutWeapons qqq
  31. ListAddForm NVImprovedHoldoutWeapons qqq
  32. ListAddForm TheProfessionalWeaponsList qqq
  33. ListAddForm PerkCowboyWeapons qqq
  34. ListAddForm ShotgunSurgeonWeaponsList qqq
  35. ListAddForm WeaponShotgunLIST qqq
  36. ListAddForm WeaponLauncherLIST qqq
  37. ListAddForm BeamChallengeWeaponLIST qqq
  38. ;Rifle grip energy weapons of all types
  39. ListAddForm EnergyWeapons qqq
  40. ListAddForm LaserCommanderWeaponsList qqq
  41. ;Just laser weapons, but pulse weapons are here in the base game too
  42. ListAddForm PlasmaSpazWeaponList qqq
  43. ;plasma weapons
  44. ListAddForm NVDLC02PerkGruntWeapons qqq
  45. ListAddForm PerkPyromaniacWeaponsUsingAmmo qqq
  46. ;Any 12 ga shotguns go here, cause of the dragon's breath ammo
  47. ListAddForm SupermutantWeapons qqq
  48. ;They won't use any weapons not in this list
  49. ListAddForm PerkPyromaniacWeapons qqq
  50. ListAddForm PerkDemolitionExpertWeapons qqq
  51. ListAddForm MS10SetHaroldOnFireWeaponsList qqq
  52. ;Yes, this is only used in Fallout 3, but the list still exists in NV, and adding it here will improve TTW compatibility at no cost to you
  53. ListAddForm GrenadeList qqq
  54. ListAddForm FireWeapons qqq
  55. ListAddForm FistWeaponsList qqq
  56. ListAddForm BaseballBatsList qqq
  57. ListAddForm NVDLC02DaturaPoisonWeapons qqq
  58. ;appears to be the weapons that datura poison is valid to apply to
  59. ListAddForm NVDLC03EMPWeaponList qqq
  60. ListAddForm NVDLC05ChallengeBenefitOrAHazardWeapons qqq
  61. ;556 Pistols
  62. ListAddForm NVDLC05ChallengeCuriosAndRelicsWeapons qqq
  63. ;unique weapons
  64. ListAddForm NVDLC05ChallengeEvenAGodKingCanBleedWeapons qqq
  65. ;throwing spears
  66. ListAddForm NVDLC05ChallengeHistoricalProprietyList qqq
  67. ;knives
  68. ListAddForm NVDLC05ChallengeOverkillWeapons qqq
  69. ;weapons using mini nukes
  70. ListAddForm NVDLC05ChallengeTheSameCouldBeSaidWeapons qqq
  71. ;holy weapons
  72.  
  73. ;These are all of the potentially important formlists to add your new weapon to ^
  74.  
  75. ListAddForm RepairNVDLC04FlareGun qqq
  76. ;This is a reminder to add your weapon to any base game repair lists
  77.  
  78. ListAddForm Hats qqq
  79. ;Mostly just used for Rex's "doesn't like hats" barking, but other mods use it for other stuff
  80.  
  81. ListAddForm RockItLauncherAmmo qqq
  82.  
  83. ListAddForm FoodNoneAvailable qqq
  84. ListAddForm MeatFood qqq
  85. ListAddForm NonAlchoholicDrinks qqq
  86. ListAddForm NukaBottleDrinks qqq
  87. ListAddForm NVFiendDrugList qqq
  88. ListAddForm AlchoholicDrinks qqq
  89. ListAddForm WaterLIST qqq
  90. ListAddForm NVDLC01Poisons qqq
  91. ListAddForm NVDLC02MQ02cBooze qqq
  92. ;the valid alcohols you can use to sterilize the medkit in HH
  93. ListAddForm NVDLC02PreWarFood qqq
  94. ListAddForm NVDLC03AllEmptyBottlesLIST qqq
  95. ListAddForm NVDLC03AllIngestiblePlants qqq
  96. ListAddForm NVDLC03HQBuddiesMuggyAllDinnerwareLIST qqq
  97. ListAddForm NVDLC03HQBuddiesMuggyAllDinnerwareLIST qqq
  98. ListAddForm NVDLC03PerkRelatedAllChemsLIST qqq
  99. ListAddForm NVDLC03PerkRelatedAllFoodLIST qqq
  100. ListAddForm NVDLC03PerkRelatedAllStimpaksLIST qqq
  101. ListAddForm NVDLC03PerkRelatedDrinks10RadLIST qqq
  102. ListAddForm NVDLC03PerkRelatedDrinks16RadLIST qqq
  103. ListAddForm NVDLC03PerkRelatedDrinks3RadLIST qqq
  104. ListAddForm NVDLC03PerkRelatedDrinks6RadLIST qqq
  105. ListAddForm MugDrinks qqq
  106. ;this is used by an idle, contains unpurified water and ant nectar
  107.  
  108. ListAddForm NVLegionAllButMedsChemsList qqq
  109. ListAddForm NVLegionBannedList qqq
  110. ListAddForm NVLegionBannedMedList qqq
  111. ListAddForm NVLegionChemsList qqq
  112. ListAddForm NVLegionDrugList qqq
  113. ;not exactly sure which of these is used for what part of item confiscation at the fort
  114.  
  115. ListAddForm FactionGearNVBrotherhood qqq
  116. ListAddForm FactionGearNVGreatKhans qqq
  117. ListAddForm FactionGearNVNCR qqq
  118. ListAddForm FactionGearNVNCR qqq
  119. ListAddForm FactionGearNVCaesar qqq
  120.  
  121. ListAddForm NVDLC01ArmorVsBeamTorso qqq
  122. ;metal armors
  123. ListAddForm NVDLC01ArmorVsBeamEyewear qqq
  124. ;reflective eyewear
  125.  
  126. LeveledListAddForm kkk www 1 1 .
  127. ;Syntax for LeveledListAddForm is "LeveledListAddForm LeveledListToAddToEditorID LeveledItemToAdd Level Count Condition"
  128. ;Most lists should have WithAmmo lists added to them, unless they're melee or unarmed weapons, in which case condition lists should be used
  129.  
  130. if GetINIFloat "MyMod Settings:fBigGun" "MyMod Config.ini" > 0
  131. iSkill = (GetINIFloat "MyMod Settings:fBigGun" "MyMod Config.ini")
  132. SetWeaponSkill 33, WEAPONIDGOESHERE
  133. SetWeaponRequiredSkill iSkill, WEAPONIDGOESHERE
  134. endif
  135. ;this is a section that will make any weapon whose ID you put there automatically change itself to use Big Guns, at the skill level that's set in the config ini
  136. ;you will need to create a config folder, make sure it's in the same containing folder as your meshes/textures/etc., then create a new text file, name it to (Your Mod) Config.ini, then update the "MyMod" with your ini's name
  137. ;after you've done that, take the updated MyMod Settings from above with your mod's name in it, then put it in brackets at the top of your config ini
  138. ;then, put the name of your weapon after fBigGun, above, and copy paste fBigGunMinigun or whatever your equivalent is below the bracketed settings line above. Put =0 after it, and your setting has been made. I recommend putting a recommended skill level after a ; on the next line
  139.  
  140. ;for example
  141. ;[Minigun Settings]
  142. ;fBigGunMinigun=0
  143. ;recommended 100
  144.  
  145. ;the user simply has to change the value after the = and the weapon will use Big Guns at the level set
  146. ;this does not work on negative numbers or numbers higher than 100, and it won't do anything if the number is set to 0
  147.  
  148. if isModLoaded "TaleOfTwoWastelands.esm"
  149. ;TTW 3.3 implemented a system wide economy rebalance, wherein the price of weapons and armors were dramatically reduced, with new values of approximately 10-20% of their NV values
  150. ;this means that if your standard item value for a weapon is calibrated for NV, it will be wildly expensive to buy and valuable to sell in TTW if it's value is not changed
  151. ;this line allows you to calibrate what your item will be worth in TTW. 3.2.2 did *not* do this, so if you put this line in, your mod will only be compatible with 3.3
  152. ;armors, weapon mods, and weapons' values were reduced much more than ingestible and misc item values, but they were generally reduced substantially too
  153. ;I strongly suggest using a reference value for what you set here - if you're implementing say, a lousier version of the stimpak, look at the 3.3 stimpak value and calibrate from there
  154. ;for 3.3 support, you will likely need to do this for literally every single weapon, ingestible, armor, weapon mod, misc item and ammo in your game
  155. SetBaseItemValue WEAPONIDGOESHERE 100
  156. endif
  157.  
  158. if isModLoaded "TaleOfTwoWastelands.esm"
  159. ;there are a few perks in TTW that apply to Big Guns. They do this by adding all the big guns to a formlist, and just checking that instead of the weapon's used skill, like above, so that they don't have to require JIP restored Big Guns skill by default
  160. ;this line will add your weapon to that formlist. You should probably do this *and* the above big guns option with the config option, to ensure compatibility with base TTW players, and those who use JIP's reimplemented Big Guns skill
  161. ref rTTWWeaponBigGuns = EditorIdToFormID "TTWWeaponBigGuns"
  162. ListAddForm rTTWWeaponBigGuns WEAPONIDGOESHERE
  163. endif
  164.  
  165. if isModLoaded "S6S Base Game Perks Redux.esp"
  166. ref rPerkSuperSlamThrownWeapons = EditorIdToFormID "PerkSuperSlamThrownWeapons"
  167. ListAddForm rPerkSuperSlamThrownWeapons WEAPONIDGOESHERE
  168. ;my base game perk redux adds heavier throwing weapons, like the throwing spear and hatchet, to a formlist that allows them to also receive a chance to knock down. These lines will add your weapon to that list if you see fit
  169.  
  170. ref rXenotechWeapons = EditorIdToFormID "XenotechWeapons"
  171. ListAddForm rXenotechWeapons WEAPONIDGOESHERE
  172. ;my base game perk redux changes the Xenotech perk to check weapons against a formlist instead of checking for item IDs specifically
  173. endif
  174.  
  175. if isModLoaded "New Blood.esp"
  176. ;New Blood implements formula based blunt weapon knockdown on critical hit
  177. ;if you'd like to make your weapon automatically perform the same way, you can use this to do so, without the need for requiring the New Blood esp
  178. ref rSCPTBluntKnockdownEffect = EditorIdToFormID "SCPTBluntKnockdownEffect"
  179. SetOnCriticalHitEventHandler rSCPTBluntKnockdownEffect 1 XMarker XMarker WEAPONIDGOESHERE
  180. ;this sets the event handler to apply anytime a critical hit is landed with the weapon, regardless of target or wielder
  181. SetCritPerc x WEAPONIDGOESHERE
  182. ;blunt weapons are generally tuned to have low critical damage, but moderately high critical chance. The chance to get free hits in on a target once they're knocked down is a very strong advantage, so they shouldn't be getting strong crit damage if knockdown is enabled
  183. ;you may want your baseline implementation of the weapon to have different crit values if crit knockdown is enabled on it, so these commands allow you to adjust them if the crit knockdown is applied
  184. SetWeaponCritDamage x WEAPONIDGOESHERE
  185. ;replace x with your number
  186.  
  187. ;some weapons have knockdown as their VATS effect, and if they can land it at other times, the effect may be a waste of AP
  188. ;you can use these lines to tweak the VATS effect values to be more useful with crit knockdown enabled
  189. SetWeaponVatsTraitNumeric WEAPONIDGOESHERE 2 x
  190. ;damage multiplier for the attack
  191. SetWeaponVatsTraitNumeric WEAPONIDGOESHERE 3 x
  192. ;AP cost
  193. SetWeaponVatsTraitNumeric WEAPONIDGOESHERE 1 x
  194. ;skill requirement to perform
  195.  
  196. ;BLADED
  197. ;New Blood implements formula based bladed weapon bleed on critical hit
  198. ;if you'd like to make your weapon automatically perform the same way, you can use this to do so, without the need for requiring the New Blood esp
  199. ref rSCPTCritBleedEffect1for30 = EditorIdToFormID "SCPTCritBleedEffect1for30"
  200. SetOnCriticalHitEventHandler SCPTCritBleedEffect1for30 1 XMarker XMarker WEAPONIDGOESHERE
  201. ref rSCPTCritBleedEffect1for60 = EditorIdToFormID "SCPTCritBleedEffect1for60"
  202. SetOnCriticalHitEventHandler rSCPTCritBleedEffect1for60 1 XMarker XMarker WEAPONIDGOESHERE
  203. ref rSCPTCritBleedEffect2for30 = EditorIdToFormID "SCPTCritBleedEffect2for30"
  204. SetOnCriticalHitEventHandler rSCPTCritBleedEffect2for30 1 XMarker XMarker WEAPONIDGOESHERE
  205. ref rSCPTCritBleedEffect2for60 = EditorIdToFormID "SCPTCritBleedEffect2for60"
  206. SetOnCriticalHitEventHandler rSCPTCritBleedEffect2for60 1 XMarker XMarker WEAPONIDGOESHERE
  207. ;in contrast to blunt weapons, which all share the same knockdown effect, bladed weapons may deal 1 bleeding health damage per second for thirty seconds, for 60 seconds, 2 damage per second for 30, or 60 seconds
  208. ;choose one severity and delete the other lines
  209.  
  210. SetCritPerc x WEAPONIDGOESHERE
  211. ;bleed is a very strong effect, so crit percentages generally shouldn't be very high, and neither should crit damage
  212. SetWeaponCritDamage x WEAPONIDGOESHERE
  213. endif
  214.  
  215.  
  216. if isModLoaded "S6S Perks.esp" == 1
  217. ;S6S Perks
  218. ; ref rsssFLSTBoltActionWeapons = EditorIdToFormID "sssFLSTBoltActionWeapons"
  219. ; ListAddForm rsssFLSTBoltActionWeapons WEAPONIDGOESHERE
  220.  
  221. ; ref rsssFLSTtruepartymember = EditorIdToFormID "sssFLSTtruepartymember"
  222. ; ListAddForm rsssFLSTtruepartymember WEAPONIDGOESHERE
  223. ;communist, chinese, russian, eastern european, and guerilla weapons
  224.  
  225. ; ref rsssFLSTRevolvers = EditorIdToFormID "sssFLSTRevolvers"
  226. ; ListAddForm rsssFLSTRevolvers WEAPONIDGOESHERE
  227.  
  228. ; ref rsssFLSTdemorocket = EditorIdToFormID "sssFLSTdemorocket"
  229. ; ListAddForm rsssFLSTdemorocket WEAPONIDGOESHERE
  230. ;rocket/missile/fat man weapons
  231.  
  232. ; ref rsssFLSTroadrageweapons = EditorIdToFormID "sssFLSTroadrageweapons"
  233. ; ListAddForm rsssFLSTroadrageweapons WEAPONIDGOESHERE
  234. ;wasteland weapons, especially those featured in the mad max films
  235. ;generally not weapons that overlap with cowboy, grunt, or true party member
  236. ;antique weapons, homemade ones, knuckle type weapons, ones in strange calibers
  237. ;meant to buff iconic wasteland weapons that aren't particularly viable
  238.  
  239. ; ref rsssFLSTRepairWeaponsLow = EditorIdToFormID "sssFLSTRepairWeaponsLow"
  240. ; ListAddForm rsssFLSTRepairWeaponsLow WEAPONIDGOESHERE
  241. ;homemade/crafted weapons, ones that are involved in repairing/breaking down things, like sledgehammers and chainsaws
  242. ;most non-military produced explosives, like tin grenades and fire bombs are in here
  243. ;"low" repair weapons are *weaker* weapons that get *better* buffs, to make them more viable
  244. ;for example, a wrench weapon should probably go in low, while the arc welder belongs in high
  245. ;DO NOT put a weapon in both lists! The bonuses will both apply at the same time, resulting in crazy buffs
  246.  
  247. ; ref rsssFLSTRepairWeaponsHigh = EditorIdToFormID "sssFLSTRepairWeaponsHigh"
  248. ; ListAddForm rsssFLSTRepairWeaponsHigh WEAPONIDGOESHERE
  249.  
  250. ; ref rsssFLSTMadScienceWeaponsLow = EditorIdToFormID "sssFLSTMadScienceWeaponsLow"
  251. ; ListAddForm rsssFLSTMadScienceWeaponsLow WEAPONIDGOESHERE
  252. ;pretty self explanatory, mad science weapons
  253. ;high tech weapons, but not mainline production ones like plasma rifles
  254. ;pulse/recharging weapons, things used in experiments like cattle prods
  255. ;atomic and nuclear weapons are in here
  256.  
  257. ; ref rsssFLSTMadScienceWeaponsHigh = EditorIdToFormID "sssFLSTMadScienceWeaponsHigh"
  258. ; ListAddForm rsssFLSTMadScienceWeaponsHigh WEAPONIDGOESHERE
  259.  
  260. ; ref rsssFLST45AutoSadistic = EditorIdToFormID "sssFLST45AutoSadistic"
  261. ; ListAddForm rsssFLST45AutoSadistic WEAPONIDGOESHERE
  262. ;1911/.45 Auto style pistols, ideally with 6 or 7 rounds
  263. ;weapons which *look* similar to those handguns and aren't above 6/7 rounds per reload are fine
  264.  
  265. ; ref rsssFLSTDiplomatSuit = EditorIdToFormID "sssFLSTDiplomatSuit"
  266. ; ListAddForm rsssFLSTDiplomatSuit WEAPONIDGOESHERE
  267. ;diplomat suits, generally those representing some kind of faction
  268.  
  269. ; ref rsssFLSTBladedWeapons = EditorIdToFormID "sssFLSTBladedWeapons"
  270. ; ListAddForm rsssFLSTBladedWeapons WEAPONIDGOESHERE
  271. ;all bladed weapons, including things like chainsaws and proton axes, and any energy melee weapon which emulates a blade
  272. ;blunt weapons with attached, non blade items that are still sharp *do not* count
  273. ;no nail boards
  274.  
  275. ; ref rsssFLSTBowieKnives = EditorIdToFormID "sssFLSTBowieKnives"
  276. ; ListAddForm rsssFLSTBowieKnives WEAPONIDGOESHERE
  277. ;bowie/machete/kabar styled/combat knives
  278. ;one handed only
  279. ;other knives which evoke notions of australia are appropriate
  280.  
  281. ; ref rsssFLSTHeavyMelee = EditorIdToFormID "sssFLSTHeavyMelee"
  282. ; ListAddForm rsssFLSTHeavyMelee WEAPONIDGOESHERE
  283. ;heavy two handed melee weapons
  284. endif
  285.  
  286.  
  287. if isModLoaded "DMT _Dead Money Tweaks_.esm" == 1
  288. ;DMT - Dead Money Tweaks
  289. ; ref rsDMFLSTAdvancedArmor = EditorIdToFormID "sDMFLSTAdvancedArmor"
  290. ; ListAddForm rsDMFLSTAdvancedArmor WEAPONIDGOESHERE
  291. ;DMT introduces additional mechanics to weapon repair kits, and adds armor repair kits
  292. ;it allows you to use silver/gold coins to get more repair value on your basic/high tech weapons, respectively
  293. ;generally any armor with circuitry should go here
  294. ;rarer armors made from uncommon items, like gold or something like that, should also go in here
  295. ;this is for torso armor pieces
  296.  
  297. ; ref rsDMFLSTAdvancedHelmet = EditorIdToFormID "sDMFLSTAdvancedHelmet"
  298. ; ListAddForm rsDMFLSTAdvancedHelmet WEAPONIDGOESHERE
  299. ;above, but for helmets
  300. ;accessories can go in here
  301.  
  302. ; ref rsDMFLSTCloudBody = EditorIdToFormID "sDMFLSTCloudBody"
  303. ; ListAddForm rsDMFLSTCloudBody WEAPONIDGOESHERE
  304. ;DMT adds cloud protection mechanics using full body or two part protection
  305. ;this is for things like the space suit's body, which requires that you have the helmet to gain cloud protection
  306. ;you have to have *any* body and *any* head protection combo for two part protection
  307.  
  308. ; ref rsDMFLSTCloudHead = EditorIdToFormID "sDMFLSTCloudHead"
  309. ; ListAddForm rsDMFLSTCloudHead WEAPONIDGOESHERE
  310. ;these are the helmets and such that cover the whole head, like the space suit
  311.  
  312. ; ref rsDMFLSTCloudMask = EditorIdToFormID "sDMFLSTCloudMask"
  313. ; ListAddForm rsDMFLSTCloudMask WEAPONIDGOESHERE
  314. ;this is masks which grant complete breathing protection on their own, like the breathing mask
  315. ;these must have the mask biped flag set to function correctly
  316.  
  317. ; ref rsDMFLSTCloudSuit = EditorIdToFormID "sDMFLSTCloudSuit"
  318. ; ListAddForm sDMFLSTCloudSuit WEAPONIDGOESHERE
  319. ;this is for things like rad suits, that are a single item that provides wholesale breathing protection
  320.  
  321. ; ref rsDMFLSTGloveSafeList = EditorIdToFormID "sDMFLSTGloveSafeList"
  322. ; ListAddForm rsDMFLSTGloveSafeList WEAPONIDGOESHERE
  323. ;this is a list of distinct glove items that can be worn to prevent the super heated cosmic knives from hurting your health and hand
  324.  
  325. ; ref rsDMFLSTHighTechWeapon = EditorIdToFormID "sDMFLSTHighTechWeapon"
  326. ; ListAddForm rsDMFLSTHighTechWeapon WEAPONIDGOESHERE
  327. ;the repair kit high tech list for weapons
  328. ;energy weapons are automatically covered for this, this is for things like the red glare or smmg, which have more advanced technical components
  329. ;fancy weapons with engravings and such should also go in here, like the ranger sequoia
  330.  
  331. ; ref rsDMFLSTPoliceArmors = EditorIdToFormID "sDMFLSTPoliceArmors"
  332. ; ListAddForm rsDMFLSTPoliceArmors WEAPONIDGOESHERE
  333. ;police themed armors
  334.  
  335. ; ref rsDMFLSTPoliceArmorsRiot = EditorIdToFormID "sDMFLSTPoliceArmorsRiot"
  336. ; ListAddForm rsDMFLSTPoliceArmorsRiot WEAPONIDGOESHERE
  337. ;riot police themed armors
  338. ;cool armors that don't stack up in the end game, like the assassin suit are often here for their visual similarity to things like the LR riot armor, and to buff them
  339.  
  340. ; ref rsDMFLSTPoliceWeapons = EditorIdToFormID "sDMFLSTPoliceWeapons"
  341. ; ListAddForm rsDMFLSTPoliceWeapons WEAPONIDGOESHERE
  342. ;basic police issue weapons
  343. ;generally not automatic weapons
  344. ;*nothing scoped*
  345.  
  346. ; ref rsDMFLSTPoliceWeaponsBreacher = EditorIdToFormID "sDMFLSTPoliceWeaponsBreacher"
  347. ; ListAddForm rsDMFLSTPoliceWeaponsBreacher WEAPONIDGOESHERE
  348. ;compact weapons, ideal for use in breaching of rooms
  349. ;also, explosive breaching tools like satchel charges and c4
  350. ;the 10mm smg is included here, for example
  351. ;clip fed and pump shotguns, no sawed offs
  352. ;flashbangs and stun weapons
  353.  
  354. ; ref rsDMFLSTPoliceWeaponsRiot = EditorIdToFormID "sDMFLSTPoliceWeaponsRiot"
  355. ; ListAddForm rsDMFLSTPoliceWeaponsRiot WEAPONIDGOESHERE
  356. ;high capacity, usually highly powered weapons that would excel in mowing down crowds of people
  357. ;silenced automatic weapons are usually included
  358. ;scatter energy weapons are here, 10mm pistol is here cause it could use the buff
  359.  
  360. ; ref rsDMFLSTPoliceWeaponsSniper = EditorIdToFormID "sDMFLSTPoliceWeaponsSniper"
  361. ; ListAddForm rsDMFLSTPoliceWeaponsSniper WEAPONIDGOESHERE
  362. ;police sharpshooter weapons
  363. ;these should nearly exclusively have scopes, the perk is tuned for it
  364. ;the anti material rifle is *not* appropriate here, this is for non-automatic scoped weapons that could concievably be used by the police
  365.  
  366. ; ref rsDMFLSTPoliceWeaponsSpecialAgent = EditorIdToFormID "sDMFLSTPoliceWeaponsSpecialAgent"
  367. ; ListAddForm rsDMFLSTPoliceWeaponsSpecialAgent WEAPONIDGOESHERE
  368. ;weapons used by Leon Kennedy in Resident Evil 4 belong in here, along with relatively powerful antique weapons
  369. ;frag and incendiary grenades, pump action shotguns, bolt action and semi auto sniping rifles (unscoped is fine)
  370. ;12.7mm handguns and smgs are included here, as handling a .50 cal handgun/smg would require a high degree of skill
  371.  
  372. ; ref rsDMFLSTShovels = EditorIdToFormID "sDMFLSTShovels"
  373. ; ListAddForm rsDMFLSTShovels WEAPONIDGOESHERE
  374. ;shovels
  375. endif
  376.  
  377. ;printc "my template startup script has finished
  378. endif
  379. end
  380.  
  381.  
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