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Most efficient way to implement immunity to your own explosives / explosions


HaplessScrub

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After way too many inexplicable instances of getting blown up by my own guns using explosive ammo of various types, I started looking for a way to protect myself from these random occurrences. The first idea I had was to add a simple Subject.GetIsReference(PlayerRef [PLYR:00000014]) = 1.000000 condition to the "Spray and Pray" perk, to no avail.

 

Another idea I had was to make a custom base effect, which I attached to an object effect (with Subject.GetIsReference(PlayerRef [PLYR:00000014]) <> 1.000000), which I attached to a projectile, which I attached to an explosion ---> stuck that new ammo into the appropriate ammo list FLST, had a go ... aaaand nothing.

 

I managed to find a few other folks interested in the same idea, but their respective threads were either derailed by petty moderators (not on this site) or led to a dead-end.

 

Any suggestions or leads would be appreciated.

 

 

 

Also - stuff me if most of the information out there relating to custom modding/scripting isn't horrendously written or downright inaccurate and misleading.

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Thanks for chiming in, fellas. Ahl be darned if I haven't been trying every permutation I can think of on that very perk. Even with the Modify Damage Threshold (defender) pumped up to 1000, 2000, and beyond, with no condition on weapon type, I still wind up blowing myself up 'over them mountains' - the crit / death effect (?) that I made sure to remove ages ago.

 

It hasn't helped that my GECK has only been able to muster a ~4 GB log file filled with the same error message, by way of output. Everything I've been doing is through xEdit / FNVEdit.

 

I'm wondering if it's not down to impact force, the dismember formula used under the hood, or some conflicting scripts. Possibly it's related to whatever random bug was blowing me up in the first place. Or could it be that all these changes I've been testing just aren't registering / saving properly? That last one doesn't seem to be it, since I'm able to change various visual effects and immediately see the difference, so ... stuff me.

 

Thanks just the same, though.

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Thanks for chiming in, fellas. Ahl be darned if I haven't been trying every permutation I can think of on that very perk. Even with the Modify Damage Threshold (defender) pumped up to 1000, 2000, and beyond, with no condition on weapon type, I still wind up blowing myself up 'over them mountains' - the crit / death effect (?) that I made sure to remove ages ago.

 

It hasn't helped that my GECK has only been able to muster a ~4 GB log file filled with the same error message, by way of output. Everything I've been doing is through xEdit / FNVEdit.

 

I'm wondering if it's not down to impact force, the dismember formula used under the hood, or some conflicting scripts. Possibly it's related to whatever random bug was blowing me up in the first place. Or could it be that all these changes I've been testing just aren't registering / saving properly? That last one doesn't seem to be it, since I'm able to change various visual effects and immediately see the difference, so ... stuff me.

 

Thanks just the same, though.

 

It should be noted that the game has a minimum damage modifier of 20% so regardless of how much DT you give yourself, you will always be taking at least 20% of the original damage.

Now you could go and change this minimum damage setting as well but it would end up applying to everything not just your own explosives, which is probably not desirable.

So I don't think going with a simple DT Mod would be effective in your case, though sadly I also don't have a better solution to offer either.

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I wonder if this would work ...

https://geckwiki.com/index.php/SetOnFireWeaponEventHandler

 

Have it set the player to a Ghost state , run a clock for .5 seconds example , then return them to normal state , and reset the handler.

 

Although I think it would work as a deaggro also , causing enemies to need to reacquire the player as a combat target. Plus be invulnerable for that brief moment to all attacks.

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What about having the EventHandler toggle "godmode" (TGM)?

 

-Dubious-

 

That was my first thought , or the "Invulnerable" flag.

But I didn't see a "Con_TGM" function ... maybe I was looking in the wrong place ?

And the invulnerable flag appears to only be available for Creatures ?

 

But both would be better than "SetGhost" if available.

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