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Doc Henry's mutagenic serum syringer Ammo mod idea


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#1
JadeMoontail

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In Fallout 2 you can meant an Enclave doctor named Doc Henry and he gives you a quest to test out a Super mutant "Cure" And this cure just makes them melt

 

I want to try and make a Fallout 4 mod that makes this ammo. Any ideas how to make this work?



#2
robotized

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Add 2 magic Effects to the syringe. One that deals huge amount of damage, in order to kill the super mutants quickly. Second will run a script. The script will apply a spell upon death. The spell on other hand will have a magic effect that runs other scripts, to replace the corpse with a goo pile.

I can't say for sure what options should the first magic effect contain. For the second magic effect, you can reuse the one for the Mirelurk Queen Spit - CritAcidEffectEnch "Critical Acid Hit" [MGEF:001B9A3D] with Magnitude of 1 and Duration of 5. For each effect you put a condition to check if the Subject has keyword ActorTypeSuperMutant, so the syringe works only on super mutants.

Syringes are potion/injestible type of items. You can create a new form from one of the existing. You will also need a Constructible Object, to make it craftable at the Chem Bench, with component requirements.



#3
JadeMoontail

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Still a noob when it comes to scripting, any resources I can check out that are relatively easy to follow?



#4
robotized

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You don't need to. I'm talking about vanilla scripts. The magic effect I mentioned earlier, will turn corpses into goo, melted from the mirelurk queen acid. If you like this effect, use it for the syringe. Otherwise duplicate the forms to create new ones. There aren't many goo piles to choose from, only two - the acid and plasma.

#5
robotized

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Ok, here is what I would do(with CK):

 

1. Go to Activator and duplicate MirelurkQueenGooPile01. This is in case you need to edit the goo pile nif file.

2. Go to Magic Effect and duplicate CritMirelurkQueenEffect. Edit the new form by removing the script FXScatterImpactEffectsOnDeath. This leaves some yellow splatter below/around the goo pile, mostly when surface is dirt. Edit the other script's properties and set the new goo pile, that you created in step 1. Don't touch anything else. Confirm changes.

3. Go to Spell and duplicate CritMirelurkQueen. Edit the new form. Replace the old effect with the new, created in step 2. Confirm changes.

4. Go to Magic Effect and duplicate CritAcidEffectEnch. Edit this form's script, by setting the new spell, created in step 3. Confirm changes.

5. Go to Magic Effect and duplicate DamageHealth. Edit the new form by adding: flag->FX Persist and Hit Shader->PoisonDamageFXS. This will give the super mutant the same hit shader as the one from the bloatfly poison attacks. With the flag, the shader will be active for the duration of the magic effect. Confirm changes.

6. Go to Potion and duplicate a syringe form. Edit the name and description to more appropriate. Then replace the existing effect/s with ones created in step 5 and step 4. For the health damage set something like magnitude 300 with duration of 5. For the crit acid effect set magnitude to 1 and duration to 5. For each of the effects add a condition: Subject.HasKeword (ActorTyepSuperMutant) == 1. Confirm changes.

7. Create a Constructible Object for the syringe. Or duplicate existing one, so you will have the recipe and workbench filters. Set whatever you want components for a crafting requirement. Confirm changes. After everything's done save the plugin.

 

If you think that the health damage is a lot, keep in mind that higher levels have tougher enemies. Lower the magnitude and you will need multiple syringes to kill a super mutant. This is a matter of a personal choice and finding the right balance. Leave the timings as they are. But in case you want to play around, keep them the same for both effects.



#6
JadeMoontail

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Thanks. I think I'll have to add in an "FEV Sample" rare drop from Super Mutants as the main ingredient. Already planning that for a Deathclaw player mod (Just need to figure out how to script the race change and looks menu open commands )  Thanks for the help.



#7
robotized

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You can make e leveled list and put the FEV sample in it. If you want rare drop, than use option Chance None for the Object(in this case the sample). Chance none 90% means there is only 10% chance that the sample will spawn. From there you have 2 choices :

1. Edit(override) the leveled list about death items for the super mutants( the form usually starts with LLD ). Add the new leveled list to the death items, inside the LLD.

2. Or use a script for injecting a leveled list into leveled list. There is a mod on Nexus with such script, not so hard to use.

 

Changing race with scripts sounds really complicated. I too don't know anything about scripting. Good luck with your project.



#8
JadeMoontail

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Trying to do get this to work and I am having trouble understanding the interface of the creation kit, So stuck at the moment on step 4 and beyond



#9
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In step 4 the script is called FXCastSpellOnDeath. You have to edit the script properties and set the new Spell, created in step 3. There are two things that I forgot. In step 4 the Delivery type of the magic effect must be set to Self. And in step 5 you have to remove the NoDuration flag from the magic effect.

 

If you have no intention of editing/making goo pile, you can skip step 1 and start from 2. You can remove FXScatterImpactEffectsOnDeath script, but don't edit or touch the other one.



#10
robotized

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Followed my own instructions, I wanted to test this again. Since I created a plugin, why not share it to you:

DocHenrySerum

The syringe doesn't have any crafting requirements. But I set a condition for the magic effects, so that they only work on super mutants, as long as they are not flagged as Protected or Essential.






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