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Draagushnahk

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  1. I find it seems a bit hit and miss. When I'm facing a dragon head on, I can sometimes manage to stun or hit it, but sometimes it just doesnt seem to interact with the dragon's hitbox. I'm literally swinging my sword into/through it's head, wings and tail. Most of the time, it doesn't impact. But rarely, it does. I dont have the ini tweak to ghost through walls/its hitbox enabled I don't have any dragon mods that might effect this It happens with or without mortal enemies I've tried circling the damn dragon flailing at minimum range. I've tried keeping a little distance in case I was somehow TOO close. Nothing. and the weird thing is this isnt a constant. sometimes when it lands all my blows will connect. but even within the same fight if it takes off and lands again, I'm back to waving my arms at thin air. Dragon fights are utterly f*#@ed for me, and it sucks :/ Does anyone have any ideas how I might fix this?
  2. I've played around with creating mods before, though mostly it's been editing health/damage values, levelled lists, and a few values I understood fairly well (explode/dismember on weapons in fallout, etc) I'm having a little trouble thinking how I would add a 10 stamina drain to the PC each time they loose an arrow (not a constant drain while it's drawn). This isn't intended to be realistic, it's meant as a balancing counter for VR where you can draw the bow as fast as you want, a constant drain would simply encourage rapid firing, where a cost per shot would encourage more careful aiming/conservation of reserves... I thought maybe adding some kind of effect (enchant? spell?) to all bows (not very compatibility friendly, but if it would work...) I'm trying to avoid scripting if at all possible, though it's something I've been meaning to learn for a while now so if it would be the only way I might just have to get started!
  3. Yeah figured it out once I opened it in the creation kit, I needed to remove auto calc stats and from there its just race+offset. Mostly just messing with the templates now, though for anyone else who comes across this thread you need to edit the 'boss' entries separately as they have different offsets...
  4. Strangely enough though I've made a few mods I haven't really explored the creation kit. What would I need to change there, the same values?
  5. Exactly what I tried, just tried again, no mods installed, spawned the NPC in to test, still 489 health (used the getav health commmand to check). So should that method of editing work? Seems strange that it isnt, even without any other mods...
  6. I've been toying with this for a while now, and the process seems different to the way I managed it in FO4 (race health+health in NPC entry=final health, so I edited the health in the NPC entries mostly). Editing the health in the NPC entry seems to do nothing. Is the only way to change an NPCs health to raise or lower the health offset? can you use negative values to lower their health? 489 with health offset -389 to reach 100 health, for example. Any help/advice would be greatly appreciated.
  7. Well, I took out the parts that affected the humans, and then put them back in, and it now seems to be working...weird.
  8. So it's definitely this mod and definitely the BOS health edits, I just removed them and their heads reinflated to the proper size. Any ideas?
  9. Literally all I have changed is their health values, and suddenly the back of their head looks like it was hit very hard with a frying pan. It's definitely this mod, I've tested as much. Any ideas/similar experiences? I changed the basic EncBosSoldier etc, not haylen and rys specifically. I'm assuming they draw their stats from there and their appearance from elsewhere. Which makes this glitch even more confusing.
  10. Honestly I've been trying to wrap my head around whatever obscure formula Beth is using and whichever way I look at it it just seems to make no sense. From what I've tested, NPC health seems to be effected by level, xp offset and health, but I've had next to no luck predicting what changes to these settings will have. I managed to reduce high level npc health to remove bulletsponges by lowering xp offset (back when it was labelled as health offset) and health to the same level as a lower level NPC who had about the right health. This seemed to work pretty well in testing, but it stopped me from accurately predicting what their health would be and being able to plan health for each NPC in any organised way. So has anyone got the formula used to generate NPC health, and the fields I need to change in FO4Edit based on that? I'd be incredibly grateful as this has been a problem for a long time now! Note: Thus far I have been editing individual generic NPC files (EncGunner09, etc). If there is a better way to change NPC health so I can scale it to, for example 100-300 for gunners, please let me know.
  11. So, my health editing mod (http://www.nexusmods.com/fallout4/mods/5019/?) works great on everything EXCEPT these stubborn gits. No matter what changes I make, their health in game remains the same. Unless I level. Then it goes up even further. As far as I can tell the effected creature types are the highest level versions of several creature types, including: Brotherhood soldiers (star paladin) synths (eradicator) stingwings bloodbugs mirelurk kings super mutants (warlords) sentry bots gutsys coursers deathclaws feral ghouls glowing ones mirelurk hunters yao guai radscorpions So damn near all of the non human entries, plus the brotherhood (presumably because they did it with the synths, and needed to do something for those who join the institute). I've tried removing the entries referring to the levelmult in FO4Edit, tried setting it to 0, tried making the entry damn near identical to the one level of creature below them. Nothing. So I'm hoping someone else has had some success, because the other option is simply wait for the GECK. And that sucks.
  12. Looking to complete a weapon/perk rebalance mod that (mostly) removes the damage perks (20/40/60/80/100% etc) but increases the base weapon damage to compensate. Also a few other things like making bobblehead/magazine bonuses useful outside of vats (stupid crit only in vats nonsense...) So anybody know where I can find the base damage for laser/institute laser/plasma weapons?
  13. Ah, I see. I was hoping the formula would be a carbon copy from previous game like so many other things are. Guess I'll probably have to wait for the GECK then, shame.
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