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WhiteCrane

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  1. http://gaming.stackexchange.com/questions/45951/whats-the-benefits-of-having-a-higher-skill This page says that skills such as Archery and One-Handed provide a flat 0.5% bonus to your damage per skill point. Is there a gamesetting that governs this value, and if so, what is it? I've looked, of course, but I can't see anything obviously responsible.
  2. Is it possible to assign a single armor item multiple addons, which hide differing bodyparts? I'm trying to get something working with a left-hand arm piece that covers the hand and forearm, and a right-hand glove which just covers the hand. However, when I set up the addons thusly in the CK, only one of the two will render - is this behaviour just not supported, or might I be doing something wrong?
  3. It works for me, as long as NotNamedHere.esm has FalloutNV.esm as a master. But as I said, then they won't load in the game. The best result I've got thus far was turning NotNamedHere into a .esp and making FalloutNV its master. Then it got as far as the menu before it froze up, without showing any options.
  4. I'm, ah, trying to accomplish something it's probably better that you have plausible deniability over. The exact problem is that I can persuade New Vegas to load NotNamedHere.esm and FalloutNV.esm together, if NotNamedHere.esm is first in the load order. If that's the case, then it works pretty well. Unfortunately, content from NotNamedHere.esm is in place where I'd rather it be replaced by equivalent content from FalloutNV.esm By making NotNamedHere.esm depend on FalloutNV.esm as a master file, I can persuade the GECK to load them both at the same time, thus potentially allowing me to make an .esp to resolve the issues. The problem is that if NotNamedHere.esm is dependant on FalloutNV.esm as a master, the GECK loads them, but the game crashes on start up.
  5. As part of a (nasty and convoluted) project I'm working on, I'd like to be able to make FalloutNV.esm dependant on another .esm file. Unfortunately, TESNip can't handle it at all, and when I open it in FONVEdit, it won't allow me to edit FalloutNV.esm at all. Does anyone know any other methods for this that might work?
  6. I'd quite like to alter NPC equipment lists so they have a chance of using AP/Hollowpoint ammo, but I'm not certain if it works. I changed the WithAmmoNVServiceRifleLoot (or something similar), which is used to equip most NCR Troopers, and when they died, they were indeed carrying the AP ammo as I'd specified. The problem is, they didn't appear to actually be using it. I think it's possible to make them do so by replacing the single round of non-randomised 5.56 ammo they have with a single round of non-randomised 5.56AP, but firstly: I'm not even sure that works, and secondly: even if it does work, there seems to be no way to make it RANDOM which NPCs have AP ammo and which do not... Does anyone know a better way to achieve this? Could I perhaps create some kind of script which randomly gives NPCs a Perk that simulates AP/Hollowpoint ammo when they are spawned?
  7. While I respect what Obsidian were trying to do by bringing the armour system in NV more in line with the ones from F1 and F2, I don't like the way it's currently handled. The original system, in which damage was reduced/blocked by DT, then modified by the DR percentage, was damned good. Having only DT alone though is less good. The flat block-reduce mechanic of DT means that most automatic weapons are nigh-useless against enemies wearing even a fairly poor set of medium armour. Worse, because enemy weapons are in such low condition most of the time, the player is practically invulnerable to half the enemies in the game with even some reinforced leather. Unfortunately, the way that DT and DR (AR in the GECK) interact in NV is completely the other way around: damage is adjusted by the percentage of the AR, then compared to/reduced by the DT. What I'd like is a game where only heavier armours ever completely block damage, so no-one who's not wearing metal/power/high-end combat armour can ever reduce a gunshot to zero damage. The best possible solution I can see is to give lighter armours a low AR, and remove their DT altogether. The problem with this is that then, AP ammo is actually less effective than regular ammo against enemies in light armour. Does anyone else have any opinions on the armour system in NV, or any ideas on how it could be improved? I think it's probably my largest complaint about the game now, and I really find it hard to see a perfect fix for it...
  8. I've not actually tested with only DT, but the results for DT10, AR50 and DT10, AR0 back up the idea that DT is a straight subtraction. The weapon was the unique 9mm 'Maria', modded to deal the specified base damage amount, and checked in the Pip-Boy each time to ensure it wasn't being altered by skills/condition. I also wondered about innate DT/DR, but I can't see any actor effects that would account for it, and when armour was set to 0DT/0AR, the weapon dealt 100% of its base damage.
  9. Actually, that's completely wrong. I've done some extensive testing to find out how the two mechanics interact, and the results are... strange. DT0, AR0. 100 = 100 DT10, AR50. 20 < Min 40 < 5 60 < 13 80 < 20 100 < 27 DT0, AR50. 20 < 7.5 40 < 15 60 < 23 80 < 30 100 < 37 DT0, AR25. 20 < 14 DT0, AR12.5 20 < 17 DT0, AR40 20 < 10 100 < 50 DT10, AR40 60 < 20 100 < 40 DT0, AR40 20 < 10 100 < 50 DT0, AR10 100 < 88 DT0, AR80 100 < 15 The first number is the damage the weapon should have dealt, before DT and AR are applied, the second number is the damage it ACTUALLY did. It's clear that AR is applied BEFORE DT. Moreover, an AR of 40 with a DT of 0 reduces damage by 50%, which is what SHOULD happen from an AR of 50. It's not a set percentage reduction; I don't know how it works.
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