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arael53

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  1. Hello, I'm trying to change the effects of skills on damage, and there is something I don't really understand. It seems that the settings "fDamagePCskillMax" and "fDamagePCSkillMin" change the damage done by weapons relative to their associated skills, but in the perk "perkskillboost", there is also a modifier to damage relative to skills. How these 2 related ? Are they both affecting damage ? Or is one of them just a dummy ? It's the same thing with armor and damage resistance. There is a setting that control the % of DR armor gives, but there is also a damage resistance bonus relative to heavy and light armor in the perk "perkskillboost". How does it work then ? It seems that the setting gives more Armor Rating for each skill point, and the perk gives more DR per skill point. One last question : What's the difference between a skill and the skillmod in "entry point" in the creation kit ? (for exemple, what's the difference between the entry points "twohanded" and "twohandedmod" ? Thanks.
  2. Hello, I'd like to modify a lot of different things via perk. I was wondering if adding lots of perk entries (effects/abilities) inside one perk could have negative consequences, like slowing down the game, etc. As I understand it, a lot of scripts could create problems, and lots of conditions could maybe have some consequences, but I don't know about entry perk. Should I put all my changes inside one perk, or is it better divide my changes into multiple perks ? Could someone enlighten me ? Thanks !
  3. Hello, I'd like to normalize the health of most humans in the game. I feel like if the player and the human NPCs should have the same health range. I'd like to reduce the health of human NPCs they exceed I chosen value. IE, If a NPC has more than 500 health, I'd like to find a way to mod his health to 500. I tried a simple spell that would damage max health if the NPC has more than 500 health, but as soon as he get below 500 health, the effect stops, so he has more than 500 health again, then the effect works, so he has less than 500... And it never stops. is there a way to reduce the max health of NPC without altering evey NPC one by one ? Thanks !
  4. Thanks for the script ! It compiles just fine. It seems I can't make it work in game though. I try to attach it to a magic effect, but in game it doesn't drain stamina. I think I'll need to understand these things a bit more.
  5. I still can't figure this out, if someone has an explanation about this !
  6. Hello, I created a spell that increases the stamina regen multiplier, and I was wondering if it was possible to use the entry point "mod spell magnitude" or "mod incoming spell magnitude" to change the magnitude of the multiplier. So far, It doesn't seem to work. i tried with keywords, but it doesn't change the magnitude... is it possible to mod he magnitude of these kind of effects ? thanks
  7. Wow thanks, I'll try this as soon as I'm able to. Thank you
  8. Hello, I'm trying to understand scripting to modify a mod (for my personal use). I'd like to add a stamina drain effect relative to the weapon used. I'm looking at the stamina drain effect from wildcat, and I'd like to modify it to add what I want, but as I said, I've never use script before, so i'm a bit lost. That's the part of the script from wildcat. function OnAnimationEvent(objectreference akSource, String asEventName) if asEventName == "weaponSwing" || asEventName == "weaponLeftSwing" self.GetTargetActor().DamageActorValue("Stamina", SFL_SwingCostsStamina_Global.GetValue()) endIf endFunctionI think I understand that it takes the magnitude from the value set by in the MCM. i'd like to make something simpler and add a static stamina drain for each weapon. I though about something like this : function OnAnimationEvent(objectreference akSource, float afDamage) if asEventName == "weaponSwing" || asEventName == "weaponLeftSwing" if self.GetTargetActor().WornHasKeyword(WeapTypeSword) self.GetTargetActor().DamageActorValue("Stamina", 5.0()) endIf endIf endFunctionAm I on the right track ? As I said, I'm really a noob about all this. I couldn't compile it to test (something about the fact that the script was already in a similar state, I suppose that's because i tried to add it to the existing script) is something like this possible in the same script for each weapon type ? Could someone help me a bit about this ? thanks for your help.
  9. Hello, it seems Critical hits in fallout 4 don't ignore armor like in skyrim and new vegas. is there a way to make them ignore armor again ? Thanks
  10. Hello, If i remember correctly, in new vegas and skyrim, critical hits ignored armor resistance. I'm wondering if it's still the case in fallout 4. I'm also wondering if critical damage are reduced by spells or perk that reduce damage by a certain %. Could someone enlighten me ? Thanks !
  11. Hello, In skyrim, I could use weapon crit effect in the weapon window to link effects to a critical hit, but it seems I can't do it in fallout 4. I created a spell that should stagger and damage the target when the weapon critically hit, but it doesn't seem to work. I unchecked the "on death" option, I created a spell with a stagger effect and a damage health effect, but neither of them work when I crit an enemy (both in vats and with overdrive). is there something I'm missing ? Thanks
  12. Sadly, even if it will alter the damage received, it will not change the displayed energy resist rating shown for each armor :(
  13. Hello, I'm trying to find a way (with a perk or a spell), to modify the Energy damage resist of armors. The thing is, I'd like to multiply the rating, not add a fixed amount. I can do it for Physical Resist with the entry point "Mod armor rating", but it seems it only works for physical Resist, and I haven't found a similar entry point for the Energy Resist. Is there a way to do it ? Thanks.
  14. Hello, I try to make attacks cost stamina, and I don't understand why it doesn't work like this: I created a magic effect that damage stamina. I created a spell that contain the magic effect, with the condition "is attacking" I added the spell with a perk to the player. Why does it not work ? I'm sure I'm missing something obvious... Thanks
  15. I'm not qualified enough to know if it will, sadly, I'm just trying to learn... I know you can addspell() with a cloak spell though. Thanks for your help.
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