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Everything posted by hydralisk2
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Hello, I have been thinking why some encounter events repeat over and over, but some rarely happens. Especially "Rust Devil" events that are just over used, and make some unique NPC extremely hard to encounter. Let's say, if I want to adjust some events' frequency. Specifically I have made a pretty challenging "deathclaw buff" mod. (Better combat style, perks, higher stats and speed, resistant to all explosives, and immune to limb damage.) I am very satisfied with the test result. Then I changed the priorities of all deathclaw encounter to 100. However, I barely encounter any deathclaw in game. Is there some tricks to change the frequency of random encounters easily? For example, I want to make deathclaws spawn more often from random encounter (especially ambush), not settlement attack though. Thanks!
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Help creating perks
hydralisk2 replied to OHBOBSAGET3232's topic in Fallout 4's Creation Kit and Modders
The easiest way is copying and modifying existing perks. 1.Copy a perk as a new record (not override). 2.Change the conditions and effects. 3.Add and test the perk through console commands. You may want to test and modify to balance it. Alternatively, you can add them to the perk tree. (either replacing existing one or adding new ranks such as pain train 4 as "One Punch".) -
Random encounter frquency question.
hydralisk2 replied to hydralisk2's topic in Fallout 4's Creation Kit and Modders
Thanks for reply. I know those quests but what I don't understand is certain random encounters have similar conditions (almost the same or even no condition). And their priorities are all 50 by default. But... some are very common (rust devil swarmbots) while some are extremely rare (deathclaws). And deathclaws even have more variants then swarmbots, this is what I can't figure out... :pinch: P.S. I feel workshot attack is very interrupting, even I can just capture what I want to fight to make them attack more often, but I don't really like this. So I decided to change random encounter events, if I can encounter more deathclaw ambushes, that will be great. :D -
Random encounter frquency question.
hydralisk2 replied to hydralisk2's topic in Fallout 4's Creation Kit and Modders
JagMaker not right. Start from "Story Manager". There is no simple answer "Change it and get more deathclaws in game". Thanks for reply. But I don't understand... :huh: There is no simple answer "Change it and get more deathclaws in game". But the rust devil encounter is absolutely the most frequent one in game (and way too much), I thought there must be a parameter that determine the frequency like JagMaker said. The weird thing is I never encountered any deathclaw ambush at all in my first play through. Do you mean the encounter frequency is based on: REObjectQuests RESceneQuests REChokepointQuests and many other? May I have a bit more hints? :tongue: Thanks a lot. -
Random encounter frquency question.
hydralisk2 replied to hydralisk2's topic in Fallout 4's Creation Kit and Modders
Is the frequency based on the number of npc data? I saw a lot of rust devil encounter npc, but there are not much deathclaw npc. If I copy more deathclaws, will it increase the encounter chance? -
Random encounter frquency question.
hydralisk2 replied to hydralisk2's topic in Fallout 4's Creation Kit and Modders
Thanks, but I really want to know the mechanism how to set the frequency. :mellow: Why are rust devil events spawn so often? They aren't specifically placed, they are random events too. -
Hello, I have been thinking why some encounter events repeat over and over, but some rarely happens. Especially "Rust Devil" events that are just over used, and make some unique npc extremely hard to encounter. I haven't mod encounter event yet. Let's say, if I want to adjust some events' frequency. Specifically I have made a pretty challenging "deathclaw buff" mod. (Better combat style, perks, higher stats and speed, resistant to explosives, and immune to limb damage.) I am satisfied with the test result. However, I rarely encounter deathclaws in game. Is there some tricks to change random encounter "frequency"? Thanks!
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There are some entry points that trigger on vats kill, but they only work for specific perk's purpose such as grim reaper sprint. Is there an easy way to make a perk triggers on kill? For example, if player kill a target with bare hands, then player get certain buff. And is there an easy way to add a cooldown to a perk/spell? Thanks very much.
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BloodBugDrainHealthEffect has archetype of "Absorb" instead of heal or value modifier. It really drains health from target (with damage), not just healing though. And I did what you suggested but the target constantly losing health to death. And there is no innate "onKill" or "onCritical" entry point or something similar? Modifying nerdRage's effect to what I want is a bit troublesome since I am using FO4Edit. :pinch:
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There must be something wrong with my steps: 1.Add a new perk "vampire". 2.Add a spell "health drain" (spell , fire and forget, self, and its effect is RestoreHealthGeneric magnitude 10, 1 second). 3.Set the vampire perk's effect to "entry point, which I set to "Apply combat spell". And the function I set to "select spell". 4.Set the function parameter: type=spell, spell = health drain. 5.Set conditions of the perk (the perk doesn't work even I removed all conditions) :/
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I found bloodbug has a vampire spell but it seems to be a fire and forget spell instead of triggering on hit since I don't see any combat hit references that spell... How about the effect that triggers on kill? I tried to find what's in nerd rage 3, but didn't find the heal from kill yet. And how to add some buffs (such as speed and DR buffs) when equipping melee weapons?
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Hello, I am trying to make some perks such as vampiric effect (minor heal with successful melee attack or kill). And another perk that increases DR only when equipping melee weapons. I added a spell that heals 10 for 1 second on self, and linked the ability to the vampire perk and check weapon type here. But I can't make the condition work correctly. They tend to be constant effect despite I set the conditions already. So if you want to do this, how will you implement it? I am using FO4Edit. Thanks! EDIT: on hit seems to be op with certain weapons, so I want to know how to make it trigger on kill, thanks.
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Ah, I understand what you mean. So there is no such a think called "weapon damage multiplier" that I can manipulate (add it or set it)? I thought it works like the automatic receiver. They do overwrite the weapon speed. (so the weapon speed only effects automatic weapon, right?) So which mult effect melee weapons attack speed by the way? So if I do the crDamageKellogg perk method, would it multiple the bonus twice when player reach the second condition? When level 15, multiple by 1.2, when reach level 25, multiple by 1.4; then it becomes 1 * 1.2 * 1.4?
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I gave Gait a custom shotgun, with no real weapon mod, so it's just pretty high DPS. Is bash damage listed as secondary damage? It is 4, the default value. I tried to give her varies of melee weapons, and when I lowered her ranged multi A LOT, she will use "wounding extended reaper" in close range fight. But everything else is considered too low to bother. I did not lock her weapon by the way. The shotgun I gave her is not flagged as real "automatic", but the attack delay is pretty low. Maybe there is something tricky about the score comparison. Animation attack second doesn't seem to matter for both melee and ranged weapon. Changing it doesn't change any rate of fire at all. As for level scaling, I believe "More Smarter Companions Mod" (by Deathlock47) has weapon scaling for companion. http://www.nexusmods.com/fallout4/mods/20613/? I am checking his mod with editor right now. :smile:
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If the melee score is higher than ranged, then they tend to melee. I just want them to shoot normally, and switch to melee when needed. What I see most is they keep gun bashing, not shooting or using melee weapon. :sad: And staggered to death :/ They don't even have retarget close melee target flag on by default. What do circle, fallback and other multi do exactly? edit: typo
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Thanks for reply. I am still trying the scaling currently. As for the combat style, it is pretty hard to make them really smart only by changing the multipliers. But Hanconk is the only one that has 2 default combat styles. How to make more combat styles for a companion and set different conditions to choose? Thanks a lot!
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Hello, I am currently making a mod that makes companions have better accuracy and damage. And then I want to make them scale with level. Changing them with FO4EDIT, but I don't know how to make them scale yet. Can any one help me? Thanks very much! Another question, changing melee weapon score multiplier doesn't seem to help for companions to switch to melee in close combat, any idea? Dueling or flanking doesn't work for this either...