Jump to content

Pr1meSh0ck

Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by Pr1meSh0ck

  1. It's quite possible to do this already with FO4Edit, it just wouldn't be very pretty. You could just alter the keywords on the gyro to have the same components as a silencer. That said a major overhaul of the laser weapons in particular would be welcomed but would require the CK.
  2. The idea sounds interesting, but it does seem like a lot of work for not a lot of reward. My reasoning is this; unique weapons, bobbleheads, magazines etc, are all found in the environment, not containers. There is no real randomness to them to begin with, they have been purposefully placed in their locations by the developers. If you want complete randomness to these items you would first need to remove them from the cells they inhabit which is a big task in and of itself as there are a lot of these items strewn about hundreds of different cell locations each with hundreds to thousands of individual items. Second you would need to create a new leveled list that would encapsulate all of the items you just removed, again a pretty big task and it comes with an unknown factor, when you open a container it randomly picks an item, what are the chances that the item is the same as the last container/that there is no item/that there is a different item. Thirdly you would need to add this list to all the known containers, and all the enemy npcs that you may loot. Then you would want to test the mod out, which again would take a long time to a) make sure all the items you removed from the cells are removed. b) make sure the containers and dead npcs are accessing the list to draw their loot from. Like I said, it is a lot of work, all for the change that unique items drop randomly.
  3. I don't believe this to be true, from what I've experienced in my small mods most of the perks that effect weapon damage do so by looking for certain keywords associated with the weapons. This mod that is being requested may be as simple as adding in a keyword to the plasma thrower. Just a quick look through using FO4edit enforces this. The Heavy Gunner perks look for the keyword "WeaponTypeHeavyGun" to be true. The Commando perks look for "WeaponTypeAutomatic" to be true and "WeaponTypeHeavyGun" to be false. The plasma gun on its own does not contain the "WeaponTypeAutomatic" keyword, but this is added to the gun with the automatic barrel modification. At this point the would benefit from the commando perk. Getting back to the original request of the plasma gun being buffed from the Heavy Gunner Perk, all that would need to happen is for the "WeaponTypeHeavyGun" keyword to be added to the plasma gun entry. On Luisseabra's idea of different barrels drawing off of different perks, you could do the same thing as above but instead of adding it to the weapon entry, you would add it to the specific modification entry. However this is all speculation based off my experiences so far, someone else with more experience may have different ideas and reasoning.
  4. Well, there were two ways to go about getting this mod working, and neither of them were terribly subtle. You are quite right, modding should become much easier once a CK has been released. As it stands I had the choice between modding a single form that affected how much ammo drops from any npc(turret or otherwise) that uses 5.56 rounds, or mod the turret weapon forms to read from a different list of possible ammo drops. I went with the latter as it affects only the turrets and not any other npc's. Anyway here is a link to the mod, I hope you enjoy, I know its a little rough around the edges so let me know where you might want improvements. Also no idea about the porting meshes really, I just muck around with forms.
  5. Not a bad idea. I am looking into this, so far I have the covenant turrets dropping the altered ammo count, but it doesn't seem to be working on the GNN external turrets. I will continue to take a look and see if it is an isolated account or not.
  6. Thanks for the reply. I took a look at laser weapons as you suggest, comparing them to ballistics, to see how the disintegrate on crit works. I believe that the effect is called in a part of the weapon(WEAP) forms, down the bottom there is a Crit Data entry, and that the chance is determined in the magic effect itself. Some testing found the first part to be true, my combat rifle now gooifies people on death. If you're wondering about why I'm wanting to find the critical hit trigger in particular, it is so that I can count the critical hits and unleash a 'super crit' after a certain number of critical hits, as per a suggestion on my mod. I might just have to work around this if indeed the string triggers are a part of the engine as you suggested. Cheers
  7. Hi everyone, I'm in a bit of a tizzle. See I'm using FO4Edit to muck around with perks at the moment, with the intent being to improve on the VATS Critical Hit system. Now I am able to alter bobblehead perks to allow the player to make critical hits outside of VATS and I have found and altered the pickup message that appears for the bobblehead to properly display this information. After looking through all of the FormID's under the 'Message tab' in FO4Edit I was not able to find anything related to the critical hit message that appears when a critical hit actually lands. However after a bit of searching I was able to find the string that was being being used, it was located in the 'Game Setting' tab (sCriticalStrike), and a quick alteration from "Critical Strike" to "BOOM Headshot" and some testing I confirmed that this was the string. The issue I am having is locating how/where this string triggered, if it is something that can be manipulated or if I will need to wait for a CK in order to begin deconstructing the critical hits. Cheers, Pr1meSh0ck
×
×
  • Create New...