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TheBlob2

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  1. how do you apply a magic ability or a constant effect that runs continously, that the player can't see in their inventory screen? they can see all the other magic affects that are on them, but not a specific one that I want to add?
  2. the NPC's sneak skill determines their chance to SPOT THE PLAYER, I have tested this and NPC's chance to spot you gets lowered dramatically as their sneak skill goes down. lowered sneak skill = less likely to spot you. and the improved hand to hand mod, I didn't like it because it will kill most enemies before they get knocked out, and I want hand to hand to still stay "non-fatal". I'll look and see what I can learn about scripting with MWSE, hopefully it won't get too complicated.
  3. thats not what I meant, I meant the armor value that is listed in your inventory under the image of your character.
  4. is there a scripting function that returns the armor rating of a targeted actor? like GetArmor or something like that?
  5. -wearing gauntlets (not bracers) makes hand-to-hand attacks deal health damage, the amount of health damage depends on the weightclass of the gauntlets (heavy, medium, light), and their skill in that wieghtclass, the fatigue damage is dealt normally regardless. -wearing helmets hinders the sneak skill of NPCs, which will reduce their chances of detecting sneaking players. -having a crossbow equipped will apply a fortify attack effect that will increase their chance to hit, but only if the crossbow is equipped (historically, crossbows were considered much easier to use compared to long bows) I have successfully made these work on the player, but I don't know how to make them work on all NPCs near the player.
  6. do you mean enchantments? because I don't want to put an enchantment on every single piece of armor in the game because then the player can't enchant them
  7. TI'm trying to make a script that applies a stat boost to all NPCs that are wear items that fit a specific criteria, and changes if the NPC's inventory changes. And i don't want to have to manually put the script on every individual NPC because that would be impractical, I need a better way of doing this.
  8. how to a make a script that triggers its effects on every NPC near the player automatically?
  9. http://www.nexusmods.com/newvegas/mods/46985/?
  10. I don't want the script to trigger when the player is in the level up menu, I want to to trigger right after they have allocated their skill points and picked a perk etc, then the script triggers
  11. I've been trying to figure out how to trigger a certain function but only after the player has leveled up but there doesn't seem to be any obvious ways of doing so
  12. -handguns:Pistol: low skill requirement weapon, but slow fire rate. Takes 2 limb/torso shots to kill, instakill on headshot, also very ineffective against armorSilenced pistol: same as regular pistol but does not alert enemies and holds 25% less ammoRevolver (magnum): smaller ammo cap than pistol, but always lethal regardless of hit location. Kills in 1 hit regardless of health but can still be hindered by armor. Still more effective against armor than pistol and more accurate overall, slightly higher skill/strength requirement than pistol as well -automatic weapons:Small SMG: same damage as pistol. but much higher fire rate, and much higher skill/strength requirementsBig SMG: same as small SMG but much more accurate projectiles and lowered fire rateAutomatic rifle: same as big SMG but even higher skill/strength requirements, and more accurate projectiles and slightly better against armorLight machine gun: same as automatic rifle but with slightly slower firerate and higher strength requirement, and much lower skill requirement -other:Flame thrower: alerts enemies in a very wide radius, much wider than the radius of most weapons. Very large area of effect that sets everyone on fire except the user and everyone on fire and not wearing armor dies instantly.Pump action shotgun: fires 8 projectiles at once, each individual projectile does the same damage as the handgun. And each time there is a forced 0.5 to 1 second delay between shots. If every projectile hits the target, they die instantly regardless of their health but can still be hindered by armor.Double barrel shotgun: same as pump action except only holds 2 shells at a time, but there is no delay between shotsBolt action rifle: same as revolver except with larger ammo cap and slower fire rate. Also extremely accurate, and pin-point precision -melee:small blades: fast finishing moves, fast attack speed, short reach, somewhat ineffective against armorMedium blades: fast finishing moves, medium attack speed, medium reach, somewhat ineffective against armorMedium blunts: slow finishing moves, medium attack speed, medium reach. Kills in 1 hit unless health is extremely high and they can partially ignore armor. Knocks out enemies on limb shots unless health is extremely highHeavy blunts: medium speed finishing moves, slow attack speed, long reach, very effective against armor. Kills in 1 hit regardless of health, the only the only armor that can hinder these types of weapons is power armor all combatants. Like how threatening the enemies are in the base game they should still be equally threatening. Either their movement speed is increased so you have a smaller window to shoot them before they instakill you or they get higher health/armor to compensate. I don't want the game to turn into a cakewalk where you easily instakill every bandit and deathclaw you see with a 95% headshot. also, what are your ideas?
  13. the weapon balance will be that of hotline miami, and only very few characters can actually survive multiple bullets. and the characters that can survive multiple bullets are the very important plot characters (talking faction leader important), the player with maxed endurance/really high level, and guys in heavy armor. and some weapons will kill you regardless of your health but can still be hindered by armor
  14. a mod that changes all the combat mechanics of the game so that the vast majority of characters die in 1 hit, and rebalances the whole combat system in the game around that 1 simple concept
  15. I have also attempted to use an onequip script for NPCs, but it seems like no matter what I do it never works. I eventually just gave up and decided to make a global script instead
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