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NexusElder

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Everything posted by NexusElder

  1. I've been working on modding the way commerce goes on in the Commonwealth, primarily centered on player perks and what few game settings I could find. In order to test the mod, I'm tracking the buy/sell ratio of an item (10mm Pistol, no mods), which I've also modded to have a value of 100, while the player levels their skills. Though not the end of the world, I've hit a snag (see title). I'm about as novice as they get, but this is what 2 days of head-scratching has gotten me so far: At first I thought it was having Charisma 1 grants an extra 10% value, but tuning base charisma doesn't seem have any effect on the value of my items. Then I thought it was the PlayerPerk, which has a few mod Buy/Sell entry points, but yielded no results after deleting them. This extra 10 caps appears to be 10% of the base value, as changing it to 50 makes it worth 55. My question is thus: where is this extra 10% coming from? Bonus Question: fBarterMax appears to change both Buying and Selling power, and fBarterMax appears to do nothing. Am I missing something, or is this just poor implementation? Any knowledge you can share on fBarterMin, fBarterMax, fBarterBuyMin, fBarterBuyMax, fMinBuyMult, fMasSellMult, or any other relevant settings or files I have missed would be immensely appreciated
  2. Now this sounds like exactly what I'm looking for. Forgive my naivety, but whereabouts would I find such an editable game setting in the Creation Kit, or would that be going about it in the wrong fashion? Game Settings are found in the Gameplay tab. I didn't think about combat style. Ah! Seems so obvious, the Gameplay Tab! What a wealth of information this has proven to be. I've tracked down the two variables you mentioned, fDamageStrengthBase & fDamageStrengthMult and cranked them up to 1000, but interestingly enough this only affects Unarmed Damage as drastically as one would expect. Furthermore, fHandDamageStrengthBase & fHandDamageStrengthMult do nothing at all, from what I can tell, but suggest they should instead be responsible for the effects seen by the former modifications. Any thoughts?
  3. Marvelous! I'll try experimenting with these values (Special Attack Mult looks interesting), and see what happens. Many thanks for the lead :D
  4. Now this sounds like exactly what I'm looking for. Forgive my naivety, but whereabouts would I find such an editable game setting in the Creation Kit, or would that be going about it in the wrong fashion?
  5. As we're all familiar, perk points invested in Strength Training also increases (albeit slightly) damage with all melee weapons. Does anyone know where this calculation happens and whether I can modify its' magnitude, or is it hardcoded beyond my control? Either way, many thanks Edit: For clarification, I'm looking to increase the degree to which perks invested into Strength Training will affect melee & unarmed damage from 10%, to say, 100% (just for funsies). But also, knowing how and where other Training perks affect other aspects of gameplay will be helpful for more mod projects I have in mind. So far I've deducted that Training perks ping a Quest stage, which in turns increases the stat that called it by 1, but where are the hidden benefits of each stat actually derived from, and where would I go to modify them? I've thus far been guided to the Formula which causes the effect I'm describing (iDamageStengthBase + (STR * iDamageStrengthMult)), and have been pointed in the direction of Combat Styles, but haven't been able to establish a link between the two. Any further guidance would be appreciated.
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