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GL1111

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  1. Even the mighty Google search has turned up only a handful of responses, most of them negative, a few apparently wrong. So here goes: I'm trying to make the Fatman mininuke a "Rad-Bomb" like the Davey Crockett was. Excessively high Rad exposure at the blast site, in a much wider radius than the explosion, meant to be used in tandem with near-100% rad-resistant power armor. All of this is done, A-OK. The problem stems from NPCs refusing to dose up, and refusing to die even if they did. With the console and the GECK I've established that: - All NPCs can have radiation levels - NPCs do not accumulate rads in-game, but can be given them with the console - Some NPCs start with, or are given, rads at some point or another, though the majority are set to zero - NPCs are not affected by their radiation level (the 5 rad level "diseases" do not apply) - There exist codes for radiation immunity for Ghouls, robots, animals, and Confessor Cromwell All of these suggest that the structure for it exists, as if they 'could' all die from rad poisoning, and yet a "switch" was turned off. So I tried to hunt down the switch. The UseInfo tool showed that the 5 radiation "diseases" culminating in 1000-rad instant death referred back to a series of BaseEffects titled RAD1 through RAD5. But the curious thing was that these effects were not visible under their appropriate section, and could be seen only by using the *All database search. On top of that, the effects had no programmed dialogue box, and attempting to edit them resulted in a GECK exclusion error. Lacking any other input, is there ANYONE who knows what's going on here? Better yet, is there anyone who has managed to put this function back into practice? I highly doubt that there are enough low-rad areas around the map to kill NPCs during daily travels, and as shown, all of the key NPC types including the Confessor were already given 100% radiation immunity.
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