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FriedGeoduck

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Everything posted by FriedGeoduck

  1. Everything I have read states that all Gen 3 synths have a "synth component" buried somewhere in their "body". This component can be obtained as a Junk Item when searching the body of any dead Gen 3 Synths. So EMP should affect this component and therefore, affect all synths. But I am not satisfied with should or maybe. So using console commands, I added a couple hundred Pulse Grenades to my Inventory (I sell grenades so I did not have any available) and spawned a Courser (the toughest Gen 3 available) at my location. Using nothing but pulse Grenades, I was able to defeat said Courser with ten Pulse grenades. The downside is that the pulse grenades deliver their damage over a period of time, and not all at once; so the Courser was able to get his licks in (how can it be a pulse if it has duration?). I then repeated this experiment with a Synth Leader (The toughest Gen 2 Synth), and the results were actually worse. I was able to defeat the Synth Leader, but it took almost six times the grenades (fifty five) to do the job. This experiment was performed in the Arena I had left over from that Dumb Settlement DLC, so nobody could run off and hide. So based on this limited experiment ... EMP damages synths, but does not disable them. @RattleAndGrind had a logical argument, but ultimately he got that wrong. The Gen 3 synths seem to be more susceptible to EMP than the older Gen 2 Synths. @CinderMuffin got that one wrong.But it is fun to play with the ideas.
  2. Numbers not quite accurate. Check out this ScreenShot.
  3. Somehow I misplaced my favorite rifle. I had been doing a whole bunch of settlement construction in several locations and was at a loss as to know where that rifle might be. So I created a save and then went back through my previous six saves and lost a whole lot of work until I found a save with the rifle (the last one available, as I only keep six and cycle through them. I was in the process of redoing all the work when I realized where it might be so I went back to the save before my search and checked. And there it was, safely tucked in the safe with the rest of my stashed Legendary Weapons and Armor. Seven reloads to find one rifle.
  4. I got a rifle and pistol to work, so now I am moving onto something a little more ambitious. I am building a Power Armor frame and plates (FURN) upon which I wish to place multiple mods. I am using the BOS Knight armor as a blueprint, as it has multiple mods (T60 Model B and BOS Knight Paint) on all pieces of this single piece of Power Armor (FURN). The BOSPowerArmorFurnitureKnight indentifies the Leveled list LL_Armor_Power_T60_Set_BOSKnight_Dmg50 in the Object dropdown Box. The LL_Armor_Power_T60_Set_BOSKnight_Dmg50 identifies all six pieces of attachments (head, arms, legs and body). For each, the Filter Keyword Chance drop box identified If_tmp_PA_BOSKnight as the KEYWORD. If_tmp_PA_BOSKnight is an Instantiation Filter and there the chain stops. A copy of the forms can be found here. How do I get from this filter to the actual application of the mods which are applied to the basic T60 Armor to produce the BOS Knight armor. In an effort to discover where the mods where being applied, I went after it from the other end. I got the use info for PA_T60_Material_BOSKnight (the BOS Knight Paint) which yielded the FLST for both of Kells Rewards, the ARMO entries for Dances armor attachments, and the ARMO entries for the basic Knight Armor attachments and the COBJ entry co_PA_T60_Material_BOSKnight. So I have run in a circle and need help. PS. I looked at the Skyrim documentation and there is no Instantiation Filter documented there.
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