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PlatinumShad0w

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Everything posted by PlatinumShad0w

  1. Just a suggestion but Wild Card could be Traitor instead to reflect the fact that you usually get Wild Child after you tank your reputation with a faction you were already Liked by. And it makes sense--they did like you but you ended up betraying them.
  2. [DELETED and added to top post as an edit for the update - no need to bump the thread]
  3. Ok. I made a new base effect in the GECK to "Decrease Confidence on Fire". So do I have it right that the Magnitude should be like...1000 in order for it to trigger the fleeing behavior of "fConfidenceCowardly"?
  4. I have! But when I loaded it up to try it out all that happened when enemies were on fire is that they were like paralyzed and fell over till they burned to death. It felt cheaty and boring. They didn't panic or flee at all.
  5. I think it would make pyromaniac playthroughs more enjoyable if human enemies went into the fleeing action while on fire from flame weapons like flamers, shiskebabs, incendiary ammunition and incendiary throwables. I took a look at the script for the Flare gun from Lonesome Road that makes Abomination enemies "flee in panic" and I was wondering how hard would it be to change the script so that it applies to human enemies? Either that or an extra effect that severely debuffs human enemies confidence level (unless they're Foolhardy, a robot, a ghoul etc) so they go into the fleeing animation. EDIT: If anyone else is interested, I changed the NVDLC04WeapFlareGunAreaEffectSCRIPT [sCPT:0400747B] for my custom Stop Drop and Roll esp in the GECK (after a quick crash course on how to load multiple masters and getting the Extender). I changed the script to the following and recompiled it. Basically I forced it to only work on humans, abominations, animals and mutated animals by having it not work if it returns 1 for robot or supermutant. And the effect is countered by Fire Resistance. scn NVDLC04WeapFlareGunAreaEffectSCRIPT ; This script causes Humans, Animals and Mutated Animals to flee when on fire them. ; JSH 02/08/11 ; JSH 05/09/11 - Added check to make sure target is alive before running AI behavior modifications. ; CES 06/10/11 - Added in flare resistence to prevent people from spamming the flaregun on targets. Short nConfidenceRating; ; This stores the actors previous confidence rating BEGIN ScriptEffectStart PlayMagicShaderVisuals Flames01; PlayMagicShaderVisuals Smoke01; ; Grab the existing confidence and store it, then set it to zero and send them fleeing If ( GetIsCreatureType 4 == 0 ) && ( GetIsCreatureType 5 == 0 ) && ( GetIsCreatureType 6 == 0 ) && (GetActorValue Confidence > 0 ) && ( GetDead == 0 ) && (GetIsID NVCRMrHouse == 0); Human is alive and not currently a coward. Set nConfidenceRating to (GetActorValue Confidence); SetActorValue Confidence 0; ShowMessage NVDLC04AbominationFearMSG; ResetAI; EndIf END BEGIN ScriptEffectFinish StopMagicShaderVisuals Flames01; StopMagicShaderVisuals Smoke01; ; Restore their confidence and then reset their ai If ( GetIsCreatureType 4 == 0 ) && ( GetIsCreatureType 5 == 0 ) && ( GetIsCreatureType 6 == 0 ) && ( GetDead == 0 ) && (GetActorValue Confidence == 0 ) && (GetIsID NVCRMrHouse == 0) ; Abomination SetActorValue Confidence nConfidenceRating; ResetAI; EndIf END I then just added this effect to all instances of burning weapons in the ESP and voila!
  6. Thank you for the reply. See I thought maybe I could trick it by making the knockback apply to the player as a negative part of the trait using a GetIsID Player as Target or something. So that if the player selected that Trait, they would suffer the effects of the Knockdown Chance when hit by a weapon in the referenced List. But from my attempts, it doesn't seem like it will be that easy. Appreciate the links you provided, I'll have to do some research or maybe think up a less specific way to achieve an effect that's similar to what I wanted but easier to engineer. I've never done any NVSE scripting before so it sounds advanced for me right now.
  7. Trying to create my first mod and the start of my idea was to create a new trait perk that would apply the knockdown from "And Stay Back" to all firearms to make it feel like people react more naturally to being shot. I am trying to find the simplest and most elegant way to have this effect *both* human enemies and the player. I figured using the MisterSandmanFaction with the GetInFaction function was the most sensible (humans and non-feral ghouls) and, just to start testing, the WeaponListRangedALL with the IsInList function so that only ranged weapons get the effect. Is it possible to apply the knockdown effect to the Perk Owner as well as the target on the condition that they are shot? While I've gotten fairly good at creating my own stable load orders and fixing conflicts in FNVEdit, I've never actually made my own mod before since this is the first time I've never found what I was looking for already made by someone else. Thanks for any help you can provide.
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