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orangedeal

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Everything posted by orangedeal

  1. TrickyVein Thanks for the reply! >>>remove it from the mod collection which contains it. It just won't be selected whenever a weapon is generated Where I can find that mod collection? >>>Same goes for removing the misc mod from any leveled lists which may reference it. You mean if this gun had to be spawn in the hands of some NPC with e.g. mod_PipeGun_Receiver_Automatic1_and_ArmorPiercing mod, which removed by me, there will be no any modification on it? I can see some entries in LeveledItem about mods for Pipe gun. Very sad, that there are no normal guns, like it was in F3/NV. Only trashy with unrealistic mods :sad: Even sniper rifle should be made from this trash :smile: Much hurder to change everything then befor.
  2. Hello! I want to remove/change many fictional weapon modifications from the game. E.g. for Pipe Gun. I agree with auto mode of mod_PipeGun_Receiver_Automatic1 except lower range and damage (no logic). So I will do: Object Mod -> mod_PipeGun_Receiver_Automatic1: removing: fmax/minrange and iattackdamage: http://distlinks.net/img/lnk/geck_wpmodremove01-2367.gif Now mod_PipeGun_Receiver_Automatic1_and_ArmorPiercing - I need remove it completely. For this I need set to NONE Target Type, Loose Mod and Attach Point: http://distlinks.net/img/lnk/geck_wpmodremove02-2367.gif So it will look like this: http://distlinks.net/img/lnk/geck_wpmodremove03-2367.gif Everything is right? Looks like yes. I need some assurance that in the future I will not have problems with that, because it will be hard to add this params again into my esp file. I can't check every weapon :sad: Please write your comments. Maybe I did something wrong.
  3. I don't understand how it's done here. Where I can see how strong NPC are, if I see different Health stats at GECK and it doesn't look like their armor (DR) is taken into account. If I set 100 HP to unarmored NPC and to armored (BoS with Power armor) it will not be the same. How to set to all NPC 100 HP but their DR must be the same what I look - if Barrett wears Combat armor he must take 5 (five) 5.56mm bullets (40 damage each) before he will die, because I set DR of Combat armor at 50% (without helmet, cause Barrett does not wear a helmet). I'm confused.
  4. Is there any setting something like fDamageWeaponMult, fDamageGunWeapCondBase, fDamageGunWeapCondMult, but for armor? I would like to set it, so even at condition near 70%, it will protect me like it will be new or something like that, and only below 70% it will have about 80% of its original DR. At condition 60% will be 70-75% of original DR etc. I know about fDamageToArmorPercentage, but it's not my case.
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