FiendishGhoul Posted June 7, 2013 Share Posted June 7, 2013 (edited) While recently revisiting a mod that I made for Fallout 3 a few years back, in an attempt to port and / or update it, I found myself stumped all over again when it comes to custom effects (in game effects, as opposed to visual fx) and how they are applied to actors in GECK and in game, so I thought I'd take a moment to appeal to the collective wisdom of the forums for some assistance (or at least some more perspective), because searching (forums and the Goog) has proved as fruitless now as it was back then. So, with this in mind, the situation is thus: I have a custom fatigue effect in GECK that is applied by touch (aka projectile). Pretty much a tranquilizer dart. The effect and it's application works well; in fact, too well-- it is applied, with absolutely no finesse whatsoever, to every single actor in the game (so far as I can tell), even when not really appropriate, as in, you can "tranquilize" a robot for instance. What I would like, at least as a baseline, is to be able to differentiate between certain types of actors within the game, so that while you could easily dart any organic-type actor (people, stupidmutants, mirelurks, whatever), your dart would have no effect when used against inorganic-type actors (pretty much just the various robots, I guess). The problem, as it stands, is that my effect relies on the existing fatigue stats, which apparently apply evenly across all actors. Does anyone happen to have any ideas as to how I could successfully apply an effect like the one I'm describing to some actors but not all actors, based perhaps on race or some other defining characteristic? Thanks in advance for any help you may offer, folks! Edited June 7, 2013 by FiendishGhoul Link to comment Share on other sites More sharing options...
Jojash Posted June 8, 2013 Share Posted June 8, 2013 (edited) Any easy way of getting the effect to only apply to organic actors, is to add a http://geck.bethsoft.com/index.php?title=GetIsCreatureType'>GetIsCreatureType condition to the projectile's effect. You should be able to stop it from affecting robots this way. :smile: Edited June 8, 2013 by Jojash Link to comment Share on other sites More sharing options...
FiendishGhoul Posted June 8, 2013 Author Share Posted June 8, 2013 Any easy way of getting the effect to only apply to organic actors, is to add a "GetIsCreatureType" condition to the projectile's effect. You should be able to stop it from affecting robots this way. :smile: Thanks for this! I knew that there was likely something obvious that would help, that I wasn't thinking of. I will look into this condition post haste! I'll update this thread with results after implementation and testing. Thanks again! Link to comment Share on other sites More sharing options...
FiendishGhoul Posted June 8, 2013 Author Share Posted June 8, 2013 And, success! I can't thank you enough, Jojash. The GetIsCreatureType condition nailed it. I can't believe that the answer was so simple and that I missed it then and now. Gotta love Nexus forums. Link to comment Share on other sites More sharing options...
Recommended Posts