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Damage Resistance Rework


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Trying to do this in script would be 1000% slower and more overhead than a game engine level solution. Using OnHit would be a PostFix after any base game damage is applied which you would need to reverse and then reapply from scratch. Thats just mad.

 

You would probably want to try and use the same system I have for Dynamic Damage Manager linked above. An InLine fix using a player perk that modifies total damage dealt/taken * an actorvalue you can set in script. ModWeaponAttackDamage, ModIncomingWeaponDamage + ExplosionDamage + SpellDamage +Melee if you really want.

 

The issue I perceive is that there is no way to query an actors DamageResistance to set the damage multiplication actor value in script for each different actor hit state. That would need an F4SE PreFix plugin to query/inject/modify base game code to expose the DR (I just happen to be doing exactly that for Valheim on the Unity engine right now !).

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Trying to do this in script would be 1000% slower and more overhead than a game engine level solution. Using OnHit would be a PostFix after any base game damage is applied which you would need to reverse and then reapply from scratch. Thats just mad.

 

You would probably want to try and use the same system I have for Dynamic Damage Manager linked above. An InLine fix using a player perk that modifies total damage dealt/taken * an actorvalue you can set in script. ModWeaponAttackDamage, ModIncomingWeaponDamage + ExplosionDamage + SpellDamage +Melee if you really want.

 

The issue I perceive is that there is no way to query an actors DamageResistance to set the damage multiplication actor value in script for each different actor hit state. That would need an F4SE PreFix plugin to query/inject/modify base game code to expose the DR (I just happen to be doing exactly that for Valheim on the Unity engine right now !).

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Trying to do this in script would be 1000% slower and more overhead than a game engine level solution. Using OnHit would be a PostFix after any base game damage is applied which you would need to reverse and then reapply from scratch. Thats just mad.

 

You would probably want to try and use the same system I have for Dynamic Damage Manager linked above. An InLine fix using a player perk that modifies total damage dealt/taken * an actorvalue you can set in script. ModWeaponAttackDamage, ModIncomingWeaponDamage + ExplosionDamage + SpellDamage +Melee if you really want.

 

The issue I perceive is that there is no way to query an actors DamageResistance to set the damage multiplication actor value in script for each different actor hit state. That would need an F4SE PreFix plugin to query/inject/modify base game code to expose the DR (I just happen to be doing exactly that for Valheim on the Unity engine right now !).

Ahh okay, I was worried the whole reapply thing might be a problem.

 

and seriously!? No way to get an actor's damage resistance value and use it? That's crazy :ermm:

 

So with F4SE I would be able to modify stuff to make DR query-able, and then would use that with the perk system you have to dynamically change incoming damage... Oh boy :sad:

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