DirtyDDisagrees Posted August 12, 2021 Share Posted August 12, 2021 Not so much requesting a mod as requesting help. I'm trying to use FO4Edit to buff the radiation emitter trap so that it's actually lethal. there was a mod that did this quite well(better settlement traps) but it's been deleted. I thought I might try taking on the project myself but I don't know what I'm doing and I'm not having much success. I tried changing DNAM - Data/Effect of the RadTrapRadiation hazard to RadiationHazardDeadly "Deadly Radiation" [sPEL:0009253E] and that brought it up from 9 rads to 25 but that's not nearly enough and fiddling with the values of the hazard effect doesn't seem to do anything. I'd like to be able to do some, if not all of the following: Increase the radiation output of the trap to a lethal amount, prolong the release of radiation so it will kill over time, remove the requirement to repair after each use. Pictured below is the only change I have made but I have the activator file for the trap itself and the deadlyradiationhazard2048 available to edit. I feel like I'm on the right track but I know f*** all about modding so who knows. Any assistance is appreciated. sorry if what i'm saying doesn't make a lot of sense from a modding perspective, I don't know the jargon[attachment=240568:Deadly Raditation Emitter3.png Link to comment Share on other sites More sharing options...
LarannKiar Posted August 12, 2021 Share Posted August 12, 2021 Open the spell: "Light Radiation" [sPEL:0009253D] in FO4Edit. Create a new spell with "Copy as new record into". Replace the vanilla spell of the hazard with the new spell, then open the your new spell and simply increase the "Magnitude" values. Link to comment Share on other sites More sharing options...
DirtyDDisagrees Posted August 12, 2021 Author Share Posted August 12, 2021 Open the spell: "Light Radiation" [sPEL:0009253D] in FO4Edit. Create a new spell with "Copy as new record into". Replace the vanilla spell of the hazard with the new spell, then open the your new spell and simply increase the "Magnitude" values.Thanks! this helped a lot! that solves the first two issues, now I just need to figure out how to remove the necessity to repair after each use Link to comment Share on other sites More sharing options...
LarannKiar Posted August 12, 2021 Share Posted August 12, 2021 now I just need to figure out how to remove the necessity to repair after each use Modifying a vanilla script is usually not a good idea but either this or creating a new radiation trap script. 1. Open the trap activator. I think it's the WorkshopTrapRadiation. 2. Open the script TrapRadiationScript. 3. Change this line: self.setdestroyed(true) To: If Self.GetCurrentLocation().HasKeyword(LocTypeWorkshopSettlement) == 0 || Self.GetCurrentLocation().HasKeyword(LocTypeWorkshop) == 0 ;If the trap is not in a location that has the keyword "LocTypeWorkshopSettlement" or "LocTypeWorkshop" (so it's not in a settlement or player house), the trap will be destructed (desctructed means it needs to be repaired before it can be used again). self.setdestroyed(true) EndIf 4. Change this line: Scriptname TrapRadiationScript extends TrapBase To: Scriptname TrapRadiationScript extends TrapBase Keyword Property LocTypeWorkshopSettlement Auto Const Keyword Property LocTypeWorkshop Auto Const Link to comment Share on other sites More sharing options...
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