Cipscis Posted February 24, 2009 Share Posted February 24, 2009 Dismemberment information is defined in BodyPartData, the only thing related to dismemberment that is defined for specific weapons is whether or not dismemberment is limited to severing or exploding limbs, or if the weapon can't dismember limbs at all. Sniper Rifles are limited to exploding limbs only, whereas the 10mm Pistol will allow for both severing and exploding limbs. The fact that kills with the Sniper Rifle often lead to dismemberment is probably due to the fact that the Sniper Rifle deals high enough damage to cripple limbs quickly, which is a requirement for dismemberment. As far as I know, a limb group will be dismembered if, after it is hit, the Actor is dead and the corresponding AV is 0. Cipscis Link to comment Share on other sites More sharing options...
Baelkin Posted February 24, 2009 Share Posted February 24, 2009 At least I experience much more consistent dismemberment on the sniper rifle than on the 10mm pistol, with almost a 100% of sniper rifle deaths being dismemberments when not hitting the torso with the killing blow. And there we have it. Thanks for confirming it in game. :thumbsup: I wouldn't call it comfirmed, it's just an observation but it could be caused by a number of things not necessarily related to the numbers in question. I was just trying to put the numbers into a context where they, to me at least, would make more sense than a flat down "number of shots required" for critical hits. Link to comment Share on other sites More sharing options...
Callighan Posted February 24, 2009 Share Posted February 24, 2009 Well in that case, we're all back to speculation, aren't we? Still, we came up with a plausible enough explanation for those numbers. Link to comment Share on other sites More sharing options...
KMA Posted February 28, 2009 Author Share Posted February 28, 2009 Yes, and I appreciate the effort. I will have to test it more thoroughly since I am starting a total rebalance of everything in the weapons category of the fallout.esm. If I can confirm something for it I will post the results. It is amazing how inconsistent this was done in the Vanilla game, and even more pitiful when you compare unique weapons versus their normal counterparts. Talk about cheating. You would pop a blood vessel if you knew the stats on Cross's laser pistol and that does not take into consideration that it does not suffer wear or use ammo. Now there are a few variables that are not apparently obvious based on their use in the various weapons. Feel free to discuss them, just mark it as speculation so I know, thanks! Does anyone know what they mean: Projective Behavior 0, 1, 2, 3 - I thought this was the ballistic arc but I have seen lasers with a setting other than 0. First Trigger Delay and Second Trigger Delay - Is this the control for semi-auto fire vs fully-auto or something else? Damage vs. Defense Modifier - Now this one seems straight forward, but the numbers speak differently. Some weapons that you would expect to have high setting do not, while the inverse is also true. Does this variable mean that values over 1 will do more (or less) damage to better armored individuals (or something else entirely)? Will a value of 1 do anything? Thanks for all the help everyone! Link to comment Share on other sites More sharing options...
Cipscis Posted February 28, 2009 Share Posted February 28, 2009 Are those still from FOMM's plugin editor? I'd recommend that you do this sort of the editing in the GECK, as they will definitely be named according to their function whereas in FOMM's plugin editor they may be unclear or incorrect. Cipscis Link to comment Share on other sites More sharing options...
KMA Posted February 28, 2009 Author Share Posted February 28, 2009 Are those still from FOMM's plugin editor? I'd recommend that you do this sort of the editing in the GECK, as they will definitely be named according to their function whereas in FOMM's plugin editor they may be unclear or incorrect. Cipscis Yes, but the GECK does not seem to work properly on my system. Under Items->Weapons there are only two items Fists and Gas Trap Dummy. I will look into it some more and see if I can figure out why it is not working properly. At the very least I can convert the variables in the GECK to those in FOMM and determine the meaning. I forgot about the two being different, thanks Cipscis! Edit - ROFL, the servers here are so bad that I figured it out before this message saved. I had clicked on the check-box beside fallout.esm, heard the windows sound, and assumed that it was either invisibly checked (a bug) or that the sound meant that it could not be checked. I just went back and clicked on the five or six times quickly and it finally grew a check mark and then loaded falllout.esm properly. Well since I just spent about 10 hours charting all the weapons in a spreadsheet (sorting them too), I will still make all my changes with it, but will implement them with the GECK. Thanks Again! Edit #2 Alright, there are some discrepancies between FOMM and the GECK. One of the variables I am looking for is the Reload Time but the GECK does not have anything like that. Also, I wanted to slow down the swing of the super sledge, and the GECK has "Fire Rate" and "Semi-Auto Fire Delay" (Min/Max). I have put a full range of values from .0001 to 1000 into each (one at a time, and all possible combinations thereof) and it had no effect on how fast the Super Sledge swings in the game while spamming the LMB (you get lightsaber speeds). Does anyone know which value effects this? Edit #3 It looks like the Fire Rate only effects ranged weapons. Do I have to nerf the melee damage and assume that people will spam the LMB or is there a trick that I can use to slow down melee weapons? Link to comment Share on other sites More sharing options...
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