PJMail Posted May 1, 2022 Share Posted May 1, 2022 (edited) A perk that sets "mod incomming weapon damage" to 0 has no effect (condition is "subject.haskeyword(WeaponTypeMelee1H) = 1") on the weapon condition. The bleeding effect is just a ME that takes a chunck of health "on touch" (0x2387E2).Making the Perk "Mod incomming Spell magnitude" to 0 also has no effect. What am I missing? I want to nerf bleeding damage on machines... Thanks Update: I suspect my conditions on the "Mod incomming Spell Magnitude" are at fault - shame Bethesda did not flag anything with a "BleedingDamage" like keyword... Edited May 1, 2022 by PJMail Link to comment Share on other sites More sharing options...
PJMail Posted May 1, 2022 Author Share Posted May 1, 2022 Ok, I solved it in a bodgy way. The conditions on the "Mod incomming Spell Magnitude" (setvalue 0.0) had to be (in the "Spell" condition) :- Subject.GetIsID(EnchWeapModShockAndBleed "Electrical and Bleeding Damage" [ENCH:001DE59B]) = 1.000000 ORSubject.GetIsID(EnchWeapModBleed "Bleed" [ENCH:0009733E]) = 1.000000 ORSubject.GetIsID(ench_mod_ModLegendaryWeaponBleed "Bleed" [ENCH:001E7C21]) = 1.000000 OR For anyone interested... Link to comment Share on other sites More sharing options...
robotized Posted May 1, 2022 Share Posted May 1, 2022 Well sometimes you don't have much choice, you have to work with what Bethesda left. If the magic effects had a keyword, you could have used that in condition EPMagic_SpellHasKeyword. That's how I fixed the Tesla T60/Voltaic perk to increase energy damage from magic effects. But of course there were damaging magic effects, which did not have the necessary keyword, so I had to override those as well. So, yeah, bodgy... What's "bodgy" btw? And thanks. Good to know GetIsID could be used like that. Link to comment Share on other sites More sharing options...
PJMail Posted May 2, 2022 Author Share Posted May 2, 2022 Bodgy (defn - worthless or inferior) is the Australian form of the British "Bodge" (defn - make or repair something badly or clumsily) - so maybe I am doing myself a disservice...It isn't that bad a fix, I just hate having to hard-code actual effects into the condition (as it is not a 'universal' fix then).You are right though - shame Bethesda hadn't put a keyword on those effects (like 'dtBleeding'). Why did they think robots should be effected by bleeding I wonder... I'll leave that idea for damage overhaul mods... Link to comment Share on other sites More sharing options...
Recommended Posts