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Finding fire damage in FO4Edit


Tanjer

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I have a mod that makes fire damage super deadly in my playthrough and I'm trying to find what mod it is in FO4edit but am having a hell of a time finding the right entry that changes the damage values of environmental fire. I can find a bunch that have to do with flamethrowers or grenades but just environment fire.

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Personally, i'm finding radiation cloaks to be quite the bugger myself. :sick:

 

Anyway, It could be base game vanilla crispin' you up.

Resistances are explicitly required in this universe. :ohmy:

 

FO4edit:

Fallout4.esm Damage Type \ 00060A82 <dtFire>

Fallout4.esm Spell \ 000F248B <TrapOilFireHazard> does 10 damage, (per as long as you are in it).

Fallout4.esm Object Effect \ 0003F488 <dtFireEnchFlameChanceAlways>

Fallout4.esm Object Effect \ 00083ADC <dtFireEnchFlameChanceLow>

 

Not having looked too far into it myself, sniffing around those might turn up what you are looking to change...

Reverse lookup will verify the source/target to tinker with.

You can see if other mods are altering these values as well.

 

On the other hand...
Wearing appropriate protective equipment is always advisable :geek:

you know what they say about playing with fire... :devil:

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Personally, i'm finding radiation cloaks to be quite the bugger myself. :sick:

 

Anyway, It could be base game vanilla crispin' you up.

Resistances are explicitly required in this universe. :ohmy:

 

FO4edit:

Fallout4.esm Damage Type \ 00060A82 <dtFire>

Fallout4.esm Spell \ 000F248B <TrapOilFireHazard> does 10 damage, (per as long as you are in it).

Fallout4.esm Object Effect \ 0003F488 <dtFireEnchFlameChanceAlways>

Fallout4.esm Object Effect \ 00083ADC <dtFireEnchFlameChanceLow>

 

Not having looked too far into it myself, sniffing around those might turn up what you are looking to change...

Reverse lookup will verify the source/target to tinker with.

You can see if other mods are altering these values as well.

 

On the other hand...

Wearing appropriate protective equipment is always advisable :geek:

you know what they say about playing with fire... :devil:

 

On an even LESS happy note, whenever my folowers take dameage, I get this HUGE fire effect that makes it impossible to see!!

 

Any ideas??

 

:sad:

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On an even LESS happy note, whenever my folowers take dameage, I get this HUGE fire effect that makes it impossible to see!!

Any ideas?? :sad:

 

 

OMG! that sounds horrible! :ohmy:

No idea how their damage becomes your problem. :verymad:

 

Gonna need more detailed info to even guess:

Did you have like a companion health meter that was uninstalled or something?

Can you "get out of the effect area" or is it "stuck to you"?

Does it happen in 1st & 3rd person?

Any companion?

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On an even LESS happy note, whenever my folowers take dameage, I get this HUGE fire effect that makes it impossible to see!!

Any ideas?? :sad:

 

 

OMG! that sounds horrible! :ohmy:

No idea how their damage becomes your problem. :verymad:

 

Gonna need more detailed info to even guess:

Did you have like a companion health meter that was uninstalled or something?

Can you "get out of the effect area" or is it "stuck to you"?

Does it happen in 1st & 3rd person?

Any companion?

 

 

Mobile Gun Platforms that use fire bullets!

 

They hit my followers (or me) & I can't see!

 

I NEED TO BE FREE!

 

FROM THIS TYRANNY!

 

(Sorry, I used to be a song writer)

 

:cool: :laugh:

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@Tanjer

CritFire [sPEL:001478EC]

Under flags has "Ignore Resitance" which is dumb. (You have my permission to change that) :tongue:

and is attached to:

CritFireEffect "Immolation" [MGEF:001478EA]

which contains:

CritFireCharFXS [EFSH:00145365]

FireHitFXS [EFSH:0014237E]

CritFireFXS [EFSH:0014237D]

(All of which are effects shaders)

and

FXCritFireLight [LIGH:00149E5F]

(an "associated item" their words)

 

@VonHelton

Open the mod in fo4edit and see if there are similar settings in there attached to the weapon->projectile.

Check for IMADs as well.

 

Easiest thing to do is: replace/redirect the one for mobile weapon platform to something a little less over-the-top from another weapon.

My not always successful method is to replicate/substitute, modify, test... rinse, repeat.

 

All the above items are just for a molotov cocktail, which is why it really shouldn't ignore resistance, and Why they suck so much. :yes:

After all a critical by a molotov is what, like the bottle edge hitting you in the temple of your head, am I right?

Can even see reduced resistance due to "stickiness", but ignored?

seems a bit overkill... >:(

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Environmental fire isn't a magic effect though. And a Molotov isn't environmental fire. If you can't find the correct variable it might very well be scripted. As far as I remember all environmental fires are MSTT's. Find the correct one and see if it has a script attached.
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Environmental fire isn't a magic effect though. And a Molotov isn't environmental fire. If you can't find the correct variable it might very well be scripted. As far as I remember all environmental fires are MSTT's. Find the correct one and see if it has a script attached.

 

My "script-fu" isn't the best, but I'll take a look.........

 

:cool:

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@Creatoxx You are entirely right, but I'm unsure which problem that solves.

What makes you speak of environmental fire? (I'm just trying to follow your thoughts better).

 

I was trying to find out (short of script sifting) where it's coming from (even if it's in a script it's source can generally be located/intercepted).

 

@VonHelton if it is as you say "Mobile Gun Platforms that use fire bullets!"

Then it has to be a weapon/projectile before anything, and from there you can track it down "defuse/rewire it" so to speak.

 

@Tanjer did you find anything out?

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Well, if it's in a script the hazard effect doesn't necessarily need to be applied via magic effect. Explosions and projectiles can do the same, to name a few. Or the script may contain a simple damageHealth() function, that directly applies what a dmgHealth MGEF would do.
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