AtomsChosen Posted December 9, 2023 Share Posted December 9, 2023 (edited) What I am trying to do is making a spell that scales an enemies's outgoing damage by 25% for each each combat target they encounter. Previously I was trying to do this for health and resist. I was successful, but there is no actor value I am aware of that can be used to boost global outgoing damage by an x amount. So I want to know if this setup works. 1. I added a spell marked as an ability to the Human race. I use"Getgrouptargetcount" as a condition with it set to the subject. That subject being the human. And I have 19 conditions going up to 20 targets. Each to specify a new amount of group targets and they link to a different magic effect which links to a spell which then links to another magic effect that places a perk that adjusts damage based on how many initial combat targets were found. 2. Each effect links to a magic effect with effect archetype=Script, casting type=Common, Delivery=Self. Which then selects a perk that boosts damage by 25, 50, 75 percent and so on for each. Seperate perks and magic effects for each amount of combat targets. 3. For the perk I use Mod Weapon attack damage.Multply Value .25%. However I am not sure if this also applies to unarmed damage. And I also need to be sure that when the amount of enemy targets change that the perks also change. Edited December 9, 2023 by RayoftheSun Link to comment Share on other sites More sharing options...
Fantafaust Posted December 10, 2023 Share Posted December 10, 2023 Have you tried just using a perk? I believe GetGroupTargetCount is also available in the perk conditions window Link to comment Share on other sites More sharing options...
AtomsChosen Posted December 10, 2023 Author Share Posted December 10, 2023 I managed to get it working. Turns out I didn't need to do something so convoluted to get it working. I made a spell referencing a magic effect with the magic effect pointing to a perk that adjusted damage. Tested it out and it seems to be working just as intended. 2 hours ago, Fantafaust said: Have you tried just using a perk? I believe GetGroupTargetCount is also available in the perk conditions window I wanted this to be something that only affects Provisioners so I needed to put a spell under "Carvanactors" of the Workshopparent quest. It only accepts spells but not perks. Though now that I think about it I probably could have just put the spell directly on the actor and then as a condition stated"Has spell: Abprovisionerspell". In case you are wondering what the purpose of this is. I am have a self made mod that makes provisioners mortal and I am playing with Endless Warfare and multiple mods that make enemies tougher. However I quickly realized that if I want any of my provisioners to survive, I needed to find a way to make provisioners a lot tougher. But I also don't want them to be too op in 1v1 fights or smaller groups of enemies. Link to comment Share on other sites More sharing options...
Fantafaust Posted December 10, 2023 Share Posted December 10, 2023 I didn't know RefColl aliases don't accept perks, good to know. You can also use SPID or Robco Patcher for distribution without touching vanilla assets, maintaining their compatibility Link to comment Share on other sites More sharing options...
AtomsChosen Posted December 10, 2023 Author Share Posted December 10, 2023 14 hours ago, Fantafaust said: I didn't know RefColl aliases don't accept perks, good to know. You can also use SPID or Robco Patcher for distribution without touching vanilla assets, maintaining their compatibility I was looking into that, but I am having a hard time understanding how to do that. I haven't seen any good tutorials on how to use Robco Patcher or SPID. Do you know any good tutorials for those? This might also be a good alternative to my scripts not compiling issue. Link to comment Share on other sites More sharing options...
Fantafaust Posted December 11, 2023 Share Posted December 11, 2023 I don't have tutorials because they're very poorly documented tbh, but I downloaded 4 or 5 other mods that use them to see how other people did it. So you could also do that. I can help to a certain extent, but I can't access my computer atm because a tornado just hit my town and my power is out. But if you post your code, I can basically tell you yes or no if it'll work lol Link to comment Share on other sites More sharing options...
AtomsChosen Posted December 13, 2023 Author Share Posted December 13, 2023 I am first going to try to see if I can get this to work on another computer. Its unfortunate that even after reinstalling Fallout 4 in a new folder outside of program files its not working. Link to comment Share on other sites More sharing options...
Fantafaust Posted December 13, 2023 Share Posted December 13, 2023 I still think it's a configuration/settings issue with the Creation Kit, but that shouldn't be an issue on a separate pc Link to comment Share on other sites More sharing options...
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