OpposingFarce Posted September 12, 2009 Share Posted September 12, 2009 I'm not really impressed by any realism mod out there. They all change too many things. So I want to make a mod that 1)Makes endurance provide less health per point2)Removes the increasing health (for you and enemies) as you increase in level 3)Makes some enemies like Overlords and Reavers have less health. Now, I can do 3, because you can edit the creature's stats directly in the GECK. What I can't find in the GECK is where SPECIAL stats like endurance are handled. So, in short, I want to know where in the GECK do I make the changes to accomplish 1 and 2. I think this would make the game more compatible with the mods I added. Instead of editing the values of guns, I am editing the characters' basic stats. Thus, for every new gun I add I don't need to open it in GECK. Link to comment Share on other sites More sharing options...
BadPenney Posted September 13, 2009 Share Posted September 13, 2009 Not realistic enough? How about setting it up so that if you survive stepping on a landmine you spend the rest of the game in a wheelchair? Link to comment Share on other sites More sharing options...
OpposingFarce Posted September 13, 2009 Author Share Posted September 13, 2009 That helps. Thanks. Link to comment Share on other sites More sharing options...
Harabec Weathers Posted September 13, 2009 Share Posted September 13, 2009 That helps. Thanks. If you do find a way to do this successfuly let me know will you? Well what about player.sethealth Or a console command to manipulate your characters health right thier in the game? But yes I agree with the health thing, I just absorb bullets like a sponge lol. Same with the overlords and reavers Link to comment Share on other sites More sharing options...
BadPenney Posted September 13, 2009 Share Posted September 13, 2009 Oh you mean less unrealistic. Maybe if you made a quest script that included something like: scn AAAQuestSCRIPT Begin OnHit If IsCombatTarget player player.damageAV health 25 endif end The GECK let me save the script, which usually means that it will work in some way, though not sure if it will be what you have in mind. Adding the line to a quest script would make it active without being attached to a particular weapon. Might be a starting point at least. Link to comment Share on other sites More sharing options...
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