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Bug bomb


FishNeedles

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I initially put this in mod talk, since I was checking to see if there was anything like this out there, but it appears not.

 

Basically, I thought about this while in Bonnie Springs, fighting a group of cazadors nested in the back of a store. I thought it would be perfect if I had some sort of pesticide grenade that had a smaller initial explosion, but then covered a larger radius with pesticide/poison specifically designed for mutated insects (radroaches, mantis, cazadores, etc). This would prevent me from getting killed by the blast if I threw it in a fairly small space.

 

I've been poking around in GECK and an issue I found is that I can't figure out how to add damage toward a specific enemy type. The creature type is 2 "Mutated Insects" and I can see how the Entomologist perk works against those specific creatures, but I don't know how to cause a weapon to damage only a specific creature type. I'm also not sure if it's possible to add a "gas cloud" effect after the explosion. I can't recall any sort of effect that caused a lingering cloud like that (similar to a smoke grenade I guess). Any help with this would be greatly appreciated.

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Operation Anchorage (and I'm sure many other user created mods) have smoke grenades. You can see how they set it up or just add a nif from something else (check the effects folder) in the main meshes or the dlc's (all in the FONV meshes.bsa).

So with scripting there are a lot of ways to do teh same thing, but here is how I (not a scripting guy) would go about it. If you do a script effect you can target them via the getIsCreatureType function (#2 mutated insect) for all bugs. If you need it to be *only* cazadors you could use the getInFaction and plug in the cazadore faction (I doubt there is any non-cazaodres in it). There are also some functions for determining a base form of a ref (might be in NVSE, can't remember) and you could pass it a formlist of all the base ID's of the cazodores). Anyway if any of them are true (ie == 1) then you hit them with some damage (if you want to do a timed effect like 5 health per a second, consumables are good examples for the code), if not the script ends.

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