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How are Fire and Damage Resist calculated?


AxlDave

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The wiki gives clear details on how Poison and Rad Resist are calculated using Endurance. Are there any such calculations for Fire and Damage Resist, as they both seem to increase with level?

 

Also, where in the GECK would I find the multipliers and offsets used? I assume they are Game Settings that I cannot find, if so I would need their names to find them.

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Both damage and fire resistance are permanent stats (but can be modified by effects/scripts) and are flat modifiers. You can use GetActorValue to check both for every actor:

 

ActorRef.GetActorValue DamageResist

ActorRef.GetActorValue FireResist

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Both damage and fire resistance are permanent stats (but can be modified by effects/scripts) and are flat modifiers.

 

Does this mean there is no equation, or that the equation cannot be changed?

 

Do you know what defines the value of each, i.e starting Endurance, leveling up, etc? I am making a mod which increases Damage Resist to a max of 85%, Fire Resist to 100%, yet when I use the GetAV command, it tells me my Resistances are in excess of 100%.

 

Is there a simple way to remove the DR and FR that is not from my mod? If not, the only thing I can think of is scripting it in, in which case do you know how to link a script to an Actor Effect?

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Does this mean there is no equation, or that the equation cannot be changed?
No equation, AFAIK.

 

Do you know what defines the value of each, i.e starting Endurance, leveling up, etc?
Both resistances are defied by the stat only, and are not increased/decreased by level/other stats - at least not in the vanilla game.

 

I am making a mod which increases Damage Resist to a max of 85%, Fire Resist to 100%, yet when I use the GetAV command, it tells me my Resistances are in excess of 100%
How are you capping those values (effect/script)?

 

Is there a simple way to remove the DR and FR that is not from my mod? If not, the only thing I can think of is scripting it in, in which case do you know how to link a script to an Actor Effect?
A script may not be needed. You can use an actor effect (Ability type) with ForceActorValue and a condition which would make it apply only if the current value exceeds 85/100.
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How are you capping those values (effect/script)?

 

Just by having the fPlayerMaxResist at 100%. Basically, I want the Player to start out at 0% Resists, and for them to be added on with my mod or perks taken / achieved. If I adjust the Resists to 0% right after using the vigor tester, is that what will happen?

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Oh, sorry - I see now I misread some of your post.


You can achieve it by using a single Ability-type Actor Effect, with multiple IncreaseDamageResistance / IncreaseFireResistance effects, in the following manner:


(E = Effect; M = Magnitude; C = Condition)

E: IncreaseDamageResistance M:2, C: GetLevel == 1

E: IncreaseDamageResistance M:4, C: GetLevel == 2

E: IncreaseDamageResistance M:6, C: GetLevel == 3

...

(SPECIAL)

E: IncreaseDamageResistance M:5, C: GetAV Endurance == 5

E: IncreaseDamageResistance M:6, C: GetAV Endurance == 6

...

(Perks)

E: IncreaseDamageResistance M:5, C: HasPerk SomePerk == 1

...

(Then the same with IncreaseFireResistance)


The actor effect will be added by a perk (Entry Point > Ability).


If you want the perk to be automatically added to the player, use a Start Game Enabled quest that will run the following script:



scn AddResistancePerkQuestScript

begin GameMode

player.AddPerk YourPerk
StopQuest AddResistancePerkQuest

end

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I have the Resists added on via Actor Effect, incrementally with each perk rank. That bit works fine, but I cannot seem to figure out what, if anything, determines starting and levelling Fire / Damage Resist.

 

For instance, with Poison Resist the equation is

 

Initial PR% = ( Endurance - 1 ) x 5

 

so if I start with 5 END, I get 20% PR. Presumably, each time you increase your Endurance by 1 point, you get an extra 5% PR. By changing two Game Settings, I can make this equation

 

Initial PR% = ( Endurance - 0 ) x 0

 

which always gives 0, no matter how high Endurance is. This way, I can control exactly ow much PR increases through my mod.

 

I've done the same for Rad Resist, the only problems are Fire and Damage now, and I don't even know if they have any starting values, let alone how they are calculated and when, as my testing has been rather inconclusive.

 

Basically, is there any Attribute or Skill that raises DR or FR at the start or later in the game?

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Basically, is there any Attribute or Skill that raises DR or FR at the start or later in the game?

Read my 2nd comment - I already answered that.

 

Just to make sure, I checked it in my game, with a level 40 PC, and as I expected - 0 DR, 0 FR.

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Read my 2nd comment - I already answered that.

 

Just to make sure, I checked it in my game, with a level 40 PC, and as I expected - 0 DR, 0 FR.

 

 

Ah okay, must have been some extraneous effect then, thanks for checking.

 

 

Do you know what defines the value of each, i.e starting Endurance, leveling up, etc?
Both resistances are defied by the stat only, and are not increased/decreased by level/other stats - at least not in the vanilla game.

 

I was unsure what you meant by "the stat", as I had mentioned Endurance and I didn't know if that was the stat you meant.

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