_redruM_ Posted January 3, 2010 Share Posted January 3, 2010 I've made this topic on the Bioware social site and got nowhere. I'll repost it here to humor myself. As part of the concept for a mod I am working on I want to change the critical damage modifier to be dependent on the weapon (ie: high modifier for dagger, lower for maces, etc). However, not only do I not know how to go about that, but I also can't seem to figure out how to change the modifier at all. In core_h is the setting COMBAT_CRITICAL_DAMAGE_MODIFIER, but the only other file I can find that uses it is combat_damage_h which is also a header file and therefore won't recompile. I'm surprised that this setting is so inaccessible, considering the ease of modification to critical chance. Anyone have any ideas/suggestions? Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 3, 2010 Share Posted January 3, 2010 (edited) I'm surprised that this setting is so inaccessible, considering the ease of modification to critical chance. Anyone have any ideas/suggestions?Change critical chance based on weapon instead of critical damage based on weapon. Critical damage might simply be a single coded thing which applies to all weapons equally based on the damage of that weapon, and isn't designed to allow for that kind of variation. From what I've read, much of the toolset and core game is kinda locked out from being usable by modders, so something like this is probably just a side effect of features and codes being in that sort of locked state. Edited January 3, 2010 by Vagrant0 Link to comment Share on other sites More sharing options...
_redruM_ Posted January 3, 2010 Author Share Posted January 3, 2010 Change critical chance based on weapon instead of critical damage based on weapon. Critical damage might simply be a single coded thing which applies to all weapons equally based on the damage of that weapon, and isn't designed to allow for that kind of variation. From what I've read, much of the toolset and core game is kinda locked out from being usable by modders, so something like this is probably just a side effect of features and codes being in that sort of locked state. Thanks for the reply. I've already made all the modifications I wanted to critical chance, critical damage is one of the few missing pieces of the puzzle for my mod concept. Perhaps you are right and the effect is simply hardcoded. I'd hate to think that though, and in fact I can remember reading in the Better Archery mod that a setting was included to have bows either do full backstab damage, less than other weapons, or none at all. If this is true, then it may be possible. Unfortunately, I am aware of the fact that certain circumstances led to the removal of the author and the mod from this community, so that information may be inaccessible at this time. Oh well, I guess I will keep digging and experimenting. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 3, 2010 Share Posted January 3, 2010 (edited) Unfortunately, I am aware of the fact that certain circumstances led to the removal of the author and the mod from this community, so that information may be inaccessible at this time. Oh well, I guess I will keep digging and experimenting.Well, if one person can figure it out, there's nothing stopping you. Just between you, me, and the wall (with a little over 1 million pairs of ears), he didn't seem like the sort of person who would have told you if you asked, especially if he felt that your mod somehow touched on the same sorts of things his mod did. Edited January 3, 2010 by Vagrant0 Link to comment Share on other sites More sharing options...
_redruM_ Posted January 3, 2010 Author Share Posted January 3, 2010 Well, if one person can figure it out, there's nothing stopping you. Just between you, me, and the wall (with a little over 1 million pairs of ears), he didn't seem like the sort of person who would have told you if you asked, especially if he felt that your mod somehow touched on the same sorts of things his mod did. I read you loud and clear. That is the attitude I've been adopting all this time, thought I must confess that for whatever personal shortcomings the author may have had there is no denying that he knew a great deal more about scripting and the toolset than I do (which is very little). I'm not defeated yet, though. :biggrin: Link to comment Share on other sites More sharing options...
_redruM_ Posted January 5, 2010 Author Share Posted January 5, 2010 Success! Well, some. I've figured out a way to change the crit modifier. However, I've still yet to figure out a way to have it differentiate by weapon type. Once again, I have 0 scripting/programming experience, but I suspect a few simple 'if' statements in combat_damage_h may do the trick. I've seen conditions like 'if ( IsUsingMeleeWeapon(oAttacker, oWeapon) && IsMeleeWeapon2Handed(oWeapon))', but is there anything more specific than this? Like, 'isMeleeWeaponDagger', etc? Link to comment Share on other sites More sharing options...
_redruM_ Posted January 29, 2010 Author Share Posted January 29, 2010 Finally came back to this after a while and figured it all out. Turns out I wasn't seeing changes because I had another mod using the file this one required to compile. Anyway, I am still left with the problem of differentiating daggers from everything else. Right now, I've got conditions set up to check for the attacker being a Rogue, and dual wielding. This covers most of what I want, but it still leaves holes open like dual wielding with other weapons once one has the dual weapon mastery talent, or using a dagger in only one hand. Anyone have any idea how to single out daggers more specifically? Link to comment Share on other sites More sharing options...
Recommended Posts