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Specific Damage Increases


XSoldier

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I've been trying to use the GECK looking around at the effects trying to find a way to increase damage to certain weapon types. The Melee, Unarmed, and Explosives increases are worked out (Will use animation Conditions), but the three Firearm Skills (Small Guns, Energy Weapons and Big Guns) are causing problems.

 

I am trying to increase damage to certain weapon types to my corresponding armor. For example, I want to increase damage to Energy Weapons and Explosives to this Combat Armor, but a variable to increase Energy Weapons or Explosives (IIRC) for a base effect does not exist, only for Melee Weapons and Unarmed. Even then it goes by numbers, not multiples.

 

I noticed that Psycho goes from a perk, to script, to base effect then lastly to the item. When I tried to replicate the effect to the object effect before to the armor, they were unsuccessful to The three Firearm skills for the conditions.

 

I checked the conditions to find one that will only affect weapon types to only find two so far. Two were GetIsUsedItemEquipType and IsWeaponSkillType. I also examined the other perks to see how the damage was increased, but these perks are focused on animation type and specific weapons, like Auto Axpert (The Pitt) Increases damage specifically to the Auto Axe, Mauler, Man Opener and Steel Saw obviously, and Swing For The Fences (Point Lookout) increases damage to any one handed and two handed melee weapon via animations.

 

I can't increase damage for Energy Weapons by animation because the one handed, two handed rifle and automatic animations are shared by small guns, It would have Solved the Big Guns, but I recalled that Wei Jie Sen Changed the Gatling Laser (Two Handed Handle) into an Energy weapon in EVE, and Broken Steel has the Tesla Cannon (Two Handed Launcher), marked as an energy weapon. The Increase damage for specific weapons would be Ok, but It would take quite a while, and it would be problematic to mods and also EVE (Gatling Laser Change).

 

I am now currently stumped as to what I've done wrong or overlooked. If someone can lend their advice or shed some light on this, I would appreciate it so i can finally get this working. Keep in mind i replicated the Psycho Information, so the script and base effect properties are exactly the same, just with different names.

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If I Increase the Skill, it will be wasted if I get the skill to 100, so damage wouldn't increase. Also, I'm trying to make the armor more unique with the object effects rather than just the usual stat increases.

 

This is an example of what i'm trying to do:

http://www.fallout3nexus.com/imageshare/images/1029956-1271859517.jpg

This is the main perk entries i made. Indicated by the red square is what I'm trying to accomplish.

 

This is the main Problem area, and note that Energy weapons are still an example since others armors i made will increase Small Guns and Big Guns:

http://www.fallout3nexus.com/imageshare/images/1029956-1271860436.jpg

If I use animation functions of the one handed, two handed rifle, and two handed automatics for energy weapons, it would affect the Small Guns incorrectly

 

Vice Versa for Small Guns as well

 

If I use animation functions of the two handed handle and two handed launcher for Big Guns, it would count Wei Jie Sen's Alteration to the Gatling Laser as Big Guns (Weapon Skill Change to Energy weapons), the Addition of the Plasma Thrower, and the Tesla Cannon (Broken Steel) would be counted as Big Guns too

 

The Main problem is, I need to consolidate to the DLCs, and the mods that I'm using, EVE being one example.

 

This is the next things i did to attach the perk to the armor:

http://www.fallout3nexus.com/imageshare/images/1029956-1271860517.jpg

 

http://www.fallout3nexus.com/imageshare/images/1029956-1271860782.jpg

 

http://img405.imageshack.us/img405/9409/help5.jpg

 

As of typing, using the perk is actually working perfectly well for the Explosives, Unarmed and Melee weapons. All I need is either the correct function or the correct set of conditions needed to make this work for Small Guns, Energy Weapons and Big Guns.

 

This is the intended result:

http://img145.imageshack.us/img145/1033/help6.jpg

 

I hope that is clearer now

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It is, thanks. I get what you're trying to do, but I can't figure out why it's not working. I am still relatively new to this portion of the GECK, but maybe adding a dummy or redundant condition could help? You could also try increasing the magnitude, maybe.

Let me know if you get this working. Not only does it look like a neat mod, but it seems to be related to a still unresolved issue I was having a while ago.

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Well, after a few hours of trial and error i manage to find a working solution, which actually will work out for other mods too, so long as it's Energy weapon-related.

 

I checked the Perk Auto Axpert again and failed to notice that it was connected to a form list, Therefore I also found two conditions that solved the issue:

 

IsInList and IsWeaponInList

 

I decided to choose IsWeaponInList and set up the conditions in this way:

 

This is the example for Energy Weapons and Explosives:

http://img526.imageshack.us/img526/2416/result3.jpg

 

And This is for Small Guns and Big Guns Respectively:

http://img535.imageshack.us/img535/4551/result2.jpg

http://img684.imageshack.us/img684/2292/result4c.jpg

 

The AND/OR is crucial, since it will read the conditions as in the example of small guns, (4 OR 5 OR 6) AND (IsWeaponInList = 0), meaning any one handed, two handed rifle, and two handed automatic that is not in the form list will increase damage

 

There are far too many Small Guns and small guns mods out there, and there are some energy weapon mods that use handle animations, so making a form list for only Energy Weapons is the way to go:

http://img64.imageshack.us/img64/4735/result1b.jpg

 

Basically, you gather all the energy weapons that exist in the Main/DLC ID's, dump it to the list, and it's ready to use. Modders/players can then add their energy weapons to the list as well to prevent incorrect damage increases.

 

So now, my weapons are finally having damage increases as they are intended to have with my armors, not to mention a visible change when you equip the weapon.

 

GECK research and patience really pays off :happy:

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