shayferal Posted August 22, 2014 Share Posted August 22, 2014 Okay... I'm attempting to create birdshot ammo for shotguns as an alternative for smaller critters. However, it's turning out to be overpowered. I've tested the ammo in various ways and have come to the conclusion that it's the weapon's critical damage that makes the ammo overpowered. I'm emulating #6 birdshot (roughly 225 pellets), and with that massive amount of pellets your chance for a critical hit is quite well, and with that many pellets you're quite likely to score multiple critical hits. Critical damage isn't divided like normal damage, so if my round hits even a fraction of it's pellets and scores a number of critical it can quickly stack and make a deadly shot out of something that shouldn't have been. I was wondering if it were possible to apply a script to a type of ammo to reduce the amount of critical damage, or to entirely remove the possibility of critical damage? Link to comment Share on other sites More sharing options...
jazzisparis Posted August 22, 2014 Share Posted August 22, 2014 In the Game Data tab of the weapon, you can either set Crit Dmg to 0 (or to 1, if you still want some kind of critical damage), or set Crit % Mult to 0. The latter is preferable if you want to eliminate critical damage altogether. Link to comment Share on other sites More sharing options...
shayferal Posted August 22, 2014 Author Share Posted August 22, 2014 I already know that, I'm wanting the weapon to keep it's critical damage but when using this ammo type it would do less critical damage via script. Link to comment Share on other sites More sharing options...
Ladez Posted August 22, 2014 Share Posted August 22, 2014 Here's an idea: create a quest script that detects when you're using this ammo type, and if so gives you a perk that sets your critical chance to zero. Using a perk over modifying the base weapon, assures that the effect only applies to you and not to all other instances of that weapon regardless of used ammunition. The perk should probably be hidden so it doesn't show up in the Pip-Boy, and with an entry point for "Calculate My Critical Hit Chance" with a set value to 0. Attach the script below to a start enabled quest. Note that GetPlayerCurrentAmmo is an NVSE function, so you'll need that to use this script. ScriptName BirdshotCCMonitorScript Begin GameMode If GetPlayerCurrentAmmo == BirdshotAmmo Player.AddPerk BirdshotCCPerk Else Player.RemovePerk BirdshotCCPerk EndIf End The only thing this doesn't do is making sure that NPC's using the ammo also gets the perk. I'm not even sure if NPC's can use special ammo at all though, so it's probably not important. Link to comment Share on other sites More sharing options...
shayferal Posted August 22, 2014 Author Share Posted August 22, 2014 (edited) Here's an idea: create a quest script that detects when you're using this ammo type, and if so gives you a perk that sets your critical chance to zero. Using a perk over modifying the base weapon, assures that the effect only applies to you and not to all other instances of that weapon regardless of used ammunition. The perk should probably be hidden so it doesn't show up in the Pip-Boy, and with an entry point for "Calculate My Critical Hit Chance" with a set value to 0. Attach the script below to a start enabled quest. Note that GetPlayerCurrentAmmo is an NVSE function, so you'll need that to use this script. ScriptName BirdshotCCMonitorScript Begin GameMode If GetPlayerCurrentAmmo == BirdshotAmmo Player.AddPerk BirdshotCCPerk Else Player.RemovePerk BirdshotCCPerk EndIf End The only thing this doesn't do is making sure that NPC's using the ammo also gets the perk. I'm not even sure if NPC's can use special ammo at all though, so it's probably not important. Absolutely brilliant! In fact, whilst investigating perk creation I can either set a 0 chance, or modify critical damage. I'm going to try both, cos I'm thinking that if I can adjust the critical damage output to match the damage output, it would be more realistic for close encounters without overpowering it. For example: The birdshot does .1 x 225 damage, which comes out to a maximum of 22.5 damage. Without any critical damage modification the weapon I'm using does 20 critical damage and lets say in this shot it scores 5 critical hits it'll do 100 damage extra, which overpowers the ammo at close range. By modifying critical damage output to .1 damage, the equivalent of the regular damage output I believe it could believably emulate a close encounter blast without overpowering it. So, if you happen to wing someone and still score multiple critical it doesn't stack up and overpower it, but still keeps the effect of critical hits. ---- Also, I'm having a problem getting that script to save in GECK Edited August 22, 2014 by shayferal Link to comment Share on other sites More sharing options...
jazzisparis Posted August 22, 2014 Share Posted August 22, 2014 I already know that, I'm wanting the weapon to keep it's critical damage but when using this ammo type it would do less critical damage via script.Yep, mine was a dumb comment. Sorry. :teehee: Also, I'm having a problem getting that script to save in GECKYou need to replace BirdshotAmmo and BirdshotCCPerk with the Editor IDs of your new ammo type and perk, respectively.Moreover, GetPlayerCurrentAmmo is an NVSE function, meaning the script will only compile and save if you launch the GECK via nvse_loader.exe (see Installation section on this page for more information). Link to comment Share on other sites More sharing options...
shayferal Posted August 23, 2014 Author Share Posted August 23, 2014 Thanks, but Ladez helped me out over PM, we got it working. Link to comment Share on other sites More sharing options...
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