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Amm effect question


Geeves83

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Hey everyone

 

Just wondering if anybody knows any way to add a new ammo effect to the limited ammoeffect list in the GECK? I'm trying to make, among other things, a craft-able tranquilizer round that does fatigue damage over time (rather than instant, like the beanbag round), but can't figure out a way to implement it. It would probably be easy enough to script as a base effect, the main problem is getting it into the limited ammo effect drop-list in the GECK. Anyone have any ideas?

 

So far the only idea i have is attaching the effect to a new weapon and having the original weapon scripted so that it selects ammo via message and switches out to that weapon, like a few fo3 selective fire and grenade launcher mods out there. Only trouble is, when you add FNV's weapon mod system into the mix, it gets....messy.

 

Anyone have any ideas or workarounds? Thanks

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From what I hear, the beanbag rounds doesn't work, either. I haven't personally tried it out yet, though. But you can successfully put other effects on ammo, including fatigue, it turns out. I made a few tranq rounds that work perfectly, and a few other modders have done some pretty cool things, especially with the 40mm grenades. You just have to go in through the formID for the ammo in the ammo tab and attach an effect or script to it from there.

 

As for the existing weaponspreadmod (the one attached to the slugs) for ammo in the ammoeffect tab, that's broken...kinda. As far as I can tell, It actually effects GUN spread, instead of min. weapon spread. Gun spread is basically how accurate the character is and how much the barrel sways and moves around, whereas min weapon spread, which it should effect, is the angle the projectile deviates from where the barrel is pointed. Probably could fix this with a script, but haven't gotten that right yet.

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I'm not seeing any fatigue effects from the Beanbag rounds-usually end up killing the mob (which takes a solid 8-9 shots w/beanbag) without it getting knocked out. Anyone have an idea on what that is?

Bug.

 

I vaguely remember this being a problem back in Oblivion as well, if the mob's fatigue dropped to zero (or lower), the mob would die.

 

I don't even think we had "unconscious" states in Fallout 3, where you would fall down and go unconscious if your fatigue got too low?

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As an update-there actually IS an "unconscious" state, and there is a way to get mobs down to it. Problem with the bb rounds and such is that the actualy value needed is about 5-6x what it is currently for it to have any effect before, you know, pelting some poor fool to death.

Haven't played with the beanbag rounds. Are they launched havoc objects? Or regular "fake" shoot/hit calculations in a script somewhere?

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As for the existing weaponspreadmod (the one attached to the slugs) for ammo in the ammoeffect tab, that's broken...kinda. As far as I can tell, It actually effects GUN spread, instead of min. weapon spread. Gun spread is basically how accurate the character is and how much the barrel sways and moves around, whereas min weapon spread, which it should effect, is the angle the projectile deviates from where the barrel is pointed. Probably could fix this with a script, but haven't gotten that right yet.

I believe that spread can only be lowered through mods and other effects to the minimum spread value of the weapon. Meaning that with almost everything you will have some degree of spread.

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Possibly. But when I was playing with the slugs spread reduction mod, i played with a few values, and the only thing it changed was how much my gun moved around.

 

I'm not sure if it works the same, but in FO3 (at least from what I can understand from the GECK site) min weapon spread is, for all vanilla purposes, how much the bullet deviates from where the gun (not necessarily your aim) is pointing. There is another spread value in the geck that wasn't used in the vanilla game and i don't think is used in NV, either. The way that was supposed to work (and does work very well, with a few simple game setting changes) is to add a certain percentage of that spread value to the guns min spread as it's condition deteriorates. If it does work that way in NV, then the shotgun would already be using the min spread value all the time anyway.

 

if that's the case, hopefully it's something they fix up, as i can't figure out how to script around it.

 

Here's some info on the geck page (right at the bottom of the page)

 

http://geck.bethsoft.com/index.php/Talk:Gun_Spread_Formula

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Beanbag rounds work on NON hostile creatures. Go shoot some Brahmin. "Insta-cowtipping"

 

You could do a "Stun" effect for X seconds on the ammo effect. Follow the Pulse weapons down through the layers of projectile, effects, and explosions. You'll discover a table where it does extra damage to robots & power armor. There's also a Stun effect there. You can use that on bean bag rounds to stun an opponent. Doesn't knock them out, but it keeps them from DOING anything for a few seconds. That's what I'm going to do to my 40mm mod this weekend when I go in and add plasma and other nice stuff.

 

Dunno why they don't work on normal bad guys. I chalked it up to just another bug.

 

Remember if you modify an explosive weapon, with say, shotshell canister, you have to do some extensive changes to the DEFAULT weapon and projectile effects. You can't just add new ammo and go. What happens is you'll equip a shot shell, go back to an explosive round, and find out they just don't blow up anymore. Each time you equip a new ammo type it modifies the BASE weapon with the effects of that ammo. If the weapon itself (say, 40mm launcher) has an "Explosive" effect on the gun and the default ammo does NOT, what happens is it'll lose that effect.

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