TheNexxusOne Posted November 8, 2010 Share Posted November 8, 2010 Something I am trying to mod (or download a mod that already does it) is deteriorating DT on armor as the condition of that armor goes down. A couple of points. 1. When a piece of 6 DT armor hits 50% condition, it should be down to 50% of its DT too, it appears that the vanilla DT reduction is only -20% DT for armor that is between 1% and 50% condition. 2. When a piece of armor gets down to 0% condition it remains on the persons body and appears to retain 60% of its original DT. 1A. What I would like to do is have DT reduce in direct proportion to armor condition. 2A. When armor gets to 0% condition, I would love to have it drop back into the inventory. But, if that is not possible, I would settle for having it's DT be 0 until repaired. If anyone has any suggestions on how to make these things work in the GECK, they would be greatly appreciated. Or if you know of a mod that escaped my searching that does something similar, that would be great too! Link to comment Share on other sites More sharing options...
WuphonsReach Posted November 8, 2010 Share Posted November 8, 2010 Armor doesn't start losing DT until it falls below the 50% mark, so armor at 40% would make sense that it only lost a small bit of DT. Weapons don't start losing effectiveness until they drop below 75% (or 80%?). Link to comment Share on other sites More sharing options...
TheNexxusOne Posted November 9, 2010 Author Share Posted November 9, 2010 Armor doesn't start losing DT until it falls below the 50% mark, so armor at 40% would make sense that it only lost a small bit of DT. Weapons don't start losing effectiveness until they drop below 75% (or 80%?). This is true, but I am trying to change that. I have already adjusted weapons so that they will jam with increasing frequency as condition degrades. 90% and above has no chance to jam, to 80-89% condition has a 10% chance to jam, etc. all they way down to 1-9% that has a 90% chance to jam. EDIT: The above paragraph is actually not correct. I was just typing from memory there and typed in bad info. At higher conditions weapons will be highly reliable with the jam rate escalating faster as condition degrades. The actual values I am using for weapon jams are as follows: Cond 71-100% = 0% to jam Cond 61-70 = 2% to jam Cond 51-60% = 5% to jam Cond 41-50% = 10% to jam Cond 31-40% = 20% to jam Cond 21-30% = 40% to jam Cond 11-20% = 60% to jam Cond 1-10% = 90% to jam What I would like to do is implement something similar for armor so that armor with 85% condition provides a protection factor equal to 85% of its full DT, but I am having trouble finding a way to do this in the GECK. Any ideas? Link to comment Share on other sites More sharing options...
TheNexxusOne Posted November 9, 2010 Author Share Posted November 9, 2010 Actually, upon further reflection, I could totally live with with the 20% DT reduction @50% condition AS LONG AS I could somehow get the game to automatically de-equip armor as soon as the condition hits 0%. Anyone have a suggestion on how I could make this happen or know of a mod that already does this? Link to comment Share on other sites More sharing options...
hayst Posted November 9, 2010 Share Posted November 9, 2010 Armor doesn't start losing DT until it falls below the 50% mark, so armor at 40% would make sense that it only lost a small bit of DT. Weapons don't start losing effectiveness until they drop below 75% (or 80%?). This is true, but I am trying to change that. I have already adjusted weapons so that they will jam with increasing frequency as condition degrades. 90% and above has no chance to jam, to 80-89% condition has a 10% chance to jam, etc. all they way down to 1-9% that has a 90% chance to jam. What I would like to do is implement something similar for armor so that armor with 85% condition provides a protection factor equal to 85% of its full DT, but I am having trouble finding a way to do this in the GECK. Any ideas? Just an opinion, but I think jamming at effectively (1 - cond%) would becoming frustrating very quickly, especially when using anything with a decent clip size. For example, on that scale at 50% cond a service rifle will jam every second shot, and each one will only be doing ~10DAM anyway. OTOH that may be the effect you're after :thumbsup: Do you know whether NPCs guns jam also, specifically hostile ones attacking you? I'm sure I've had one or two times when I've been in combat and the enemy's gun has started "clicking" without firing until they reloaded, but that could just be a bug... Link to comment Share on other sites More sharing options...
TheNexxusOne Posted November 9, 2010 Author Share Posted November 9, 2010 My apologies, I actually misstated the jam percentages in my earlier post. I was typing from memory and not referencing my mod notes. Please allow me to edit the earlier post for clarity... Link to comment Share on other sites More sharing options...
TheNexxusOne Posted November 9, 2010 Author Share Posted November 9, 2010 I am not sure if these jam rates affect NPCs or not. I would have to test to be sure, but that was not really my intent with the jam rates. My intent was to encourage proper weapon maintenance on the part of the player and to get the heart rate up when a weapon jams at a crucial moment! Link to comment Share on other sites More sharing options...
WuphonsReach Posted November 9, 2010 Share Posted November 9, 2010 If it behaves in any undesirable manner before it falls below the notch, I would instantly uninstall the mod. It's one of the things that I really like in FO:NV, that you don't have to worry about weapon condition until you fall below the notch. Which means I'm not packing 2nd/3rd/4th copies of weapons when I set out on a dungeon crawl just so that I can repair my weapon mid-crawl. FO:3's method was just frustrating in the long run and 'slower degradation' mods were rather popular. Undesirable actions once condition falls below the notch are fine. Link to comment Share on other sites More sharing options...
TheNexxusOne Posted November 10, 2010 Author Share Posted November 10, 2010 If it behaves in any undesirable manner before it falls below the notch, I would instantly uninstall the mod. It's one of the things that I really like in FO:NV, that you don't have to worry about weapon condition until you fall below the notch. Which means I'm not packing 2nd/3rd/4th copies of weapons when I set out on a dungeon crawl just so that I can repair my weapon mid-crawl. FO:3's method was just frustrating in the long run and 'slower degradation' mods were rather popular. Undesirable actions once condition falls below the notch are fine. Thank you for the feedback on that WuphonsReach! You make an excellent point. I will take a look at where the notch falls and adjust the number appropriately. Link to comment Share on other sites More sharing options...
ozziefire Posted April 4, 2011 Share Posted April 4, 2011 Something I am trying to mod (or download a mod that already does it) is deteriorating DT on armor as the condition of that armor goes down. A couple of points. 1. When a piece of 6 DT armor hits 50% condition, it should be down to 50% of its DT too, it appears that the vanilla DT reduction is only -20% DT for armor that is between 1% and 50% condition. 2. When a piece of armor gets down to 0% condition it remains on the persons body and appears to retain 60% of its original DT. 1A. What I would like to do is have DT reduce in direct proportion to armor condition. 2A. When armor gets to 0% condition, I would love to have it drop back into the inventory. But, if that is not possible, I would settle for having it's DT be 0 until repaired. If anyone has any suggestions on how to make these things work in the GECK, they would be greatly appreciated. Or if you know of a mod that escaped my searching that does something similar, that would be great too! I tried this with armor too, but found adjusting DT adjusted the characters total DT not that of the armor so when the damaged armor was unequipped I actually had a negative DT. Link to comment Share on other sites More sharing options...
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