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How does paralyzing palm know what weapon im using?


Exodus1111

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How does paralyzing palm know what weapon im using?

And for that matter.

How does Pyromaniac know im using Shishkebab or the flamer.

 

Looking at the paralyzing palm, ive found only the perk and spell info, and apart from range = touch ive seen nothing that checks for the weapon im holding.

Why do melee weapon not count then?

 

As for Pyromaniac it adds a X1.5 modifier to damage, so how come that does not apply to all weapons?

 

Same goes for any perk that adds anything to any specific weapon or armour.

 

What am I missing, wracking my brain over here... ??

 

 

-Exo

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Hmm.

 

Looking through Xoderaps old perk mod.

He had several perks that affected only certain weapons, but he uses the getWeaponAnim function followed by a number that corresponds to the animation number of the weapon he wants, as a conditioner.

Thats a nice and elegant solution, but it doesnt explain Paralyzing palm or Pyromaniac ?

And more importantly for me, how would I do the same thing with Armour ?

 

Also does that even work without FOSE ?

 

-Exo

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My Quest continues.

 

Checked up again on the Pyromaniac perk, that one does not have a corresponding spell.

What it DOES have are lists, and I had not seen a weapon tab that connects it to the weapon list, and ammo list for incediary ammo.

 

That does solve my issue, but I still dont know how Paralyzing palm works.

 

 

-Exo

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My Quest continues.

 

Checked up again on the Pyromaniac perk, that one does not have a corresponding spell.

What it DOES have are lists, and I had not seen a weapon tab that connects it to the weapon list, and ammo list for incediary ammo.

 

That does solve my issue, but I still dont know how Paralyzing palm works.

 

 

-Exo

 

I hope this helps you, I'm not to familiar with the G.E.C.K. but due to major exploring I've found some things that might help you?

 

In instance of the Pyromaniac perk, I've found where it refers to the Pyromaniac weapon list.

 

Open up the G.E.C.K, In Object Window go to Actor Data > Perks > Right Click and edit the Pyromaniac.

 

Now right click the only entry under "Perk Entries" and edit.

 

In the new dialog, underneath the text "Conditions" click the Weapons Tab. There you'll find the reference to what weapons are included in the Pyromaniac perk.

 

As for the Paralyzing Palm Perk I'm not really sure, but using the same method as the Pyromaniac perk should yield the same results. By the way I'm not sure where it shows the ammo thats affected.

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My Quest continues.

 

Checked up again on the Pyromaniac perk, that one does not have a corresponding spell.

What it DOES have are lists, and I had not seen a weapon tab that connects it to the weapon list, and ammo list for incediary ammo.

 

That does solve my issue, but I still dont know how Paralyzing palm works.

 

 

-Exo

 

I hope this helps you, I'm not to familiar with the G.E.C.K. but due to major exploring I've found some things that might help you?

 

In instance of the Pyromaniac perk, I've found where it refers to the Pyromaniac weapon list.

 

Open up the G.E.C.K, In Object Window go to Actor Data > Perks > Right Click and edit the Pyromaniac.

 

Now right click the only entry under "Perk Entries" and edit.

 

In the new dialog, underneath the text "Conditions" click the Weapons Tab. There you'll find the reference to what weapons are included in the Pyromaniac perk.

 

As for the Paralyzing Palm Perk I'm not really sure, but using the same method as the Pyromaniac perk should yield the same results. By the way I'm not sure where it shows the ammo thats affected.

 

Yeah thanks, i found the found the weapons tab as well.

Paralyzing palm has no such thing though, its only condition is the "race" of the target set to 6, which is robots, that returns a value of 0.

So in other words the only condition is that it does not work on robots.

 

But heres the real issue.

 

I want a perk to affect the player only if he is wearing a certain kind of ARMOR, not weapon.

 

I tried doing what Pyormaniac does and add a IsInList condition that points to a corresponding list of armor I chose, easy stuff, but it did not work.

Then again, I had to put that into the Owner Tab, as there was no other tab.

 

Some Perks gets three tabs in their condition, Owner, Weapon and Target, most do not, however starting a new Perk, I cannot find ANY way to add any new tabs to the conditions list.

 

I need a workaround or a scripting solution I guess.

 

 

-Exo

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You can't add new tabs - it's hardcoded as part of the Geck to be that way i.e you would need the Bethesda/Obsidian programmers to change it for you.

 

The command you are looking for is GetEquipped. Then choose the ID of the armour or formlist that you want the player to be wearing and set the condition to equal to 1.

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Look into the Idle Animations>Character>VATSMeleeAttacks, conditions for VATSPralizingPalm look promising.

 

edit: This is because the attack can only be used in VATS, and the result is an animation is played. Not knowing what you're after here, I'm not sure that mimicking Paralyzing Palm is what you're after.

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You can't add new tabs - it's hardcoded as part of the Geck to be that way i.e you would need the Bethesda/Obsidian programmers to change it for you.

 

The command you are looking for is GetEquipped. Then choose the ID of the armour or formlist that you want the player to be wearing and set the condition to equal to 1.

 

Wow, thanks if that works im good.

 

But i am curious, how would i make a perk with the owner/weapon/target tabs?

I guess i can pick a perk that has it and copy the perk through renaming it.

 

In anycase i love you in a totally unique way Lingwei, thanks.

 

 

-Exo

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It's dependant upon what entry point you choose.

 

E.g if you choose a quest for there is no requirement for any conditions because it it will just update a quest stage (you could put conditions for stuff in the quest stage though).

 

Entry point perks however have differing conditions, those that apply to weapons allow the perk owner, weapon, and target because they apply when you fire a weapon. An adjust experience points entry doesn't require eithter a weapon or target tab because it will only apply to the player regardless. So you don't decide how many tabs there are, the type of perk you choose does.

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It's dependant upon what entry point you choose.

 

E.g if you choose a quest for there is no requirement for any conditions because it it will just update a quest stage (you could put conditions for stuff in the quest stage though).

 

Entry point perks however have differing conditions, those that apply to weapons allow the perk owner, weapon, and target because they apply when you fire a weapon. An adjust experience points entry doesn't require eithter a weapon or target tab because it will only apply to the player regardless. So you don't decide how many tabs there are, the type of perk you choose does.

 

Right fair enough, so i can copy and edit a perk i want.

But i still dont see the tabs when starting a new perk.

Even selecting enfry point.

 

Unless it only pops up after adding a select few functions.

 

-Exo

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