NukaCooler Posted June 5, 2015 Share Posted June 5, 2015 There seem to be a lot of effects from being crippled: http://fallout.wikia.com/wiki/Cripple#Fallout_3_and_Fallout:_New_Vegas I'm looking to add some more interesting visual effects and stat penalties for having crippled limbs, but I can't seem to see how the game applies the penalties. In the GECK I can see an FXCrippleHead, the sound that plays when the head is crippled, but it has zero users. Same goes for HeadCrippleEffect, Concussion, PlayerConcussed, ImageSpaceConcussion and so on. I can't at all see how those cripple penalties are being applied. Link to comment Share on other sites More sharing options...
NukaCooler Posted June 5, 2015 Author Share Posted June 5, 2015 (edited) I've found the spread and speed penalties in Game Settings, but no info on how the imagespace and sound effects are applied. Edited June 5, 2015 by NukaCooler Link to comment Share on other sites More sharing options...
rickerhk Posted June 6, 2015 Share Posted June 6, 2015 There seem to be a lot of effects from being crippled: http://fallout.wikia.com/wiki/Cripple#Fallout_3_and_Fallout:_New_Vegas I'm looking to add some more interesting visual effects and stat penalties for having crippled limbs, but I can't seem to see how the game applies the penalties. In the GECK I can see an FXCrippleHead, the sound that plays when the head is crippled, but it has zero users. Same goes for HeadCrippleEffect, Concussion, PlayerConcussed, ImageSpaceConcussion and so on. I can't at all see how those cripple penalties are being applied. The game checks these actor values. When they are 0, that limb is crippled. PerceptionCondition - Base value is 100. Corresponds to the head on humanoid actorsEnduranceCondition - Base value is 100. Corresponds to the torso on humanoid actorsLeftAttackCondition - Base value is 100. Corresponds to the left arm on humanoid actorsRightAttackCondition - Base value is 100. Corresponds to the right arm on humanoid actorsLeftMobilityCondition - Base value is 100. Corresponds to the left leg on humanoid actorsRightMobilityCondition - Base value is 100. Corresponds to the right leg on humanoid actors http://geck.bethsoft.com/index.php?title=Stats_List I'm pretty sure the playerconcussed effect is hard-wired. Trying to apply it by script doesn't do anything. Link to comment Share on other sites More sharing options...
RoyBatterian Posted June 7, 2015 Share Posted June 7, 2015 Hey rickerhk, does the braincondition AV still do anything? Link to comment Share on other sites More sharing options...
rickerhk Posted June 7, 2015 Share Posted June 7, 2015 Hey rickerhk, does the braincondition AV still do anything?I'm not sure. I've never used it. According to the wiki it's available on some creatures, but I don't know which ones. If I shoot my robot dog in the head the perceptioncondition drops but the braincondition stays at 100 no matter what. Link to comment Share on other sites More sharing options...
NukaCooler Posted June 7, 2015 Author Share Posted June 7, 2015 Right, so I could make a script that checks for player.getav (that value) == 0, and then applies the correct Imagespacemodifier and player effect? Link to comment Share on other sites More sharing options...
RoyBatterian Posted June 8, 2015 Share Posted June 8, 2015 NukaCooler: Yessir, that would be the way to do it. More efficient would be... if perceptioncondition else imod yourmodifer endif Hrm I bet braincondition is for Robots then, they have that "brain" panel on the back. Maybe it's also for bugs and frenzy... hrmz Link to comment Share on other sites More sharing options...
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