ZippyDSMlee Posted July 27, 2015 Share Posted July 27, 2015 So I use GetPlayerCurrentAmmo to my ammo to equip a custom perk to raise critical damage, my question is this a normal enable at start quest or via another mechanic? Shouldn't there be a change ammo or something I can use to start the script to check the ammo on ammo change? Link to comment Share on other sites More sharing options...
Moraelin Posted July 27, 2015 Share Posted July 27, 2015 Hmm... I'm not an expert on scripting, and haven't really done that so far, but I think if all else fails, you can always have a script that runs periodically and checks the currently equipped ammo. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted July 27, 2015 Author Share Posted July 27, 2015 Hmm... I'm not an expert on scripting, and haven't really done that so far, but I think if all else fails, you can always have a script that runs periodically and checks the currently equipped ammo.Say I run it every 5 seconds that seems like a waste of processing power tho I am a very backarse wards coder I can not really script worth a darn but I see how things can effect the engine,ect. And to your first unedited question , off the email notification,ammo effects do not have a critical damage modifier. Ammo effect only so damage threshold, damage resistance, damage, spread, fatigue and weapon condition. So there is not much you can....mmmmmm wait a sec, interesting I wonder if impact data in ammo would do the trick. Runs a script on impact but thats one shot too late....mmmmmm..... Link to comment Share on other sites More sharing options...
Moraelin Posted July 27, 2015 Share Posted July 27, 2015 Yeah, that's why I edited it out. It dawned upon me pretty quickly that, wait a minute, I was talking nonsense :tongue: As for impact script, the thought occurred too. Not sure if you can do a random number roll in script, but that would be one way to add an extra critical roll. One thing you CAN do though is have a crit script in the weapon. It's only practical if you are making a mod with your own weapons, rather than an ammo mod for all weapons, but basically on crit you could check the ammo type, and do some special crit effect only if the right ammo is loaded. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted July 27, 2015 Author Share Posted July 27, 2015 Yeah, that's why I edited it out. It dawned upon me pretty quickly that, wait a minute, I was talking nonsense :tongue: As for impact script, the thought occurred too. Not sure if you can do a random number roll in script, but that would be one way to add an extra critical roll. One thing you CAN do though is have a crit script in the weapon. It's only practical if you are making a mod with your own weapons, rather than an ammo mod for all weapons, but basically on crit you could check the ammo type, and do some special crit effect only if the right ammo is loaded.Well its more a laser ammo thingy. But I decided that the fryguy ammo will have a random chance, 1% for 2000 and 30% for 200. I made some laser bolts and new ammo types for lasrers, I call them pew pew because the slow one is as fast as star wars laser blasts so pew pew pew LOL. Laser pewpew Slow/Spew:Bulk slow pew pew bolt that dose normal damage to the weapon condition, 50 for 10 caps. Multishot/Multi: 10 projectile multi shot fast pew pew bolts, 5 caps. (needs a custom spread ammo effect to scatter the shots else its all one beam) Laser pew pew Instant/ Inst :Its like a bullet, 15 caps. Laser Burn(what the game calls pewpew) with an enchantment that burns a target 5 points per sec for a minute 10 caps. Fryguy/Fry: a fast bolt that has a 1% chance to do 2000 damage and 30% chance to do 200 for 25 caps. Going to make some plasma variants as well, I added the new laser ammo to the micro fusion list I then dup'd the list for plasma ammo types that way all micro fusion cells and small energy cells can be used normally for either but laser and plasma can have their own new ammo type. Link to comment Share on other sites More sharing options...
Moraelin Posted July 27, 2015 Share Posted July 27, 2015 Ah, a fellow SW fan. Probably would be a good idea to call it something else, though, since "Pew Pew" is the name of a vanilla weapon, and it would probably confuse the heck out of people :tongue: As for scattering, yeah, that's pretty easy actually. You'll basically just want to use ADD with weapon spread, not multiply, so it spreads even at high skill. That's how I did the canister shot for the Vladimir cannon. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted July 27, 2015 Author Share Posted July 27, 2015 Ah, a fellow SW fan. Probably would be a good idea to call it something else, though, since "Pew Pew" is the name of a vanilla weapon, and it would probably confuse the heck out of people :tongue:I am a fan but I tend to think up od/crazy things from some trial and error and fooling around I made the tracer round a laser bolt minus the bullet of course. Thought bolts be something of interest to add. Ya there is the pewpew pistol but its hard to find. Uhg I have laser disintegration set to go off on dead things but its not truing stuff to ash piles....ggrrrrrrrr.... Link to comment Share on other sites More sharing options...
Moraelin Posted July 28, 2015 Share Posted July 28, 2015 Well, I made my own bolts, but you can also just duplicate the laser bolt projectile and set it to missile instead of beam. You get a decent substitute for a bolt. Link to comment Share on other sites More sharing options...
ZippyDSMlee Posted July 28, 2015 Author Share Posted July 28, 2015 (edited) Well, I made my own bolts, but you can also just duplicate the laser bolt projectile and set it to missile instead of beam. You get a decent substitute for a bolt.I can't nif very well so I do alot of cut and pasting, even if you dup the laser beam projectile its still a very long beam/projectile and there is no easy way to change its length, thus why I played around with the tracer round.. Figured out I was not giving disintegrate enough time to work, when set to dead,sleeping,ect the target is instantly fried. Tho for living things it takes a couple seconds for it to start up the disintegration effect and turn it into an ashpile. Edited July 28, 2015 by ZippyDSMlee Link to comment Share on other sites More sharing options...
Moraelin Posted July 28, 2015 Share Posted July 28, 2015 Ah, right, I was thinking of the FO3 laser projectile, which was a lot shorter and more bolt shaped. That said, there is an easy way to change mesh lengths in NifSkope (better make a copy, though). Just right-click the NiTriShape or NiTriStrip, Transform, and then enter your scaling factors. Or you can just grab the projectiles from my blasters. They're already a beam cut down to size, and you even get a choice of colours, and matching muzzle flashes. So for example a green blaster flashes green at the muzzle. Link to comment Share on other sites More sharing options...
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