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On the topic of bullet time.


overdose123

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So weve seen some bullet time mods already but without geck or proper fose they are pretty gimmicky. Isnt it just possible to introduce a new drug that removes the effects of jet and increase the duration of jet(or not and just use the chemist perks) and do it like this? You do some jet, you decide its enough and use the other drug, and just assign them to hotkeys, without introducing any gimmicks, or needing the geck. The "spell" should be there, I just dont know if theres one that can clean up only the effect of jet or itll remove everything.

Edited by overdose123
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This is quite possible. What you'd want to do is to create a new keyword, and then create a new MGEF with the Slow Time archetype that contains that new keyword and not the "Chem Effect" keyword - and, most notably, the "Dispelled with Keywords" attribute. That's the MGEF you'd reference in your new Bullet Time Drug.

 

Only the first Ingestible would need to contain any actual effect at all, if my understanding of the system is correct. The second Ingestible - the "dummy" to stop bullet time - would merely need to refer to an MGEF with that same keyword attached and enough junk data for the game not to reject it. Consuming the "dummy" should then cancel the Bullet Time Drug's effect, because of the "Dispelled with Keywords" behavior. My first instinct for the "dummy" MGEF would be to make it another Slow Time effect, but with a fixed duration (which you'd achieve by setting the effect type to Fire and Forget and the target to Self, and making sure it didn't have the "No Duration" attribute - the latter of which you may want to consider for your "bullet time" MGEF.) Then, when referencing that "dummy" MGEF in the Ingestible, you'd set the Magnitude at 1.0 (which should represent the regular flow of time) and the Duration at 1, and then you'd have bullet time dispelled because of the "Dispelled with Keyword" attribute and only have the dummy effect active on your character's conditions list for one second. That's not too bad.

 

In theory, you should be able to attach other effects to the first MGEF file - for example, one that drains a consistent amount of AP per second. However, I've been trying to figure out ways to drain extra AP in my own Slow Time perk, and I've been hitting an inexplicable wall. But that could just be a problem on my end. Or it could be a deep problem with Bethesda's code. Or it could be an issue with the FO4edit alpha, because, well, it's an alpha.

 

So, why would this system be kind of a pain? Well, you'd need to make sure you always had both drugs on you, and in sufficient amounts that you'd never have to worry about it. That's the big compromise you'd be making to achieve this functionality via this route prior to GECK/FOSE being available.

Edited by pootthedestroyer
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Now that I'm thinking about it, why not just create a piece of armor in a new armor slot that doesn't interfere with the existing ones? You could enchant it with a permanent slow time effect pretty easily. Do armor hotkeys equip and then unequip the same item if you press them twice? If so, that'd save a lot of hassle. No worrying about constantly console-creating a bunch of consumables.

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Now that I'm thinking about it, why not just create a piece of armor in a new armor slot that doesn't interfere with the existing ones? You could enchant it with a permanent slow time effect pretty easily. Do armor hotkeys equip and then unequip the same item if you press them twice? If so, that'd save a lot of hassle. No worrying about constantly console-creating a bunch of consumables.

 

I dont think you can assign armor to hotkeys by default in fo4. And you also cant unequip stuff with the hotkeys, just equip.

And on the drugs - you can always make them weight nothing and just get 1000 of each with the console. Or keep it hardcore and keep Jet as is - same duration etc, just use the perks so you have longer lasting jet, and populate the world and vendors with the other drug(you can still have them weight nothing and have as much as you want) This will keep it as vanilla as possible, would still let you take advantage of Chemist, and keep it hardcore. + It sounds plausible that when taking a strong combat drug you'd have some kind of downer to counteract the effects if you need it.

 

But it would be more sensible to just make jet stronger and add a reusable "drug" item that would disable jet(should be possible no?) This way you dont need to use ap with it, as youd still need to have jet.

Edited by overdose123
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Here's the problem with using Jet: its linked Slow Time effect has two keywords, both of which are important: ChemEffect and SlowTimeKeyword. This means that adding the "Dispel with Keyword" property may not have the intended effect, as it may also make any new Chem Effect attempt to override the current one - so, for example, taking Bufftats might cancel Jet, and taking Jet might cancel Bufftats. From the existing Skyrim documentation, that's what would happen. Not sure if it's been tweaked for FO4.

 

So, if you want to use the ingestible route without doing a lot of frustrating testing that may end up giving you bad news, I think you're going to have to lose the ChemEffect Keyword and resign your Bullet Time Drug to not actually being a drug, at least not according to many of the game's other objects. You could still give the Ingestible object the usual chem-related keywords, but those are for tracking companion reactions, addiction types, and helping with inventory sorting.

 

Modding Jet is a good idea in theory, but right now I just don't think we have enough control over the "Dispel with Keyword" property with just F04edit. We may not even have that type of control with GECK. Might have to be scripted in.

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