turtlep Posted December 29, 2015 Author Share Posted December 29, 2015 (edited) Well, that's where the damage went, and now I look like an idiot :tongue: If I can figure out disappearing bullet problem from editing the cannonball mesh, I think I can release something passable. Edit: Still need to find a better way to add 75 damage to weapon. Edited December 29, 2015 by turtlep Link to comment Share on other sites More sharing options...
Moraelin Posted December 29, 2015 Share Posted December 29, 2015 Well, if you want non-explosive grape-shot, you can simply up the damage accordingly. Just make that multiplier, say, 4 instead of 1.5, and you should have 165 damage. Or whatever fits your balance ideas. Link to comment Share on other sites More sharing options...
turtlep Posted December 29, 2015 Author Share Posted December 29, 2015 The problem is with the base damage of 33, that would be fine. But I use Weapon Balance Overhaul, which raise the base to 60, and make it significant more powerful than the other attachments. If at all possible, I'd like a way that would add 75, so as to not affect the damage to drastically between it and vanilla. Link to comment Share on other sites More sharing options...
Moraelin Posted December 29, 2015 Share Posted December 29, 2015 Hmm, I can see the problem. Not sure if "Add" works there, though, but you could try that or "Set" instead of "Multiply." It seems to work fine for some values (e.g., you can set the weight) but not quite as expected for others, but I never memorized which. Try and see, I guess. Link to comment Share on other sites More sharing options...
turtlep Posted December 29, 2015 Author Share Posted December 29, 2015 (edited) "Add" when set on AttackDamage didn't seem to do anything, "Set" Removed damage entirely for some reason. Using an modified explosive effect (ExplosionRailwayRifleStaggerSmall [EXPL:00215E08]) fixes it but removes all impact effects, and just looks bad. Also hitting enemies at hugging distance can kill you from splashback, even when radius is set to 1. Edit:Ok, Finally got something to work. Using "Add" with "DamageTypeValues" with the FormID "dtPhysical [DMGT:00060A87]", I've managed to get to the same level of damage increase. One small thing, The value had to be higher than the damage added through the explosion, 106 to make the same increase as 75. But it works and seems to increase properly with Heavy Gunner perk. Just need to work out Nifskope and I might be able to make something presentable. Edited December 30, 2015 by turtlep Link to comment Share on other sites More sharing options...
Gunzmaster95 Posted August 1, 2018 Share Posted August 1, 2018 Additional as in "a different suppressor" (same category, extra option) or aditional as in, "add a suppressor slot to a sledgehammer" (new category)? The former is pretty trivial, the latter, maybe less so, if the new category is visible. Sorry to rez a dead thread, but you mentioned how to do the "former" but how in the heck do you do the later? Assuming i don't want the mod itself to visually affect the weapon, just stats. Link to comment Share on other sites More sharing options...
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