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FO4Edit help killing essential NPC using a spell


Darkangel13

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Hi guys, This mod will go live as it is this weekend but I am looking for ways for to improve it.


The rest involves a spoiler about the synth population so stop reading if you don't want to be spoiled :D



I am in process of creating a Synth spy detection and elimination mod.

I already have a Synthetic destabilizator (ring when equipped on settler NPC that is Synth Spy it will be electrocuted and sent into rage as in not to turn other guys hostile when Synth is eliminated)

II also have a Arc Trap like contraption that can detect the synth on big distance and short circuit them if they are close by so they stand out when in the crowd.


Basically the best way to identify the spy is to ring the bell and then activate the detector. Spark will start to fly hitting everything but spell is only active on Synths. After synth is hit by the detector it will start to spark and smoke and it should die. But as all settlers are set to essential it is will sit down regenerate a while after.


Then you have to approach it and equip the Synthetic destabilizator ring on them. In that moment synth realizes it has been discovered and is sent to frenzy. You are free to kill it at that point.


So what I would like to do (without a script if possible and using FO4Edit as this will be easy to do using script or in GECK) I would like for the Arc Trap to kill the synth rather then just sent it to faint stage.


I tried to use the Recruitment radio beacon, EMP grenade just kills everyone around :D and some other stuff but the Arc trap turned out the only think I managed to distribute the spell as required.


If I can't make it to kill the NPC it would be ok to just sent it to rage. But the Arc trap doesn't seem to be able to do that.


Any idea of better delivery of the Frenzy and Electrical damage then what I already have?


I can do fancy stuff like make it glow etc. but I didn't want to break the immersion and I wanted to leave the moment of surprise when you discover "one of you" is a Synth Spy.


I am kind of running out of options when using only FO4Edit. Any idea, help is appreciated.


Thx D13

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It is done it is going live this weekend I just want to make it a little more automatic. Cause now once the Synth is discovered by the trap you have to go and equip a ring on the synth to be able to eliminate it without any penalty (settlers attacking you). Which is a little annoying. I want them to be killed off automatically.

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yeah, I had to kill an entire settlement because about 5 synths attacked me... incidentaly I loaded the game a few times and the first time I was attacked I found synth components. When I loaded the game the components were gone. I think it's a bug.

 

you have to go and equip a ring on the synth to be able to eliminate it without any penalty

 

That's going to be annoying as hell, but better than nothing. Now that I know I can take care of these synths, I am going to finally play this game again. You are my hero!

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Sent you a msg about that . Basically, Settlers can be made killable - am not sure whether that holds true for SynthSettlers though . Thorn 293 made a mortal Settlers mod, and also a mortal patch for his "better settlers" mod . From what I have seen, I think he created override records in which he removed the "protected" flag for the Settler NPCs . Additionally, I found theres an "override bleedout" flag setable....have no clue really how that works/what it does, youd have to test that out .

 

Since I am a wet nub at modding anything - I really know nothing, only dled xEdit a few days ago and havent created anything, still reading up a ton of resources, looking at records and existing MODs in it to learn how stuff is being done, Its very likely I am totally wrong XD .

 

But IF what I think is true, then: if you find the SynthSettler formID(s) in Fallout4.esm, create override records for them in your MOD where you remove the "protected" flag . Should make them killable without the need to send them into frenzy . But then ofc they could also be killed by any random attack on your settlement - which you could probably made less probable by giving them some perks, changing their health or something like that .

Edited by Kastergir
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If you copy the ability of the ring and put everything on a perk which will be granted to the sync automatically when the turret hits it, shouldnt it work?

You seem to already managed to only hit synth. I dont have the ring so i dont know whats inside the ring .esp

It should be possible.

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