SephDragoon Posted January 30, 2016 Share Posted January 30, 2016 So, I am stuck with a conundrum. I am working on an Acid converter for the Flamer, turn the flamer into an acid spewing chem-launcher from hell pretty much. It is going fine, without a hitch up until I try to remove the current magic effect "FlamerFXEnchFireHit [ENCH:0023A168]" from the weapon without making modifications to the weapon itself. I thought if I used a: FormID,IntSetEnchantmentsFlamerFXEnchFireHit [ENCH:0023A168]0 It may remove it, but it does not. Using Add with a negative number doesn't seem possible, and Set with a different enchantment seems to be identical to Add, and won't remove the previous enchantment. So, right now my acid gun is still setting people on fire, and I was wondering if anyone knew a way to remedy this yet, because I really don't want to give up on this one. Also, for compatibility, I just really do not want to edit the Flamer to try and make it work. Link to comment Share on other sites More sharing options...
lilkandeekid Posted January 30, 2016 Share Posted January 30, 2016 Pretty sure the value after the ENCH is looking for a 0 or 1, 1 to initialize the enchantment, or 0 to not.I think you need to make and link a custom ENCH that removes the MGEF "FlamerFXEnchFireHit" is adding. Link to comment Share on other sites More sharing options...
SephDragoon Posted January 30, 2016 Author Share Posted January 30, 2016 Hm... that could work. I will work on that then and see what kind of results I can come up with. Link to comment Share on other sites More sharing options...
Junnari Posted January 30, 2016 Share Posted January 30, 2016 (edited) It's set for the Flamer in EITM - Object Effect, so you should be able to get rid of it by removing or replacing it there, though I can't say how many other aspects of the weapon it'd also affect or if it's just the visuals which it controls. Screenshot: http://imgur.com/lNYkQTK Edited January 30, 2016 by Junnari Link to comment Share on other sites More sharing options...
SephDragoon Posted January 30, 2016 Author Share Posted January 30, 2016 As I said Junnari, that is not an option due to compatibility issues. I already thought of that, and I have already dismissed it as an option. Link to comment Share on other sites More sharing options...
Junnari Posted January 30, 2016 Share Posted January 30, 2016 Sorry, skimmed parts of the opening post. But assuming that you don't need to worry about overrides, you could alternatively do it by removing it from the main WEAP, but giving it back with the normal weapon mods that still use the standard flame enchantment. Link to comment Share on other sites More sharing options...
SephDragoon Posted January 30, 2016 Author Share Posted January 30, 2016 Again, I did think of that, but even in my own game there's a conflict there. I use a mod which changes the flamer's damage type to Fire, instead of Energy. I really will not be making compatibility patches unless I have to. Link to comment Share on other sites More sharing options...
SephDragoon Posted January 31, 2016 Author Share Posted January 31, 2016 Well, I managed to find a solution. I added a condition to the Fire effect that made it not fire if the acid effect was active. So far, so good. I will keep testing, but it seems to work, and doesn't conflict with anything that -I- have installed. Link to comment Share on other sites More sharing options...
tomomi1922 Posted January 31, 2016 Share Posted January 31, 2016 Side question: Since acid doesn't burn, don't you need to change a lot of graphic and animation for this? It does sound nasty, really. I use the burner (in most games) to burn out the small swamps of insects (like in Mass Effect). An acid gun can be added, but I think it won't look so real unless you also work out the animation. I think Cryolater is a better weapon to clone because the base version shoots out mist. You can change color and change range (since Cryolater's range is terrible before upgrade). Link to comment Share on other sites More sharing options...
SephDragoon Posted February 2, 2016 Author Share Posted February 2, 2016 This is actually just a different tank for the Flamer. I don't like adding whole new weapons so much, not when there's tons of cool combinations with our current weapons already. Aside from the flame in front though, I see no reason the flamer couldn't shoot out a different chemical. It's the same basic component. As for the cryo gun, I am thinking of something I can do there. One of my goals is to give each weapon much more flexibility, however the cryo gun doesn't come apart, it is mostly one big mesh, which makes mods for it a little difficult. The flamer is much easier to work with. Link to comment Share on other sites More sharing options...
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