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Durability from weapon mods really bugged


miguick

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I think I have a tendency to make threads too technical for anyone to help over here it seems, but I don't lose anything for trying...

 

So apparently using the WeaponHealthPerc script commands when having weapons with durability mods doesn't work correctly, due to the command not accounting for the additional durability. This can be patched for weapon repair kits at least. But if what I found is also prevalent, I have to wonder what I can do about it:

 

When using and firing such a modded weapon regularly, the moment its durability drops below its unmodded value, it will instantly rise back to 100%. Say you have a Chainsaw from GRA, whose base durability is 1600. The HD Chain mod adds 800 to this (+50%), for a total of 2400 at 100% durability. Using it regularly, the moment its durability reaches 1600 (Player.GetWeaponHealthPerc == 66.67), its durability instantly bounces back to 2400! (Player.GetWeaponHealthPerc == 100)

If a script is used to drop the weapon's durability below this threshold, it seems it can be used regularly without this 'feature' triggering, at least until repaired above the threshold and decaying regularly again.

 

I don't know if this issue was also common knowledge, or if I'm the only one experiencing it for some arcane reason. If it's indeed happening as described, this is the kind of mess I'd really wish there was a NVSE dll patch for. So, any ideas?

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You're just running up against one of the myriad of bugs in the game engine we all work around at some point. There's not really any way to fix some things without directly patching the engine, and it seems people either aren't interested enough, or incapable of patching them. The people who do know intimate details about the inner workings of the engine tend not to share them among other authors of some technical ability, which is a shame.

 

It would be nice if there was some actual log or list of game engine bugs somewhere, like the wiki's. However they tend to be lorded over by uncooperative types, or getting edit access is next to impossible.

 

Since weapon health is calculated statically by NV, unlike F3, you perhaps could make it event driven and keep track of it. Is that effort worth the result and the extra scripting overhead? Probably not.

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