danshive Posted July 15, 2011 Share Posted July 15, 2011 I had an idea for a perk that would make blocking with melee weapons more potent against ranged weaponry (basically a massive DR boost), but as far as I can tell, there is no way to determine whether an actor is blocking. Am I missing something, or is this simply a limitation of the GECK? Link to comment Share on other sites More sharing options...
Jeoshua Posted July 15, 2011 Share Posted July 15, 2011 Are you using like a Riot shield or are you trying to block bullets with a knife? Just asking. Link to comment Share on other sites More sharing options...
danshive Posted July 15, 2011 Author Share Posted July 15, 2011 Are you using like a Riot shield or are you trying to block bullets with a knife? Just asking. A knife, a baseball bat, whatever. At least for the "can I even do this" stage. I MIGHT have a solution, but it's dependent on knowing the blocking animations for first person and abilities provided via perks working like I think they do. In short, have an ability that provides the bonus if and when a valid blocking animation is being played. I'll see what happens. Link to comment Share on other sites More sharing options...
Jeoshua Posted July 15, 2011 Share Posted July 15, 2011 It could be nice if coupled with a nice, large mesh of some sort that could actually block bullets. I hope you can figure something out because personally I am stumped. Link to comment Share on other sites More sharing options...
danshive Posted July 15, 2011 Author Share Posted July 15, 2011 Based on what I've been able to find and have experimented with, one would have to use FOSE to get the results I want, which I'd prefer not to mess with. Link to comment Share on other sites More sharing options...
Jeoshua Posted July 16, 2011 Share Posted July 16, 2011 You're not going to get much done without FOSE in general, if you're trying to add effects like this. I don't know why people are so afraid of FOSE, it's like... required. Link to comment Share on other sites More sharing options...
rickerhk Posted July 16, 2011 Share Posted July 16, 2011 Yes, FOSE has been stable for more than 18 months now.The only vanilla function that comes close to what you want to do is IsPlayerActionActive 9 But according to the wiki it doesn't work when the player is in combat. http://geck.bethsoft.com/index.php/IsPlayerActionActive Link to comment Share on other sites More sharing options...
danshive Posted July 17, 2011 Author Share Posted July 17, 2011 The reason I'm not eager to use FOSE is that when I first tried to get it to work with the GECK, something went wrong. Forcibly shutdown the computer because the screen won't stop spazzing out wrong. I'm not even sure what I did wrong. I was just trying to follow the instructions that would allow one to code in FOSE via the GECK. I may give it another go someday, but I'm not eager about it after that. Link to comment Share on other sites More sharing options...
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