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Tweaking Damage res.


ZippyDSMlee

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what?

Wut? is pretty much Zippy... LOL

 

Basically something like this

 

Sniper rifle keyword initiates damage res 20 on cage armor

Sniper rifle keyword initiates damage res 50 on metal armor

Sniper rifle keyword initiates damage res 200 on normal power armor

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Okay so add an enchantment which adds either a magical effect or a perk and I think the perk entry should something like this.
I'm not sure which row there is the modifier amount but I think it's the bottom one marked data, but I may be wrong. You will have to experiment a little
http://i.imgur.com/CygFXOv.png

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Okay so add an enchantment which adds either a magical effect or a perk and I think the perk entry should something like this.

I'm not sure which row there is the modifier amount but I think it's the bottom one marked data, but I may be wrong. You will have to experiment a little

http://i.imgur.com/CygFXOv.png

 

Ya it should be doable but I never know so I thought I would ask. BTW do you know if you can apply perks to NPCs in FO4? I know you could not in Skyrim.

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I just realized that you might have to do things in steps. Like you might have to set the enchantment condition to filter it by damage type and would point to the magical effect/perl, and then the magical effect/perk would have the number modifier.

For your application here I would recommend getting this to work from an armor centered point of view instead of from the actor's point of view, referencing a perk because unless you wanted this to only apply to the player character or a specific NPC you'd have to do a lot more work.

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I just realized that you might have to do things in steps. Like you might have to set the enchantment condition to filter it by damage type and would point to the magical effect/perl, and then the magical effect/perk would have the number modifier.

 

For your application here I would recommend getting this to work from an armor centered point of view instead of from the actor's point of view, referencing a perk because unless you wanted this to only apply to the player character or a specific NPC you'd have to do a lot more work.

Ya if you want it world based and not just player based then you'd have to have it run on the armor. Ggaaaa I wish I could dumb everything into a couple lists then have some code to give health based on damage taken ><

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Damage from ballistic weapons is handled on the weapon's entry and it's just plain, "damage" which isn't treated special. I believe that to accomplish what you want to do you should have the armor point to an enchantment, which points to a perk or something. There's a keyword for guns or that type of projectile in there somewhere, you could do something like


{{{{Armor enchantment]]]]
Condition:
Equal to
1.00000
Haskeyword
{{{whatever the keyword all guns have}}
-1

--------------
Then that enchantment applies a perk/spell that reduces incoming damage.

Because it depends on the Enchantment's conditions being met, only that type of damage will be subject to the reduction.

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