SamFisher338 Posted July 10, 2016 Share Posted July 10, 2016 Hello, I recently came up with an idea for an unique variant for a weapon mod I'm working on. Basically, doing extra damage scaling with the amount of bottlecaps you have in the inventory. I don't think I've seen another FO4 mod with something like this, but correct me if there is.I can't figure out how to implement such effect though. I looked through the conditions and functions you can get using perks in FO4Edit but it didn't seem to have one to do it in a simple way (and I don't even know if some of those are Skyrim-only or also applicable for FO4). Maybe it could be done with having something like a condition for every x bottlecaps up until a certain point, so in this case one for 750, one for 1500, one for 2250, an so on. But if there's a simpler way to do it it would be much preffered, of course. Maybe the way to do it is having a separate script? I barely know anything about scripting though. I'm also trying to come up with a balanced formula for the effect. I don't know what amount of caps a player of a certain level will usually have, but I imagine something like 20k and up is a significant amount. I'd like it to be not so useful for general characters but useful for characters focused on having lots of money. Kinda like Jack from Gopher's FNV lets play. But still not extremely OP of course. But not to meh as well. Is something like 1% damage bonus for every 750 caps (or 0.001333 per cap) reasonable? Link to comment Share on other sites More sharing options...
H00V3RD8M Posted July 10, 2016 Share Posted July 10, 2016 What weapon mod are you working on is this going to have the unique variant? Link to comment Share on other sites More sharing options...
Galvon94 Posted July 10, 2016 Share Posted July 10, 2016 I know "Unique Uniques" has a sword that does more damage the less caps you have, but i've never used the mod. Anyway, you would normally calculate the ratio of the player's caps to some predetermined value. So say the weapon does 50 damage by default, the value to be checked was 3000 and the player had 1500 caps. So "1500 / 3000" is 0.5. If you multiply the damage by 0.5 you get 25. However if you had 6000 caps the ratio would be 2.0, so the weapon's damage would be 100. You should also cap the ratio value, people wind up with ridiculous amounts of money in this game. I also have no idea how you would get this into game, probably with a magic effect but I've not really looked at those much. Link to comment Share on other sites More sharing options...
SamFisher338 Posted July 10, 2016 Author Share Posted July 10, 2016 What weapon mod are you working on is this going to have the unique variant? It's the Ducal Guard revolver. I know "Unique Uniques" has a sword that does more damage the less caps you have, but i've never used the mod. Anyway, you would normally calculate the ratio of the player's caps to some predetermined value. So say the weapon does 50 damage by default, the value to be checked was 3000 and the player had 1500 caps. So "1500 / 3000" is 0.5. If you multiply the damage by 0.5 you get 25. However if you had 6000 caps the ratio would be 2.0, so the weapon's damage would be 100. You should also cap the ratio value, people wind up with ridiculous amounts of money in this game. I also have no idea how you would get this into game, probably with a magic effect but I've not really looked at those much. Interesting, I'll check the mod out and see if I can learn something.It's difficult to come up with a good ratio for mantaining a somewhat smooth scaling. Since people collect ridiculous amounts of money sometimes, the weapon should be appealing to those people but not extremely OP, while not being very useful for someone with less money but if possible not being utterly useless. Something like 50% extra damage is quite huge considering it already does a somewhat high damage per shot.Maybe I'll make a topic in the general section asking people how many caps they have and at which level and character build.And effects like this seem to usually follow the Enchantment -> Magic Effect -> Perk chain. Link to comment Share on other sites More sharing options...
SamFisher338 Posted July 11, 2016 Author Share Posted July 11, 2016 Update: I've tried implementing it using a method similar to what was used in Unique Uniques. It was very time consuming and boring making the same thing for each of the 50 thresholds. Good thing I'm patient, though I suspect it could be done with a simple script in 5 min.Unfortunately it doesn't seem to be working ingame; after some testing, it's doing the same damage with 1 or 50000 caps. Probably there's something wrong with the conditions, but hopefully it won't be too difficult to fix. If that doesn't work then I'll need to find someone to write a script instead. Link to comment Share on other sites More sharing options...
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