FiftyTifty Posted October 6, 2016 Share Posted October 6, 2016 Hullo lads, got me a wee bit of a problem. I'm working on a mod that un-levels and balances Fallout 4's equipment and characters, and I've noticed that unarmed weapons don't scale with strength. Solution? Apply an enchantment to the four unarmed weapons in the game, that increases their damage based on the wielder's strength. Problem is, I can't chuck my magic effect into my enchantment. It just doesn't show up in the wee drop-down list, when adding a magic effect. The magic effect: http://i.imgur.com/0sjCNrw.png The enchantment: http://i.imgur.com/PwJeDEX.png So, uh, aye. What do? Link to comment Share on other sites More sharing options...
FiftyTifty Posted October 6, 2016 Author Share Posted October 6, 2016 (edited) Found the problem. The "Casting" and "Delivery" dropdowns have to be the same for both the enchantment, and the magic effect. Edit: And it turns out, you can't fortify stats with a weapon enchantment. Ruddy hell. Need to think of another way to scale unarmed damage. Edited October 6, 2016 by FiftyTifty Link to comment Share on other sites More sharing options...
shavkacagarikia Posted October 7, 2016 Share Posted October 7, 2016 There probably is an easier way, but I will suggest how I would made that. Create a perk with 10 entries, each for each strength value. Check them and needed weapons by conditions and for each of them choose "mod weapon attack damage" entry point and then value you want. Link to comment Share on other sites More sharing options...
FiftyTifty Posted October 7, 2016 Author Share Posted October 7, 2016 Funnily enough, that's just what I've decided to do. Been tweaking it for the past hour or so. Since there are only four unarmed weapons (five with Nuka World), I just went and added the perk tae 'em. Another approach would be to add an ability spell to the human race record, but that, uh, sounds a wee bit over zealous. Link to comment Share on other sites More sharing options...
shavkacagarikia Posted October 7, 2016 Share Posted October 7, 2016 Another idea, create a quest with player alias and make it to start automatically, attach script on player alias which will add a spell with your magic effect on player on onquestinit() event. Link to comment Share on other sites More sharing options...
FiftyTifty Posted October 7, 2016 Author Share Posted October 7, 2016 But that would only apply it to the player, which is just bleh. I'm going for a true hardcore experience, ma trigga; everybody's gonna be tits with a pair o' knuckles. EVERYBODY! Link to comment Share on other sites More sharing options...
shavkacagarikia Posted October 7, 2016 Share Posted October 7, 2016 Ok then :D Link to comment Share on other sites More sharing options...
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