RoyBatterian Posted November 25, 2016 Share Posted November 25, 2016 Does anyone know exactly what the VATS field values represent? I'm taking a guess here, the wiki article is incomplete. I'm assuming this is for Melee/Unarmed weapons only. Effect - Special Effect on the weapon (similar to object effect but skill based?)Skill - Required skill level for the effect to apply?Dam. Mult - Straight Damage multiplier, does it effect the damage given or the how much the weapon takes?AP - Action Points override?Silent - Does it alert enemies?Mod Required - A mod on the weapon is required? Sure would like to fill in the gaps here if anyone has some insight. Link to comment Share on other sites More sharing options...
RoyBatterian Posted November 26, 2016 Author Share Posted November 26, 2016 Had a talk with Hopper31 Got most of them, still the Mod Required field is unknown how it works. Effect - Special Effect the weapon has Skill - Required skill level for the effect Dam. Mult - Damage multiplier AP - Action Points override Silent - Alerts Enemies Mod Required - A mod on the weapon is required for the effect or for silent? Link to comment Share on other sites More sharing options...
waldo67 Posted November 26, 2016 Share Posted November 26, 2016 (edited) The only weapons that aren't flagged silent in the vanilla game are the 9mm Pistols (standard, Maria and Dean Domino's companion weapon), the 45 pistols and That Gun/556 revolver and the mod required flag is only on the 9mm's and the 5.56mm's. I've done some quick testing on Silent vs. Non Silent weapons and I can't see a difference in the behaviour- do we know what the actual effect on the game is? Edited November 27, 2016 by waldo67 Link to comment Share on other sites More sharing options...
RoyBatterian Posted November 27, 2016 Author Share Posted November 27, 2016 It should effect sending an alarm to NPC's with high perception. Link to comment Share on other sites More sharing options...
Mktavish Posted November 27, 2016 Share Posted November 27, 2016 (edited) I'd guess silent was meant as an override for what displays on the art and sound tab. Plugging 10 in for the iSoundLevel instead of 50 or 100. But all mele weapons are already silent. Mod required , just a stop gate I guess for if the weapon is unmodded. Seems strange there is no drop down to select a specific mod though. And it looks like nothing is using the Mele Attack flag , but meant to be a mele attack override for ranged weapons seems plausible ... So I would guess all of these were a forethought Idea that never got implemented due to limitations on attack animations. Like for example they wanted a bayonet mod for a rifle to do a special mele attack , or pistol whip with a silencer attached... which you would have to select a "Power Attack Animation Override" on the art and sound tab.So these are just foundational peices to put special attack variations together , in which they never did all the finer detail work IMO ... And I guess testing will tell if there is some coding behind them in place that would make them work ... as long as 1 of the 5 power attacks will run on them. Edited November 27, 2016 by Mktavish Link to comment Share on other sites More sharing options...
RoyBatterian Posted November 28, 2016 Author Share Posted November 28, 2016 Melee weapons can be set to not be silent, the ripper, chainsaw, auto axe etc should really not be as they are motorized weapons. The other fields can be used for the special power attack or for a custom effect defined in the effect slot such as lights out, which uses the victory rifle knockdown effect. At some point they did plan to have melee attachments on weapons but they didn't have time to finish that, there is no animations for bashing anyways so they probably do not work on guns at all. Link to comment Share on other sites More sharing options...
waldo67 Posted November 28, 2016 Share Posted November 28, 2016 (edited) I think melee weapons are hard coded at an engine to always be silent and ignore the sound level setting Edited November 29, 2016 by waldo67 Link to comment Share on other sites More sharing options...
RoyBatterian Posted November 29, 2016 Author Share Posted November 29, 2016 That's easy enough to test, I'll test it with the autoaxe. Link to comment Share on other sites More sharing options...
Mktavish Posted November 29, 2016 Share Posted November 29, 2016 I'd guess silent was meant as an override for what displays on the art and sound tab. Plugging 10 in for the iSoundLevel instead of 50 or 100. But all mele weapons are already silent. Mod required , just a stop gate I guess for if the weapon is unmodded. Seems strange there is no drop down to select a specific mod though. And it looks like nothing is using the Mele Attack flag , but meant to be a mele attack override for ranged weapons seems plausible ... So I would guess all of these were a forethought Idea that never got implemented due to limitations on attack animations. Like for example they wanted a bayonet mod for a rifle to do a special mele attack , or pistol whip with a silencer attached... which you would have to select a "Power Attack Animation Override" on the art and sound tab.So these are just foundational peices to put special attack variations together , in which they never did all the finer detail work IMO ... And I guess testing will tell if there is some coding behind them in place that would make them work ... as long as 1 of the 5 power attacks will run on them. I didn't mean the whole section is unused ... just those 3 flags of "Silent , Mele Attack & Mod Required"Although they still may have coding behind them doing something.Ya it's funny none of the motorized mele weapons have their art and sound tab setting at normal or loud.Although there could be some other way they are sending alerts ? If they test out to be raising alert status as they are presently that is. Link to comment Share on other sites More sharing options...
Recommended Posts