ibldedibble Posted July 11, 2017 Share Posted July 11, 2017 Not sure if it will work, but you could always try:Game.getplayer().modvalue(UnarmedDamageAV, (UnarmedDamageAV * 1.02)) Or possibly just:Game.getplayer().modvalue(UnarmedDamageAV, *1.02) Don't have an opportunity to try it myself right now, but hopefully one of those work. :) Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 11, 2017 Share Posted July 11, 2017 Ok, so I did some research with what I learned above and changed the script from Event to Function and added a stage that put in: kmyQuest.UnarmedDamageAV()Stop() and all that together allows the script to run every time I level up instead of just the one time. Still, I'm trying to figure out how to add 2% instead of a flat .02 damage to it. Is there a way to change the (UnarmedDamageAV, 0.02) to a multiplier instead of just adding it? Also, to see the change, I have to equip a weapon and unequip it. I'm wondering if the effect takes place regardless of what the pipboy stats show or if I need to equip/unequip every level up... Hmm, Maybe this: ActorValue property UnarmedDamageAV Auto Function MyFunction() debug.notification("level up happened") float toAdd = (UnarmedDamage * 2)/100 Game.getplayer().modvalue(UnarmedDamageAV, toAdd) endevent Change myfunction name to your function Still don't get exactly how you want it to function though Link to comment Share on other sites More sharing options...
ghimel Posted July 11, 2017 Author Share Posted July 11, 2017 (edited) I couldn't get either of the above to work - the creation kit doesn't like multiplying Actor Values - which is fine. Basically the script adds a flat amount of base unarmed damage at every level, which I had set to 1 to test and found it grossly overpowered after level 18 or so. Ended up dropping it to 0.5. Also, since it edits all unarmed damage, I ended up removing the additional damage to unarmed weapon mods since that unbalanced the Deathclaw Gauntlet and Power Fist beyond any recognition. I think it's relatively balanced now. So, what I have now is a mod that increases ALL base Unarmed Attack Damage at every level by a small amount - and by removing extra damage from the weapon mods, it balances an unarmed, fist only character that wants to feel stronger when he/she levels while keeping the unarmed weapons in check as well. I made this mod because I didn't like how strong you could immediately get with unarmed weapons (looking at Knuckles, Meat Hook, and Power Fist), but how weak you could potentially remain doing just fists. Going the latter route forced you into a very specific build with little room for customization if you wanted to hit hard enough. Theoretically, this mod lowers early game unarmed weapon damage, while improving fist only late game damage and still being able to exploring other builds (I.E. not "sneak VATS Criticals with Blitz and Rooted"). Edited July 11, 2017 by ghimel Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted July 12, 2017 Share Posted July 12, 2017 (edited) The CK can do it just fine, the problem is, it's not going to do the equation in the way you expect and the damage comes out really unbalance as it scales up with level. Scripting the only way to achieve the balance you want. Side note: I hated using melee weapons because you only use one f***ing hand.. Edited July 12, 2017 by TheDungeonDweller Link to comment Share on other sites More sharing options...
ghimel Posted July 12, 2017 Author Share Posted July 12, 2017 The CK can do it just fine, the problem is, it's not going to do the equation in the way you expect and the damage comes out really unbalance as it scales up with level. Scripting the only way to achieve the balance you want. Side note: I hated using melee weapons because you only use one f***ing hand..I'm testing it out in an actual game right now. I'll post here if I feel it's balanced enough. I know once I start reaching higher levels (past 50) it's going to start being super strong, but I feel super strong in Vanilla after 30 with any build. Link to comment Share on other sites More sharing options...
TheDungeonDweller Posted July 12, 2017 Share Posted July 12, 2017 I tried scaling with perks in Skyrim and always I'd end up with 50damage flame spells and 200+ firebolts, etc. To get it as low as possible I had to use a really low decimal value like 0.01. :/ Link to comment Share on other sites More sharing options...
stonefisher Posted July 12, 2017 Share Posted July 12, 2017 (edited) The joys of exponential damage growth.. You could probably make it work the other way and give you a lower percentage boost every level so that at high levels the boost becomes negligible. like say modav base damage by ((n/base damge) x (1/player level)) Edited July 12, 2017 by stonefisher Link to comment Share on other sites More sharing options...
ghimel Posted July 12, 2017 Author Share Posted July 12, 2017 The joys of exponential damage growth.. You could probably make it work the other way and give you a lower percentage boost every level so that at high levels the boost becomes negligible. like say modav base damage by ((n/base damge) x (1/player level))This is getting far beyond my abilities to mod. And I don't think the CK likes multiplying or dividing with UnarmedDamage or actor values.... Link to comment Share on other sites More sharing options...
stonefisher Posted July 12, 2017 Share Posted July 12, 2017 Its not running on a script with a const flag is it? those are evil. Link to comment Share on other sites More sharing options...
ghimel Posted July 13, 2017 Author Share Posted July 13, 2017 I have no idea. Go back and look at Old Hand's comments. I'm basically doing what he said in the first 2. Link to comment Share on other sites More sharing options...
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