GimmeBackMyMoney Posted August 10, 2017 Share Posted August 10, 2017 (edited) EDIT: Sorry, just realised I've not posted my load order, which is of little help. I'm at work, but will definitely get onto that later. And the IMPACT version I'm running is the compatibility patch that uses real-time scripting to apply the appropriate effects, rather than make hard edits. So lately, I've faced a couple of issues I have not been able to find any definitive answers for. Also, I apologise if this is meant to be in the troubleshooting forum, but it relates to a personal mod and not an existing one. Anyhow, the first issue relates to nested form lists, in particular, repair lists. If I add a form list X to a repair list RepairY for weapon Y and test this in-game, I find am unable to use the items in X to repair Y. For example, to save myself some work, I allowed cross-repairing between the different knife types and only edited the Knife repair list; the Combat/Bowie repair lists now just have the Knife repair list added to their respective repair lists. However, I am unable to repair bowie knives with standard and combat knives. Of course, I could just use the knife repair list for the other weapons but that's besides the point. This is because I updated the Baseball Bat repair list to include wooden items, but then added that to the repair lists for weapons with wooden components, instead of adding the wooden items to each individual list. I can't find anything to indicate why this is happening. My second issue relates to ammo effects that affect damage resistance, and a peculiarity with 5.56mm AP rounds after applying custom effects. Current info banks like the GECK wikis (official and fan-made) aren't particularly clear on the mechanics of DR ammo effects. Anyhow, I added DR to my game and a flat DR reduction to many armor-piercing rounds to accompany their DT negation effects (and halved existing DT effects). For the 5.56mm AP round in particular, it now has -8 DT and -30 DR modifiers alongside the usual damage penalty (which has been made slightly steeper by changing it from x0.95 to x0.9, and I've considered lowering that further due to the sheer power of AP rounds). However, with the help of BLIND, I find that scoring headshots with AP rounds drastically increases the shot's damage. For example, my CFW LSW does standard damage when I hit a Deathclaw torso, but then scores non-crits at over 300 the moment I land a headshot. This occurs with any 5.56mm weapon and only with the AP rounds, but I have reason to believe this would be an issue with other AP rounds with similar modifiers. Obviously, I don't want this. AP rounds are meant to be useful and even critical against tough opponents like Deathclaws and hardened robots, but not overpowered. I can't for the life of me work out why the damage is shooting up. I've checked localised damage and it's only a 2x multiplier for super mutant/deathclaw heads. I'm also running Project Nevada's feature where headwear is required for full protection against headshots, but I'm unsure how that would have any effect, especially on account of this being a quirk with AP rounds only (and setting the universal headshot multiplier in the script to 3). This leads me to think the DR ammo effect is what's causing the issue, but little info available, I can't verify this. Would anyone be able to shed light on either of my issues? Thanks in advance. Edited August 10, 2017 by GimmeBackMyMoney Link to comment Share on other sites More sharing options...
GimmeBackMyMoney Posted August 11, 2017 Author Share Posted August 11, 2017 (edited) Sorry for the double-post, here's the PasteBIn link to my load order with the odd annotation: https://pastebin.com/EMJJtDn7 And after some further experimentation, halving the DR reduction of AP rounds to 15 lowered the damage overall of AP rounds, though it doesn't explain how they still manage to land shots of nearly 200 on the torso of a fully grown Deathclaw. It crossed my mind it had something to do with negative DR, but I altered the Deathclaw Toughness effect to also give them some DR (enough to so that a -15 DR effect isn't enough to negate it). It makes me wonder if the DR ammo modifiers somehow affect weapon damage as well as damage resistance. If that's the case, and there's no real workaround short of removing the effect entirely, that would be disappointing since I was hoping to add some more variety to ammo through DR effects (e.g. 10mm rounds plink but their power allows them to punch more easily through DR than with other handgun rounds, and it's the converse for the .45 Auto). Edited August 12, 2017 by GimmeBackMyMoney Link to comment Share on other sites More sharing options...
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