Jump to content

Papyrus Script, giving a melee weapon the projectile properties of the Tesla Rifle


WJS97

Recommended Posts

Alright, so Fallout 4 seems to not like it if you attempt to use an explosive in any way outside of a projectile.

 

Because of this it appears as though it is functionally impossible within the game engine to cast the chain lightning explosion via a weapon. Multiple implementations have been tried.

 

Placing the explosion at the position of the target, casting a spell that spawns the explosion, etc. Everything executes on the effects EXCEPT the explosion.

 

I'd like to say I was able to find away, but after over 6 hours I've had no luck.

Link to comment
Share on other sites

Damn, that's a shame to hear,

 

A user by the name of Sagittarius managed to make the ballistic fist fire a projectile but I've just been told that the fire() function uses ammo as the secondary parameter and not one of existing projectiles.

 

https://youtu.be/qABR8kUHUgg

 

Not sure how much use this information is or it would even make this idea possible. I remember a weapon from Skyrim called the Bloodskal Blade that fired an energy blast when you performed a Heavy Attack (Alt Attack in the case of FO4). Do you think something like that would be possible? Or even spawning a pulse grenade explosion on the player upon a critical hit or something.

 

I'm still pretty keen on making this modification have a special property, although it's a disappointment that the cruddy engine doesn't allow my initial proposal to work, I'll happily settle for something else, if you're up for it, do you know of any things we could implement that are do-able? You've worked your butt off already so I won't be offended if you decline

 

 

 

That being said, I'm really, really grateful for the amount of time you spent helping me with this, you went above and beyond :cool:

Link to comment
Share on other sites

Damn, that's a shame to hear,

 

A user by the name of Sagittarius managed to make the ballistic fist fire a projectile but I've just been told that the fire() function uses ammo as the secondary parameter and not one of existing projectiles.

 

https://youtu.be/qABR8kUHUgg

 

Not sure how much use this information is or it would even make this idea possible. I remember a weapon from Skyrim called the Bloodskal Blade that fired an energy blast when you performed a Heavy Attack (Alt Attack in the case of FO4). Do you think something like that would be possible? Or even spawning a pulse grenade explosion on the player upon a critical hit or something.

 

I'm still pretty keen on making this modification have a special property, although it's a disappointment that the cruddy engine doesn't allow my initial proposal to work, I'll happily settle for something else, if you're up for it, do you know of any things we could implement that are do-able? You've worked your butt off already so I won't be offended if you decline

 

 

 

That being said, I'm really, really grateful for the amount of time you spent helping me with this, you went above and beyond :cool:

 

Yeah, you can make it fire a projectile. However that's not what you want, is it?

 

EDIT:

Yeah, I can make it fire a projectile if you want it to. I'll take a look at it tomorrow. However, be aware that this may make it a very gimmicky weapon.

Edited by Kayomn
Link to comment
Share on other sites

Well, I was hoping that if it can be made to fire a projectile it could possibly be made to fire the Tesla Rifle projectile to achieve something close to what I've been looking for. But if it ends up being kind of crappy or as you said; gimmicky, I'll have to settle for just shock damage and a chance to stun robots using one of the vanilla enchantments in-game.

 

Edit: Just remembered the Fortune Finder perk, at rank 4 it has a chance to spawn a cap explosion when you kill an enemy, so perhaps that could be modified to spawn a pulse explosion or w/e

Edited by WJS97
Link to comment
Share on other sites

That should work. Looking at the effect itself it's a script that creates and explosion all its own, so a short-timed enchantment on the target should fire it.

 

Well I must have been doing something wrong then, because I was doing literally that yesterday.

Scriptname kmod_SuperSledgeScript extends activemagiceffect

Explosion property lightningExplosion auto

event OnEffectStart(Actor akTarget, Actor akCaster)
    akTarget.PlaceAtMe(lightningExplosion)
endevent
Link to comment
Share on other sites

https://streamable.com/u472m

 

I got this to work earlier just by replacing the Effect on a custom enchantment to use the "PerkFortuneFinderEffect".

 

This is one idea I wanted anyway so I just need to figure out how to stop the .swf file playing every single time I kill something.

 

Do you think this could be modified to use the Lightning explosion?

Edited by WJS97
Link to comment
Share on other sites

https://streamable.com/u472m

 

I got this to work earlier just by replacing the Effect on a custom enchantment to use the "PerkFortuneFinderEffect".

 

This is one idea I wanted anyway so I just need to figure out how to stop the .swf file playing every single time I kill something.

 

Do you think this could be modified to use the Lightning explosion?

 

Someone I know is working on a version that utilizes the Tesla effect.

Link to comment
Share on other sites

 

https://streamable.com/u472m

 

I got this to work earlier just by replacing the Effect on a custom enchantment to use the "PerkFortuneFinderEffect".

 

This is one idea I wanted anyway so I just need to figure out how to stop the .swf file playing every single time I kill something.

 

Do you think this could be modified to use the Lightning explosion?

 

Someone I know is working on a version that utilizes the Tesla effect.

 

 

As it turns out the issue isn't exclusively all explosives, it's explosive types. A lot of explosives like ones attached to projectiles aren't placable via generic means.

 

A compromise is being worked, that adds a new AOE tesla effect.

Link to comment
Share on other sites

Ever since Fallout updated and put my version of F4SE out of date I haven't been able to launch my game. Gonna have to wait until a new version is released, but we've got a electrical distortion effect. Gonna have a go at seeing if it can be made to shut down robots on critical hits.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...