mmdestiny Posted November 3, 2017 Share Posted November 3, 2017 Hi modders, I'm working on a personal mod to emulate Quake's power from Agents of SHIELD. It's coming along rather nicely, but I'm fairly new to Papyrus so I'm not sure where to go about the next step. As of now, I have an unarmed gauntlet which, when used to attack, launches a wave of physics projectiles which create physics explosions and slight damage on impact. The problem is, I'm not sure where to go about starting a script to protect the player from being caught in the explosions. I have the knockdown setting to NPC only so I don't go flying into walls, but the player still suffers from the force damage to limbs, health damage, and stagger. I feel like there has to be a way to say "OnHit, if target = self/PlayerRef, then damage = 0, force = 0, stagger = none" but I just don't know where to start, whether to attach the script to the Weapon/MagicEffect/etc, or what it should be extending (since Explosions have no properties that I could find in the documentation. Again, fairly new to Papyrus so any direction would be appreciated. Link to comment Share on other sites More sharing options...
mmdestiny Posted November 5, 2017 Author Share Posted November 5, 2017 I figured it out. For anyone interested, create a hidden perk that has a "Mod Incoming Weapon/Explosion Damage" entry point where the Attacker is "GetIsID Actor Player" and Attacker Weapon HasKeyword (whatever keyword you need).Check out the Nuka World Smart Grenade perk for reference. Link to comment Share on other sites More sharing options...
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