Nightstrom Posted June 19, 2018 Share Posted June 19, 2018 (edited) Hello friends, For a small mod project I'm looking for a way to add unique conditions for Power Armors, for instance some weapons (big guns) will work with a Power Armor only. Or even, I'm planning to add different type of animations (using already existing animations in the game) for gameplay. Current plans are (suggestions are greatly appreciated): -Wielding two handed melee weapons in one hand, demonstrating the massive strength bonus of power armor-Using pistols with completely one hand, even for iron sights (we can use the default pistol attack animation for that)-Carrying heavy weapons with ease (might need a new animation)-Sturdier/bulkier running animation (might need a new animation, or maybe super mutant animations might work, don't know)-What else? BONUS REQUEST: Does anyone know how to make damage threshold take effect before damage resistance? In Classic Fallouts DT was applied first, but in New Vegas it's the exact opposite, DR gets applied first then DT takes effect. Many thanks in advance, wishing a good day to you fine folks. Edited June 21, 2018 by Nightstrom Link to comment Share on other sites More sharing options...
JustChill Posted June 19, 2018 Share Posted June 19, 2018 Have you checked the Project Nevada Rebalance code? I cannot recall about increasing unarmed damage, but there is a multiplier for the carry weight you receive for any point of Strength.Guess that might help you out... Link to comment Share on other sites More sharing options...
Nightstrom Posted June 19, 2018 Author Share Posted June 19, 2018 Hello, Many thanks for your interest. I think that's a bit above my league but I'll definitely have a look at it when I get back to my PC. I know that there are many mods altering SPECIAL effects so it's possible. I was unable to find it in GECK though. Link to comment Share on other sites More sharing options...
JustChill Posted June 19, 2018 Share Posted June 19, 2018 Well it seems it doesn't have much to do with the SPECIAL attributes, but rather with linked game settings: http://geck.bethsoft.com/index.php?title=FAVDCarryWeightsBase http://geck.bethsoft.com/index.php?title=FAVDCarryWeightMult It may be possible that such a setting also exists for unarmed damage.Happy studying. ;) Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 19, 2018 Share Posted June 19, 2018 (edited) Go to Edit on the top toolbar, click Find Text, type unarm on the menu that turns up, click the Find Text button on that menu, choose the Objects tab, sort the list by Type, and look at the Game Settings type. For other rebalancing, you can type something different and do the same thing. Edit: Oops, this is good for scripts and such, but for game settings, it's faster to go to Gameplay-->Settings and just use the filter that turns up there. Edited June 19, 2018 by EPDGaffney Link to comment Share on other sites More sharing options...
Nightstrom Posted June 19, 2018 Author Share Posted June 19, 2018 Oh yes! You are a great help, I found two settings named fAVDUnarmedDamageMult and fAVDUnarmedDamageBase, however they are not editable. A quick Google search said I need a script extender for modifying that setting but I have literally zero knowledge about that. Link to comment Share on other sites More sharing options...
JustChill Posted June 19, 2018 Share Posted June 19, 2018 I hope you're not getting upset with me, but that's actually modding 101. I've learned that by trial and error with my first tiny mod here.Was a little scripted fight between mercenaries and aliens regarding the Wild Wasteland perk.Even though I got a good explanation by a modder who provided me a lot of his translations, the Dynamic Pipboy Light was probably my first own success by using trial and error programming.Yet as of the comments in the code, I was at some points really upset with the game engine being a jerk to my instructions. So I needed to try other methods of "explanation" and needed to get clearer and clearer until the engine finally understood in a way I could bear. ^^ Without NVSE and JIP LN NVSE plugin you've no access to advanced functions and even some mandatory fixes (JIP LN NVSE plugin also fixes some game settings). You need to open up GECK with the script extender.I also recommend GECK PowerUp (0.1.7.5)and the optional NVSE plugin (2.0)https://www.nexusmods.com/newvegas/mods/41642/?tab=files Then you need to install NVSE:http://nvse.silverlock.org/ Then JIP LN NVSE plugin:https://www.nexusmods.com/newvegas/mods/58277 After you installed these go to your "Fallout New Vegas" root folder (where game EXE is located).There should be a file called "nvse_loader.exe".Make a shortcut of that file to your desktop.Right click and open the properties of the file.Look at the entry in the "Target" text field.Should look like this (with a different start probably):Steam\steamapps\common\Fallout New Vegas\nvse_loader.exe" -editorThe important thing is that "-editor" at the end.Add that and click "OK". Then click on the shortcut and the GECK will open up. With NVSE, JIP and powered up. Now you are allowed to use ANY FUNCTION you find on the GECK wiki. To change game settings use this:http://geck.technodeep.net/index.php/SetNumericGameSetting Link to comment Share on other sites More sharing options...
Nightstrom Posted June 19, 2018 Author Share Posted June 19, 2018 Your detailed response is greatly appreciated, I can't thank you enough. I've done everything you said except the last part, but when I click on the mentioned settings in GECK nothing happens. Tried to search Google for SetNumericGameSetting settingName:string float:float but I felt confused. Am I supposed to type this by using in game console? Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 19, 2018 Share Posted June 19, 2018 Here's my compilation of all GECK functions:https://geckwiki.com/index.php/Complete_List_of_Function_in_Fallout_New_VegasIt's a hijacked page; still looking into changing the title's typo. Here's Dubious's information compilation, mostly intended for beginners but handling some obscurities that are new to me at times:https://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECKOn that page, do a find for TIP: Best Practice - Type prefixes for Variables and you'll see my explanation of variable types. Now let's look at this: SetNumericGameSetting settingName:string float:float That's the syntax for using this function, and it's saying you type the function first (SetNumericGameSetting), then the setting you wish to change (fAVDUnarmedDamageMult or fAVDUnarmedDamageBase, for example), and then the number to which you wish to change it. A string is text, typically real words that we understand and the script compiler doesn't (as opposed to something like MeleeWeapons, which the compiler understands as an actor value). In this case, the setting names are strings. Strings generally need quotation marks round them unless you're using a string variable, which this isn't. A float is a number that can use decimals. In contrasts with short and int types, which are integers, and can't use decimals. So, say you wanted to use a script to change the value of fAVDUnarmedDamageBase. Your quest may have a script that looks like this: Begin MenuMode 4 If GetGameRestarted SetNumericGameSetting "fAVDUnarmedDamageBase" 100 EndIf End However, I really don't think you need to do this via script. You should be able to type new values and save them. There are a huge number of mods that do it this way. If the GECK doesn't let you for whatever reason, FNVedit should be capable of doing what you need. Link to comment Share on other sites More sharing options...
EPDGaffney Posted June 19, 2018 Share Posted June 19, 2018 Confirmed, typing in a new value of 500 had me killing everything in one hit with bare fists. Link to comment Share on other sites More sharing options...
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