sjohnson89 Posted July 7, 2018 Share Posted July 7, 2018 for another "making nv more like the classics" project i decided to add an armor piercing effect just like fo1/2's system https://www.nexusmods.com/newvegas/mods/37027 i used this mod as baseline, but i it doesnt work. to be sure i modified the plugin to allow a dt reduction of 650 (!!!), but it didnt make a difference against power armored enemies. preferably, i would want to use a script that causes only 50% of the critical hits have an armor piercing effect, but that may be just too hard. if you have any ideas that offer an alternative please share it with me ^^ any help? Link to comment Share on other sites More sharing options...
Mktavish Posted July 9, 2018 Share Posted July 9, 2018 If this is only for the player side. You can just use a perk entry point. Both "Calculate My Critical Hit Chance" & "Calculate My Critical Hit Damage" Then in the condition field below , on the Target tab , use GetEquipped , and pass a power armor list == 1 And you can also put a condition on the weapon tab the player is using , or one on the perk owner if need be. Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 9, 2018 Author Share Posted July 9, 2018 thank you very much for the suggestion, unfortunately i want it to be a global change, like in classic fallouts (as i love classics ^^) if possible i'd also like to know why the mod i used didnt work. apparently people didnt encounter any errors, checked the comments. Link to comment Share on other sites More sharing options...
Mktavish Posted July 9, 2018 Share Posted July 9, 2018 Well I would say that mod is not working because of this mention in the wiki ... Crit Effect: The Actor Effect that is applied to the target on a critical hit. In order for an Actor Effect to be listed, its range must be set to "Self." See Critical Tricks.On Death: If checked, the Critical Effect is only applied when the target is killed. But even with that "On Death" un checked ... it makes me wonder if the Crit effect DT reduction is not considered till after the critical hit damage has been applied. Pretty much not effecting the critical damage only , but all subsequent damage through merely eroding the derived DT of the Actor hit permanently , and I would guess it is cumulative. So that is more like you are dealing wear and tear to the armor through critical hits , rather than it being an armor piercing effect. If you are using the crit effect of a weapon , it still going to be subject to the chance of a critical . But an effect on the weapon will be run every time it hits , which could also have it's own check of GetRandomPercent. However you may want to just consider putting an impact script on the projectile instead.Or what about the Ammo Effects used in vanilla already for the armor piercing rounds ? Like this one for example "Ammo308ArmorPiercing" Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 9, 2018 Author Share Posted July 9, 2018 oh yes, when i was toying it i tried removing the tick "on death" but it still didnt work Link to comment Share on other sites More sharing options...
Mktavish Posted July 9, 2018 Share Posted July 9, 2018 I guess you missed my add edits ? Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 9, 2018 Author Share Posted July 9, 2018 (edited) ah sorry didnt see your edit ^^ i'll try and get back to you man, btw its not crucial if we cant do that "only happens in 50% of the critical hits" script. i was trying to match old fallouts critical system EDIT: i missed the part about getrandompercentage, my bad. my geck knowledge is subpar unfortunately, but you do raise some very good points and i'm grateful for that. if i'm not mistaken ap ammo dt reduction effect can be modified to suit my goal. is ripper effect applicable? or maybe i need a new script, dunno as for the 308 ammo, i couldnt find anything useful like a script or crit effect, maybe i missed something Edited July 9, 2018 by sjohnson89 Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 9, 2018 Share Posted July 9, 2018 I don't have time right now to do the calculations but my instinct would have me attempt to do a mathematical formula that adds the extra damage based on the circumstances after the critical damage is applied, and I would use this function to do so:https://geckwiki.com/index.php/SetOnCriticalHitEventHandler Link to comment Share on other sites More sharing options...
sjohnson89 Posted July 9, 2018 Author Share Posted July 9, 2018 hah! i was just replying to you in the other thread, oh well :P this thing sounds really useful but also very advanced at the same time, i fear its way above my league but with some help i can tinker with settings Link to comment Share on other sites More sharing options...
EPDGaffney Posted July 9, 2018 Share Posted July 9, 2018 Yeah, my reply there would be similar to what I'd say to this, except that this is a more convenient event handler to use than SetEventHandler. Still, look at all the stuff I listed for you there. Should help you get somewhat acquainted as well as prepared for when I can give this more attention later. Link to comment Share on other sites More sharing options...
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