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how to change the type of damage creature attacks use? for example, i want a deathclaw to deal fire damage only


sjohnson89

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so i'm really close to figuring out a full-classic style damage resistance mod (specific resistances for each damage type), but the problem is damage resistance globally reduces all types of damage, which i dont want. thanks to a modders help i found a workaround, adding unused resistances like frost, electric etc to emulate fo1/2's explosive, laser and other resistances solved the problem.

 

now the issue is i dont want a deathclaw (or any other creature) to one shot a power armor user, because their can only be reduced by damage resistance, but i wont be using that. any ideas?

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hey thank you very much! i was talking with a friend and while he suggested the same thing he also added:

 

but they won't scale with anything and will most likely still ignore DT. And I believe they won't be able to damage limbs this way, and obviously few more issues might happen.

 

any workarounds over that?

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okay, tried to have a test run, i added a second effect (100 frost damage) to "deathclawknockback" (actor effect) and recuded its damage to 1 (setting it to 0 caused it to run away lol). i'm only getting damaged for 2 hitpoints, naked.

 

what did i miss?

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Ahh my bad ... I see the deathclaw doesn't use a weapon. So no weapon to put an object effect on.

Strange that an object effect would show up in the drop down "Unarmed Attack Effect" on the "Actor Effect List" tab. But I tried it myself , and sure enough it does show up. But it makes sense it won't work.

So yes you need to make an Actor effect instead , and don't just tag it on to the knock down , make it's own selecting FrostDamage base effect. Actually I have never noticed that "Unarmed Attack Effect" before , so am not really sure how that works. But try it with the actor effect , but then also try to just add it in the Actor Effect list field .

Also try Target instead of touch.

I'm thinking you need to give it a duration , say like 3 sec with a 99 magnitude.

Then it will tick 33 hp every second. And also kind of simulate that the cold is taking a few seconds to settle in and do its full damage. If it is that you want actual cold damage ???

 

Then I imagine you need to make an object effect for the armor which would have cold resistance.

IDK ... hope that helps.

 

Add edit : I see most all the heavy armor already has an object effect.

So I guess you could just add a custom Frost Resist base effect to all the different armor Enchantments (Object Effects)

 

Find "IncreasedDamageResistance" in the base effects , and make a custom one out of it , by changing the form ID and select make new form.

Then on the "Resist Value" select Frost Resist.

 

And I think you might want to check the flag "No Duration" & "No Area"

Also suggest checking "Display Name Only" Then in the name write "Frost Resist 50%" for example. This will show up when examining the item in inventory.

So then just go add that base effect to the other Armor enchantments and give it a magnitude that works out for what you want. Cuz I'm not really sure how that magnitude is going to effect the damage dealt. But I guess try 50 to start , and see what you get.

 

Also toggle Archive Invalidation when you have your load list selected.

Which just means to turn it off then on again in your mod manager under tools.

Some times you need to do this to see geck changes you made take effect with a game save your testing with. I've had that clear up glitchy behavior enough times , that now I just do it religiously with any geck change I make before launching a play test.

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forgive me mktavish, i should have been more specific, the reason i want to do this because of "classic style specific damage resistance" mod. so i assigned unused resistances like frost and electric resist to emulate different damage types (explosive, laser etc), it worked. the problem is there is no way for me to alter the type of damage creature attacks use, except using dr. the thing with dr is it reduces ALL types of damage, it doesnt care about weapons damage type. since the only way to reduce creature damage is dr (they deal "normal" damage), i have to force them to use one of these unassigned damage types.

 

to summarize, i'm trying to emulate normal damage resistance from fo2, which is used by ALL types of melee damage (unarmed, melee weapon, creature melee attacks) along with ballistic damage.

 

of course, if there are alternatives, i'm all ears.

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forgive me mktavish, i should have been more specific, the reason i want to do this because of "classic style specific damage resistance" mod. so i assigned unused resistances like frost and electric resist to emulate different damage types (explosive, laser etc), it worked. the problem is there is no way for me to alter the type of damage creature attacks use, except using dr. the thing with dr is it reduces ALL types of damage, it doesnt care about weapons damage type. since the only way to reduce creature damage is dr (they deal "normal" damage), i have to force them to use one of these unassigned damage types.

 

to summarize, i'm trying to emulate normal damage resistance from fo2, which is used by ALL types of melee damage (unarmed, melee weapon, creature melee attacks) along with ballistic damage.

 

of course, if there are alternatives, i'm all ears.

 

Can you better explain "Classic style specific damage resistance" for how it worked , and your vision of how you see it working with this game being familiar somewhat with it's method ?

I never played the originals enough to notice what they were doing. But I've played plenty of EQ 2 which has a very indepth system for damage resists. So I am familiar with the concept.

But would help to get a definition on the somewhat generic label you are mentioning. At least from your view since it is ultimately what you want to see , not what I think it should be.

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