Jump to content

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


sjohnson89

Recommended Posts

ahh its very simple actually, think about regular damage resistance system but with different values for each source of damage, to imitate real life. a blast proof armor might not give good ballistic protection but it does its job against explosives. heat resistant armors are good against fire but sucks against blunt force trauma.

 

so in fo1/2 each armor had different values for each type of damage. a type of damage resistance didnt work against other sources of damage, for example explosive damage only reduces damage from explosion based attacks which were used by grenades and missile launcher. these resistances were:

 

-normal (all ballistic weapons and all types of melee damage, including creature attacks, unarmed weapons or melee weapons)

-laser (self explanatory)

-plasma (self explanatory)

-fire (self explanatory)

-explosive (self explanatory)

-electric (used by very few weapons, namely pulse rifle, pulse pistol and alien blaster, many creatures/armors had low electric resistance so these guns were very effective against almost anything)

 

power armors though had superb protection against everything.

Link to comment
Share on other sites

  • Replies 59
  • Created
  • Last Reply

Top Posters In This Topic

ahh its very simple actually, think about regular damage resistance system but with different values for each source of damage, to imitate real life. a blast proof armor might not give good ballistic protection but it does its job against explosives. heat resistant armors are good against fire but sucks against blunt force trauma.

 

so in fo1/2 each armor had different values for each type of damage. a type of damage resistance didnt work against other sources of damage, for example explosive damage only reduces damage from explosion based attacks which were used by grenades and missile launcher. these resistances were:

 

Ya that is what I thought , but needed your explanation before we go off discussing something we may not have consensus on. Because your end result vision is what is important here , so I needed clarity on your vision.

 

-normal (all ballistic weapons and all types of melee damage, including creature attacks, unarmed weapons or melee weapons)

 

In EQ2 they have the physical damage category , but it is divided into Crushing , Piercing , Slashing. So a piercing weapon does not do well against an armor with piercing resist , or vice versa with slashing , crushing. But yet they all are checked against what is called "Mitigation" The basic value of how good the armor is ... like plate armor is much higher than leather armor.

Then there is the other types of damage , which are pretty much considered magical.

Elemental for both cold and heat , but a piece of armor might be more for cold than heat.

Then Poison , Disease ... bla bla same thing ... and so on.

The point being the player themselves holds the resist value's , then the armor just enhances those values.

 

-laser (self explanatory)

-plasma (self explanatory)

-fire (self explanatory)

-explosive (self explanatory)

-electric (used by very few weapons, namely pulse rifle, pulse pistol and alien blaster, many creatures/armors had low electric resistance so these guns were very effective against almost anything)

 

If you have confirmed that a particular damage type can be negated by it's resist counter part ... then that is half the battle ... and says the hard coding is in place. But where , what to imply the resist ? Cuz I realized ... just putting the frost resist on the armor , that may just effect the damage dealt (condition reduction) to the armor health pool , and have no bearing on the Actor themself. Hence need to CIOS the damage resist on them , not the item with an object effect.

Which this is starting to sound like a pretty big game overhaul ?

 

power armors though had superb protection against everything.

 

Hence they would just have more CIOS lines in the script to cast "IncreaseDamageResist" A , B , C , D type.

And instead of messing with the vanilla stuff ... thinking a Quest script or Eventhandler is the way to go.

Which would be way more conducive to other mod compatibility.

Basically instead of injecting changes to the vanilla formula ... you just intercept what it outputs , then change for said conditions at run time.

 

I'll see if we can get EPDGaffney back involved again ... he is the guru for something like this.

But will help to have a clear picture of what you want to see.

Link to comment
Share on other sites

remember all the topics i created? all of them was for one single mod project

 

https://forums.nexusmods.com/index.php?/topic/6859232-im-making-a-fo12-style-conversation-mod-for-damage-armor-valuesnames-resistances-perks-etc-and-i-really-need-your-opinions-and-a-little-help/

 

some good news, i succesfully tested and verified these elemental (frost, electric, emp resist and so on) works like how i want. lets all show some respect to the poor bos paladin that had to die hundreds of time for testing purposes.

 

testing weapon was missile launcher. first i set it's resist value to "frost damage". then i put a tick on "ignores normal weapon resistance". (to prevent this from becoming too confusing, damage resistance=dr is the global damage reduction for ALL types of damage) that way damage resistance wont apply its effect other than its intended damage type. to elaborate:

 

regular damage resist=normal resist

frost resist=explosive resist

electric resist=electric resist

emp resist=laser resist

energy resist=plasma resist

fire resist=fire resist

 

this is how i intend to convert damage types. the very good side effect of this is, dt will take its effect before dr, like nightstrom wanted it too. do note that this is only true for weapons, or special attacks that has weapon data, like sentry bot miniguns etc. whats so important about this dr-dt order? here is an example

 

you have 90% dr and 10 dt. a minigun hits you for 30 damage with each bullet, and it fires 40 rounds.

 

fo2 damage = (30-10) * 0.10 = 2

 

nv damage (unedited) = (30 * 0.10) - 10 = 0

 

i gave an extreme example with very high dr but as you can see, unedited nv values will make you invincible. i dont want that. the problem will become more noticable with high rpm low damage type weapons.

 

here is the funny thing i found out...if you set weapons damage type to normal resist and tick the ignores normal weapon resistance part, despite the same name, dt will NOT take effect after dr. this is because game treats anything different than "NONE" in the weapon damage type, as elemental damage. and elemental damage used dt before dr system.

 

now i mentioned creature attacks and car explosions and probably some other damage types can only be mitigated by regular dr. this is all good but as i said, regular dr takes effect before dt, so its possible to become simply immune to legendary deathclaw attacks with my mod, and i want to prevent that. you might think having 90% dr is op but for that you need to best armor in the game (apa mk ii) along with proper perks. so it wont be insta obtainable.

 

a friend also told me changing creature attack damage to elemental will cause issues like ignoring dt or not damaging limbs.

 

here is a temporary band aid fix... in the original fallouts deathclaws had "weapon penetrate" perk that reduced dt by 80%. so if this perk is added deathclaws will always deal their intended damage. it wont make sense on other creatures though.

 

i need some ideas

Link to comment
Share on other sites

Well that is some nice testing / knowledge glean.

But I still think you will need the Actor to hold the resist value , not the armor.

Because the type of damage will need to be dealt to the actor health pool , and not the armor health pool.

 

But respect to your testing actor ... dying many deaths :thumbsup:

The test actors get none usually :ermm:

 

And yes ... I know this is all related to one project. I do remember our conversations ... but maybe not the details :pirate:

Link to comment
Share on other sites

Of course his health pool gets depleted , that is just normal game function.

What I mean , is using the base effect of "IncreasedDamageResist" and selecting a particular resist.

 

But as an Object effect ... I think it only protects the armor health pool. Hence you need the Armor or some script to check if that armor is equipped , and CIOS the custom damage resist on the actor.

 

 

By the way ... CIOS ... means "CastImediateOnSelf"

 

So the script would look like this ...

 

Begin OnEquip Player

 

PlayerRef.CIOS MyArmorResist

 

End

~~~~~~~~~~

 

Just for basic Idea how it works ... but can put conditions in checking who,what,when is equipping said armor.

Link to comment
Share on other sites

i apologize but i still dont understand the issue here. i was able to observe non mitigated and mitigated hits with both weapons, and they worked like how i wanted.

 

but i dont think thats what you meant...i guess you are trying to tell me there might be a problem lying behind but my limited knowledge makes me miss the point. forgive my ignorance

 

have to sleep soon the reply may come very late

Edited by sjohnson89
Link to comment
Share on other sites

Apologies, just skimming, so let me know if I misunderstood something but I think you may want to convert some or all creatures to use embedded weapons and then just do what you were doing with the missile launcher. Are you saying that doesn't do limb damage? Suppose I've never had a reason to test, but if that's true, you can just use an event handler, grab the damage (assuming it will give an accurate value despite being purely elemental), and damage the limb accordingly via script.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...