arael53 Posted November 18, 2018 Share Posted November 18, 2018 (edited) Hello everyone, I'm trying to mod some things with the creation kit and I'm relatively new with it. I'd like to try some ideas, but I can't find a way to add them with the tools and the knowledge I have.Could you tell me if it's possible to add these things: - I'd like to ad some effects to Critical hits. But I can't seem to find an easy way to add "Critical hits" as a condition for the creation kit to check.- I'd like to add the radiation rate as a condition too. As an example, I'd like something to happen when you take radiation damage, and if possible, only if you take a minimum amount of radiation (example: only triggers if the player takes more than 20 rads/sec). I found different values like "rads rate" and "rads rate multiplier", but it doesn't seem to work, or doesn't seem to be what I'm looking for.- I'd like to add the current carry weight of the player as a condition, but it seems that the only value "Carry weight" is the total carry weight of the player and not the current weight he has on him. is there a way to add the current weight carried by the player as a condition ?- I'd like to add a condition that could check the damage dealt or received: Example: Only triggers if the damage received is less than 20 dmg. I hope it wasn't too confusing.Thanks for your help. Edited November 18, 2018 by arael53 Link to comment Share on other sites More sharing options...
Pokepunch Posted November 21, 2018 Share Posted November 21, 2018 (edited) If you can't find them as conditions it's likely that you'll need to instead script them. I'll try to answer what I can. - Critical Effects: As far as I can see this is handled on a per weapon basis, look at an energy weapon like the Laser Gun. Look near the bottom of Game Data and you'll see Crit Effect. - Radiation Rate: I think this will need to be done via scripting. Here's something I put together quickly: ActorValue Property rads Auto Const Float Property radsPrevious Auto Const Float Property radMinimum = 20 Auto Const Event OnInit() RegisterForRadiationDamageEvent(Game.GetPlayer()) radsPrevious = Game.GetPlayer().GetValue(rads) EndEvent Event OnRadiationDamage(ObjectReference akTarget, bool abIngested) Float radDamage = akTarget.GetValue(rads) - radsPrevious If (radDamage >= 20) ;Do something. EndIf radsPrevious = akTarget.GetValue(rads) RegisterForRadiationDamageEvent(Game.GetPlayer()) EndEvent I haven't tested this, but it's a starting point anyway. Put this in a script attached to a quest and see if it works. I don't know how much scripting knowledge you have but hopefully this helps. - Get Carry Weight: You'll need scripting for this one too, there's a function called GetInventoryWeight(). Exactly what you need for this, simple. NOTE: This is actually an F4SE function. - Get Damage: For the player you can do something similar to the radiation damage script above, just swapping out Rads for Health and RadtionDamage event to OnHit. Getting the damage dealt to actors other than the player is tricky and quite an involved process. Edited November 21, 2018 by Pokepunch Link to comment Share on other sites More sharing options...
arael53 Posted November 23, 2018 Author Share Posted November 23, 2018 Thanks for your answer.Sadly, I have no experience regarding scripts. I'll try to see what I can do and if I'm able to learn enough about it. Link to comment Share on other sites More sharing options...
Evangela Posted November 23, 2018 Share Posted November 23, 2018 I think the CarryWeight actor value is designed only to return the current maximum value, because even if you use GetValuePercentage, it'll always return 100%. The base value will return the value that is calculated from 2 GMSTs, and the current strength. Having said that, the current value is a tally of the total inventory weight, which is probably the same method exposed by F4SE. It's good if you want to know how much it has been added from the base value(example, my char's base is 310 but the current max is 460. 150 difference). Link to comment Share on other sites More sharing options...
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