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How to Create and Add Special Effects to Weapons thru the GECK


Fkemman11

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So I'm trying to add the "panic" effect or the "terrifying presence" effect to a weapon and get it to work. But I can't figure out how to do it because they work a different way/ are not normal enchantments. Panic is a scipt/animation that runs when you place a grenade in an npc's inventory and terrifying presence is a player perk I think. Are they spell effects and if so how do I use them on a weapon like enchantments? I've been looking for a way in the GECK for hours and I'm not seeing how I can do it.

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Suggest you take a look at the mod "Being on Fire Hurts - Like a Lot". From it's description:

This fairly simple mod tweaks the object effects associated with a few weapons, including the flamer, incendiary grenade, and ARCHIMEDES II orbital strike, to make any human, ghoul, or animal hit by those weapons collapse to the floor, writhe helplessly, and burn to death.

 

Should be the same principle.

 

-Dubious-

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That's actually the very thing I was working on- fire and how it works in the game. That author seems to have just added a knock- down effect to fire based weapons which is not what I had in mind. I want to make you, your followers, and npcs have a chance to panic when hit with fire of any kind and maybe just frenzy tougher enemies. I was also working on a way to make fire burn your clothing and armor- thus damaging it and then show the damage by alternating nifs/textures. Just having trouble figuring out how to make it all work. Burnable objects comes to mind as well. :D

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Hypothetically spitballing, would think you first have to determine that your victims have been hit by the appropriate weapon. An "object effect" seems like a reasonable starting point for that (otherwise you have to mod each Actor in the game; and this takes care of determining the appropriate weapon was used in all cases). Once that has been determined the "effect" (in addition to "knock-down" or "fire") would then (probably) require another script to be run which:

 

1) MODAV the target's confidence and/or aggression to induce the panic or frenzy behavior desired. This might require adding a custom AI package, but low confidence and aggression usually is sufficient to induce flight from combat, and vice versa.

2) Determine just how flammable the clothing/armor is. This probably ought to be based upon the JIP functions "GetArmorClass" or "GetArmorRCT".

3) Swap the normal texture of the clothing or armor with a "burning", damaged version.

4) After the object effect has run it's course, you would want to terminate the AI package and restore the previous confidence/aggression level.

 

-Dubious-

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