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Any way to edit decapitation rates myself?


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Hey there! I could show you how to do it! I'm better with the GECK than I am with FNVEdit, so that's what we'll be using. I'm not entirely sure how much experience you have with it, so I'm just going to take you through the whole process step by step, and you can skip past the things you already know.

 

Making your own mod file

1) Open the GECK, then go to the upper left menu and click File > Data...

2) A list of .esm files should pop up. Check the box next to FalloutNV.esm and uncheck any other box that might be checked, and press OK

3) Once it's done loading up, you should be ready to start editing!

 

Editing Game Settings

1) Click Gameplay > Settings...

2) A window should pop up with a long list of game variables. You can type things into the Filter to see specific variables.

 

These are the ones you're looking for:

 

iCombatDismemberPartChance
iMessCrippledLimbExplodeBonus
iMessIntactLimbDismemberChance
iMessIntactLimbExplodeBonus
iMessTargetedLimbExplodeBonus
iMessTorsoExplodeChance

 

My guess is that iCombatDismemberPartChance is the base chance a limb with dismember, and the iMess values kick in if you have the Bloody Mess perk. Just put in whatever values you think feel right, and see how things go. It may take a couple of tweaks before you get it exactly where you want it to be.

 

Anyways, I hope this was helpful!

Edited by punchbattle
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Hey there! I could show you how to do it! I'm better with the GECK than I am with FNVEdit, so that's what we'll be using. I'm not entirely sure how much experience you have with it, so I'm just going to take you through the whole process step by step, and you can skip past the things you already know.

 

Making your own mod file

1) Open the GECK, then go to the upper left menu and click File > Data...

2) A list of .esm files should pop up. Check the box next to FalloutNV.esm and uncheck any other box that might be checked

3) Highlight FalloutNV.esm, then click "Set as Active File", and press OK

4) Once it's done loading up, you should be ready to start editing!

 

Editing Game Settings

1) Click Gameplay > Settings...

2) A window should pop up with a long list of game variables. You can type things into the Filter to see specific variables.

 

These are the ones you're looking for:

 

iCombatDismemberPartChance

iMessCrippledLimbExplodeBonus

iMessIntactLimbDismemberChance

iMessIntactLimbExplodeBonus

iMessTargetedLimbExplodeBonus

iMessTorsoExplodeChance

 

My guess is that iCombatDismemberPartChance is the base chance a limb with dismember, and the iMess values kick in if you have the Bloody Mess perk. Just put in whatever values you think feel right, and see how things go. It may take a couple of tweaks before you get it exactly where you want it to be.

 

Anyways, I hope this was helpful!

 

Dude, thank you so much I was beginning to give up hope

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Those instructions do not go far enough in my opinion. I would be extremely concerned about making permanent changes to the "FalloutNV.ESM" file itself (which is what you are doing with making that as the "active file") as they will have an impact upon every other mod, forever afterwards. At the very least you want to change the filename before you save it in order to make it "your own mod file". And you will then have a "mod" with an enormous amount of "Identical To Master (ITM)" records and unnecessary size.

 

(The information is fine. It's the suggested technique which is worrying me.)

 

"Game Settings" are their own category and records are type "GMST" in xEdit/FNVEdit (freeware). With that, and the information provided by punchbattle, you can create a "merge plugin" following the Tome of xEdit and the Making a Merge Patch video by Roy Batty which can be added and removed like any other mod.

 

-Dubious-

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Dude, thank you so much I was beginning to give up hope

 

I'm just glad I could help!

 

Those instructions do not go far enough in my opinion. I would be extremely concerned about making permanent changes to the "FalloutNV.ESM" file itself (which is what you are doing with making that as the "active file")

 

Aah!! You're right! I'm so used to my daily routine of loading up my project and clicking "Set as Active File" that it completely slipped my mind! I'll edit the instructions.

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