TheMalevolentTrout Posted June 23, 2019 Share Posted June 23, 2019 In my little FO4 overhaul mod I wanted to set up Critical Chance outside of V.A.T.S... similar to how it worked in FO3/FNV. Right now I have this: 1. Each Point of Luck increases Crit Chance by +1% (5 Luck = 5% Crit Chance)2. a Perk called Finesse with 5 Ranks increases Crit Chance by +1% per Rank (5 Ranks = +5% Crit Chance)3. The Crit Multiplier: each weapon's receiver (or sometimes barrel or a melee mod) has a Perk that multiplies the Crit Chance by a certain amount, based on rate of fire or speed of the weapon. (There are different perks for each Multiplier, from 0.15x (Minigun or other high RoF weapons) to 1.3x (bolt-action guns, slow melee weapons.) So here's an example for how I want it to work. Bobby has 5 Luck and 3 Ranks of Finesse = 8% Crit Chance.Bobby uses a Minigun which should multiply 8% by 0.15 for a total Crit Chance of 1.2%. The problem is this. The formula should be: Crit Chance = (Luck * 1 + Finesse Rank) x Crit Multiplier = (5 + 3) x 0.15 = 1.2 But currently the game does this: Crit Chance = Luck * 1 x Crit Multiplier + Finesse Rank = 5 x 0.15 + 3 = 3.75 The way I have come to this conclusion is: I gave myself 60% Crit Chance through Luck (6 Luck x 10).When using a weapon with a 0.0x Crit Multiplier (no Finesse), I never critted. (60 x 0 = 0). With 3 Ranks of Finesse I critted very, very rarely (60 x 0 + 3 = 3) (This should not happen! It shows that it's using the wrong formula.)When using a weapon with a 1x Crit Multiplier (no Finesse), I critted around every other shot (60 x 1 = 60). With 3 Ranks of Finesse I still critted around every other shot (60 x 1 + 3 = 63) My question is, how can I set up the Perks so that the Crit Chance will be calculated correctly? My Perks currently look like this:PlayerPerk: (Entry Point) Mod My Critical Hit Chance, Function (Add Actor Value Mult) Value = Value + Luck * 1Finesse: (Entry Point) Mod My Critical Hit Chance, Function (Add Value) Value = Value + 1 (2 / 3 / 4 / 5 for higher Ranks of the Perk)Crit Multiplier: (Entry Point) Mod My Critical Hit Chance, Function (Multiply Value) Value = Value * 0.15 (for the Minigun) I guess the functions don't work together in the way that I want them to. I've fiddled around with other functions but I can't seem to hit the right combination.There's a list here about the functions: https://www.creationkit.com/index.php?title=Perk_Entry_Point, but it's incredibly confusing to me. :confused: Thanks for any help!! Link to comment Share on other sites More sharing options...
TheMalevolentTrout Posted June 23, 2019 Author Share Posted June 23, 2019 I think I may have found a solution... after spending an entire day fiddling around with this... 5 minutes after posting my topic I got the idea of installing New Vegas and looking at how Finesse is set up there. So in New Vegas, the Finesse Perk adds the Magic Effect "Increase Crit Chance" via an Ability instead of using the Entry Point "Mod My Critical Hit Chance". I now use the same Magic Effect for Finesse in my FO4 mod. Seems to work so far, because even when I added +100% Crit Chance via the Magic Effect, when using the gun with a 0.0x Crit Multiplier, I never critted. But when using the gun with a 1.0x Crit Multiplier, I critted with every shot. Unless I've missed something. Link to comment Share on other sites More sharing options...
TheMalevolentTrout Posted June 23, 2019 Author Share Posted June 23, 2019 Actually no that doesn't work properly either... mostly because the condition GetVATSMode doesn't seem to work in a Magic Effect. Under the Perk Owner tab in a Perk's conditions it works flawlessly, but in Magic Effects, even when I run GetVATSMode == 0 on the Player, I'm still critting in VATS... Sad! Link to comment Share on other sites More sharing options...
Evangela Posted June 24, 2019 Share Posted June 24, 2019 (edited) You might need to turn Finesse into a multiplier instead, and adjust the values. It seems the game engine treats perks with different operations(Finesse in this case is Add Value) in the standard order of operations, and there's no way to "bracket" them. Edited June 24, 2019 by Rasikko Link to comment Share on other sites More sharing options...
TheMalevolentTrout Posted June 24, 2019 Author Share Posted June 24, 2019 That's what I was afraid of, but thank you for your help. It requires a lot of perk entries. Just in case anyone has a similar issue, here's a solution. e.g. if you have 6 Luck and 3 Ranks of Finesse you should be at 9% Crit Chance. 6 + 3 = 9 (+3) Now if I want to achieve the same result with a multiplier, I will use 6 x 1.5 = 9 (+3) But because the multiplier for Finesse needs to adjust to the amount of Luck you have, you really need a lot of perk entries to take care of all Luck values (I did it from 1 Luck to 25 Luck). At 25 Luck, 3 Ranks of Finesse still need to add only 3% Crit, so then you'd have to use: 25 x 1.12 = 28 (+3) Link to comment Share on other sites More sharing options...
Recommended Posts