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some weapon realism...but how?


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Hey there,

 

i want to add a few effects to the firearms in the game to make them more realistic- but i don´t know how.

All effects should be directly apply to an object mod for a specific weapon and should be calculated in chances.

 

So, i want to add a knockdown and crippling chance to an object mod, but i cant find the right way to do it.

What i want to see in game, is a 90 percent crippling chance per shot and a caliber specific knockdown chance for any firearm in the game-

sounds easy to create? Good, then please tell me how to do it......

 

Thanks

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Both effects are already in the game, and both are applied with a magic effect that runs a script. You can create your own magic effect that runs both scripts (PushActorAwayScript is for knockdown, and LegendaryOnHitCrippleScript for cripple).

So you need a new object mod for your weapon, the omod applies a new enchantment, and the enchantment runs a new magic effect, and the magic effect runs the scripts.

 

The magic effect should use:

 

Effect Archetype: Script

Casting Type: Fire and Forget

Delivery: Contact

 

You must set the cripple chance in the properties of LegendaryOnHitCrippleScript, and use Auto-Fill for the other 2 properties. Using the default properties of PushActorAwayScript should be ok.

Edited by DieFeM
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Thanks for the answer, but unfortunately, this isn´t a solution for my problem. If i follow your instructions, i always cripple both legs, even if i shot someone into the stomach. Also, knockdown chance is always 100 percent...the result just isn´t what i aim to do...

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So you need a new object mod for your weapon, the omod applies a new enchantment, and the enchantment runs a new magic effect, and the magic effect runs the scripts.

 

The magic effect should use:

 

Effect Archetype: Script

Casting Type: Fire and Forget

Delivery: Contact

Wait, when an Enchantment is attached to a weapon, it's applied to Actor, who equips it, this is how it works for me. Or does the game recognize OMOD's Ench by casting type automatically and ConstantEffect-Self goes to Actor, but FireForget-Touch goes to weapon's ObjectEffect? Never tried actually, interesting, i had to do optional knockback via ApplyCombatHit perk, but if the above is true, have to rebuild my mod perhaps - equipment Ench are not reliable for NPC, they dispel themselves, and that's a huge problem.

 

@kriegerseel , add Condition GetRandomPercent to knocback Mgef (which has Script).

In general, have luck, Shotgun knockback is nearly the first thing i made for meself. Great shame it wasn't present in game, and PushActorAway is the most epic effect, just set force higher - such an enjoyment : )

 

GetHitLocation condition is valid for 0 - body, head - 1, but values >1 do not work. Could be used that way, although arms will count as well. I don't know if Papyrus has a function to determine exact hit loc.

Edited by hereami
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GetHitLocation condition is valid for 0 - body, head - 1, but values >1 do not work. Could be used that way, although arms will count as well. I don't know if Papyrus has a function to determine exact hit loc.

 

 

Hmmm, interesting... I've been searching for a papyrus function for this end with no luck. I didn't thought of looking at conditions, would need a magic effect for each limb, but it could work.

On the other hand I've read that GetHitLocation is obsolete. Let's test it! :)

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It works good to filter out limbs and head. Head hits detection seems to be missed sometimes. I tried up to 6, but nope. Possibly, some greater (lower??) values can work still for particular limbs, needs trying.

 

Emm..., what about weapon Ench, they really work that way ?

Edited by hereami
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