kriegerseele Posted August 8, 2019 Share Posted August 8, 2019 Hey there,i want to make an magic effect, that causes npcs to flee, when they´re getting hit by a bullet- but at a random chance.I found out, that when a certain npc has a much higher level than the player, the effect does not apply and you get a message.It works, if i delete the getrandompercent condition in the effect, but then the effect is always applied (if magnitude is as high as the enemy level) - and i don´t want that.What i want is a 25-35 percent chance that an enemy will flee when getting shot, regardless of his level or the level of the player... Any ideas on how to make it? Thanks in advance Link to comment Share on other sites More sharing options...
kriegerseele Posted August 8, 2019 Author Share Posted August 8, 2019 OK, so i tried different mods that add fear effects as a base for my custom enchantment and i figured, that the effect gets only applied once. Enemies won´t run away twice, only the first bullet will cause them to flee. The getrandompercent completely prevents the effect from being applied...this is very strange...Any help? Link to comment Share on other sites More sharing options...
hereami Posted August 8, 2019 Share Posted August 8, 2019 (edited) What does it mean "won't run away twice" ? They will flee untill the effect duration expires (if set Recover). And if you don't specify NoRecast, it may be reapplied and extend the duration. GetRandomPercent must be on Mgef.Demorailize magnitude must be 999 or so. PS. Can do an interesting thing instead, kind of dynamic confidence. Reduce Confidence by 1 on a hit, set some duration 20-30 sec., so it may drop to zero, if shot sequentially fast enough, and then grows up, as the effects expire. Edited August 8, 2019 by hereami Link to comment Share on other sites More sharing options...
kriegerseele Posted August 8, 2019 Author Share Posted August 8, 2019 So, ok, lets see..i shot this test raider into the stomach, he runs away until the effect ends (20 seconds). When i shoot him again and again and again and so on..well, nothing happens anymore- the effect simply stopps working. And yes, i have the getrandompercent condition set in the magic effect, not in the enchantment...and as i said, it prevents the fear effect from being applied completely. I tried it even with 100 percent chance- no difference. Most fear based mods uses 50 magnitude, so i´ve started with this value- what happened was, when my test raiders level was set above the magnitude value, i was getting the message " BlaBlaBla is too strong for BlaBlaBla effect"...feels like a dead end... Link to comment Share on other sites More sharing options...
hereami Posted August 8, 2019 Share Posted August 8, 2019 Not sure, why can't be reapplied. Anyway, to avoid BlaBla don't use fixed low magnitude, it's very narrow solution for specific cases maybe, use 999 and run a dynamic level check if desired - Subject.LevelMinusPCLevel. Link to comment Share on other sites More sharing options...
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