ArrowDuke Posted December 10, 2019 Share Posted December 10, 2019 Hello I'm completely new to modding in general, but i would like to to try learn how to change animation effects on weapons. For example, I would like to see if it's possible for a a ballistic weapon like a hunting rifle to still reload and have bolt action animations but when it fires it shoots a plasma bolt and the effect of plasma meaning it has a chance of turning things to ash. If there are on "Accurate" guides on modding Fallout 4 I would appreciate any links, seeing as how the https://www.creationkit.com/ seems utterly useless in that regard. It seems to have more info for skyrim than it does fallout 4 Link to comment Share on other sites More sharing options...
SuperElitist Posted December 10, 2019 Share Posted December 10, 2019 I don't know anything about animations, but modifying the projectile of a weapon is easy. There's a native projectile (PROJ) in the WEAP record itself, but you can also create an OMOD to set it to a different PROJ. Take a look at the PlasmaGun record in FO4Edit, it's pretty self-explanatory. I think the melty bit is from the Crit Effect and "Crit Effect on Death" flag. Link to comment Share on other sites More sharing options...
Infamous95 Posted December 11, 2019 Share Posted December 11, 2019 (edited) Yes its possible. I use xedit so get that if you havnt already. Go to the weapon record and scroll to the bottom. Youll see somewhere there is a projectile spot and a critical hit spot or flag like mentioned abive. Go to the plasma gun and put whats in there in the hunting rifle. If you want just an attachment that shoots plasma instead of making the entire weapon plasma based you would need to add a projectile override and critical hit override to the OMOD. And then you would want to decrease the damage and add energy damage. I would describe that better but Im at work Edited December 11, 2019 by Infamous95 Link to comment Share on other sites More sharing options...
ArrowDuke Posted December 11, 2019 Author Share Posted December 11, 2019 Thank you both so much i didn't end up using fo4edit couldn't figure out how to do it from there but thanks to the tutorials it shows as part of it's program I figured out how to do it on creation kit. I now can make a rifle like Tanya Von Degurechaff's. Once again thanks for the help I hope to be able to learn more in the future to hopefully one day add my own content from scratch. :) Link to comment Share on other sites More sharing options...
ArrowDuke Posted December 11, 2019 Author Share Posted December 11, 2019 (edited) Hmmmm now i got a new problem though. It was easy for me to figure out how to add energy damage to the weapon as well to make it effectively a plasma weapon so now it has like 40ish physical and energy damage. The problem I'm having now is trying to make the receiver upgrades make the energy damage increase too. So far the receivers will only increase the physical damage. And while i'm at it do i have to add anything to make it apply the rifleman perk to the energy damage as well? Edit: Ok nevermind about the receiver problem i figured that out myself now. Just need to know if the perks will apply to that part now Edited December 11, 2019 by ArrowDuke Link to comment Share on other sites More sharing options...
SuperElitist Posted December 11, 2019 Share Posted December 11, 2019 The Rifleman perk applies bonuses any time the player (actually the perk subject, which could really be anyone who was granted the perk) is wielding a weapon with the right keyword combination, specifically WeaponTypeRifle [KYWD:0004A0A1] == Yes WeaponTypeAutomatic [KYWD:0004A0A2] == No WeaponTypeHeavyGun [KYWD:0004A0A3] == No I don't know what base weapon you started with, but if Rifleman affected it before and you didn't change the keywords it'll probably still apply. As for the actual effects, Rifleman uses Mod Weapon Attack Damage, Mod Target Damage Resistance, and Mod Outgoing Limb Damage. I am *mostly* sure these entry points all work with all damage types, but I haven't explicitly tested this. You could easily test it yourself by setting the physical portion of your weapon to 0. Link to comment Share on other sites More sharing options...
Infamous95 Posted December 12, 2019 Share Posted December 12, 2019 (edited) You need to use a different formula. The formula for normal damage is this: FloatMUL+ADDAttack Damage0.05000 The formula for adding Energy, Fire, Electrical damages is this: FloatMUL+ADDAttackDamage0.05000 FormID,FloatREMDamageTypeValuesdtEnergy [DMGT:00060A81]0.05000 You must make sure to add both and make sure the damage is the same in each property (i.e the 0.05000 number). I might as well explain that the game uses a Multiply + Add formula aka percentages (0.05000 = 5%, 0.50000 = 50%, 5.00000 = 500%). So basically you have the base damage multiplied and adding in all the other variations like attachments or effects. So when choosing how much damage to give an attachment keep that in mind. Edit: Ah s#*! late to the party Edited December 12, 2019 by Infamous95 Link to comment Share on other sites More sharing options...
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