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Adding an effect to a grenade?


SHAD0WC0BRA

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Hey all,

 

I've recently started messing around with Object Effects to increase the damage caused to enemies set on fire, and I got the idea to add an additional effect to pulse grenades to make them more useful. I tried rooting around in the GECK to see if I could understand how the pulse grenade and pulse mine have their effects applied and ended up at the Base Effect. Unfortunately I couldn't really work things out from there and the GECK wiki hasn't really helped. I don't really understand how the Base Effect works. I'd like to add either shock or paralysis as an effect caused by the pulse grenade/mine to non-robot enemies. Is such a thing possible?

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  • 2 weeks later...

Sorry if this is to late to be of any help. But 2 things ...

 

1 - If grenades work the same as weapons for displaying their effects in pipboy.

Then on the base effect , you check the flag "Display Name Only" which will then display what is in the name field of the base effect. So you may need to change the name , or make a new base effect with the name you want.

 

2 - With the pulse grenade ... I am guessing it uses "Paralysis" as the Archetype ?

But on the Object effect , it has a condition so it only effects creature robots ?

So basically , you could remove that condition , thereby making it effect all actors.

Although you may want different results per actor types , leaving the robot effect as is.

So add another effect item using the same base effect , or different ?

Then put conditions on that one , so robots won't end up with a double dose.

 

Hope that helps

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  • 4 weeks later...

Sorry if this is to late to be of any help. But 2 things ...

 

1 - If grenades work the same as weapons for displaying their effects in pipboy.

Then on the base effect , you check the flag "Display Name Only" which will then display what is in the name field of the base effect. So you may need to change the name , or make a new base effect with the name you want.

 

2 - With the pulse grenade ... I am guessing it uses "Paralysis" as the Archetype ?

But on the Object effect , it has a condition so it only effects creature robots ?

So basically , you could remove that condition , thereby making it effect all actors.

Although you may want different results per actor types , leaving the robot effect as is.

So add another effect item using the same base effect , or different ?

Then put conditions on that one , so robots won't end up with a double dose.

 

Hope that helps

 

I created a new Base Effect of type "Value Modifier" with "Display Name Only" checked and the same flags as the DummyNVEMPDamage, then added it to my Object Effect with 0 Area/Duration/Magnitude and range "Touch," but the effect still won't show in the Pip-Boy...

 

EDIT: Finally figured it out... The "Object Effect" on the weapon form has to be edited in FNVEdit, as it's greyed out in GECK.

Edited by SHAD0WC0BRA
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EDIT: Finally figured it out... The "Object Effect" on the weapon form has to be edited in FNVEdit, as it's greyed out in GECK.

 

 

What ? never seen or heard of that ... how many files are you loading in geck at once ?

But if FNV-edit is working for ya ... definitely go with that.

Because the route you get to some place is less important to just getting there :cool:

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EDIT: Finally figured it out... The "Object Effect" on the weapon form has to be edited in FNVEdit, as it's greyed out in GECK.

 

 

What ? never seen or heard of that ... how many files are you loading in geck at once ?

But if FNV-edit is working for ya ... definitely go with that.

Because the route you get to some place is less important to just getting there :cool:

 

 

Well, the object effect (enchantment) on the projectile works just fine, so the grenade functions without a problem. But its effect won't show in GECK because its object effect on the weapon form still shows as "NONE" and can't be changed in GECK. It has to be edited in FNVEdit, I guess.

Edited by SHAD0WC0BRA
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