Seattleite Posted December 24, 2012 Share Posted December 24, 2012 I've been working on a Fallout: New Vegas mod for a long time, and something is bothering me. The mod uses ammunition effects as a major balancing mechanism, and NPCs don't appear to get ammunition effects. This means the PC will frequently be all but immune to weapons that should ignore their DT entirely, and companions are much less effective in combat than they should be because they almost always do their minimum 10% against armoured enemies. Does anybody know how to make this work? Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted December 25, 2012 Share Posted December 25, 2012 Short of having access to the engine code to change how that works, you'd have to add scripted effects to the ammo forms to give them the desired effects. A mod was released recently that does something similar, Lethal....weapons I think. Link to comment Share on other sites More sharing options...
Seattleite Posted December 25, 2012 Author Share Posted December 25, 2012 Short of having access to the engine code to change how that works, you'd have to add scripted effects to the ammo forms to give them the desired effects. A mod was released recently that does something similar, Lethal....weapons I think. Something tells me that wouldn't work, given that the only commands I know of that alter DR and DT do so permanantly and wouldn't work for the attack that caused the effect to occur. And actually, DR effects appear to work just fine, but DT effects do not and I don't know about damage. Maybe I should just change the armour system to be more dependent on DR and less on DT, since the DR effects work. Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted December 26, 2012 Share Posted December 26, 2012 Except then you'd have to alter every armor, which would not be mod compatible. You could use NVSE GetArmorDT, SetArmorDT, and SetArmorAR, but I think that's beyond what you want to try to do. I would say that, if it's for just a small-ish part of the mod, consider fully scripted effects instead. You can still then use NVSE functions to find the resistance values, and work from that. Link to comment Share on other sites More sharing options...
Seattleite Posted December 26, 2012 Author Share Posted December 26, 2012 Except then you'd have to alter every armor, which would not be mod compatible. You could use NVSE GetArmorDT, SetArmorDT, and SetArmorAR, but I think that's beyond what you want to try to do. I would say that, if it's for just a small-ish part of the mod, consider fully scripted effects instead. You can still then use NVSE functions to find the resistance values, and work from that. I already have NVSE for this mod. So I'll try it. It would be "GetArmorAR" for DR, wouldn't it? So, for example, if I wanted it to cut DR in half, would it be "SetArmorAR to (GetArmorAR / 2)" or what? Link to comment Share on other sites More sharing options...
Seattleite Posted December 26, 2012 Author Share Posted December 26, 2012 Except then you'd have to alter every armor, which would not be mod compatible. I did that already, I'd just be changing it again. You could use NVSE GetArmorDT, SetArmorDT, and SetArmorAR, but I think that's beyond what you want to try to do. All documentation I found suggests that the script would not impact the attack it ran on, and would change the value permanantly. I'm trying to make it function for the weapon/projectile the script is on and nothing else, like the ammunition effects. I would say that, if it's for just a small-ish part of the mod, consider fully scripted effects instead. You can still then use NVSE functions to find the resistance values, and work from that. Actually, it's probably the biggest change in the mod. The armour system works differently now, and ammunition effects are more important than raw damage for getting through armour. Every round has at least two effects now, impacting DR and DT. Link to comment Share on other sites More sharing options...
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