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[LE] Issue with overpowered player and enchantment's script.


maxarturo

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@ Shadohz
Thanks, but your proposal is not feasible, even if you lower the 'Bolt's' damage the issue remains, the issue is the player's output damage that is reflected in his upgraded crossbow and armor's enchantments.
@ foamyesque
Yes, the Dawnguard exploding bolts have the same issue.
* I still have a couple of things to experiment with, but whenever i've the time and i'm in the mood for it...
After years of working in this project, i currently am in a state that i can't even look at the CK's desktop icon, i'm kind of fed up with it...
Thank you both very much for your interests.

 

Well, that's a bit annoying. Not super unexpected, though. One of the things about the game engine is that magic effects can only apply to actors. I guess dead ones don't count, and the actual physical projectile damage hits first.

 

@Shadohz might be on to something with the damage reduction idea, though. Perks can null damage out. Whether or not you can be selective enough to completely disregard the damage if and only if the strike is coming from your crossbow bolts I don't know; I'd have to dig into the conditions and do some testing. Also not sure if how it would interact with any possible enchantments on the firing weapon, but if those enchantments are processing I suspect your bolts will be as well. Of course, if you do this, then the bolt doesn't do physical damage any more, which is a bit janky.

 

Another possibility, which I used to hack together an Unlock spell, is to cheat a bit. Put the player in a quest alias. If they have your bolts equipped, listen for the drawing animation (or in my Unlock spell's case, the casting one). When it happens, run another quest to stuff potential targets into quest aliases that listen for an on-hit event. If the on-hit event happens, trigger the explosions and such as you do in the magic effect.

 

If you can't listen for the drawing animation I *know* you can listen for the firing one, but if so there's the possibility that the bolt will strike someone before the aliases are filled, which will break the effect. Drawing gives the scripts more time to work with.

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Thanks foamyesque.


But, i have already answer Shadohz about this, and there are a few 'No No' for me using this kind of approaches.


I'll just copy paste what i answer to Shadohz.


.......... // .......... .......... // .......... .......... // ..........


Let me rephrase:

Is not feasible inside the parameters i want it to, this means that the solution must include editing ONLY the projectile and its components and nothing else.


It can be done, one way is by having the payer in an 'Alias' in any of my quests or make a new quest just for this.

- then run an "OnObjectEquipped()" event and check for a "Crossbow" equipped, bla... bla... etc.

- then run an "GetActorValue()" function and "GetLevel()", run a comparison to a pre measured 'Overpowered Kill', bla... bla... etc.

- then according to your result / returned value you will add to the player the corresponding debuff perk, bla... bla... etc.


And although this can do the job, from my point of view it's an "Overkill" and a very ugly workaround.

I as a player wouldn't like having a mod that silently intervince in such a way with my game !, so this approach is a big no no for me.


.......... // .......... .......... // .......... .......... // ..........


Thanks again my friend for your interest.

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Then I think you might be stuck. I think you're going to need to edit more than just your projectiles to get this to work, since the Dawnguard bolts have the same issue. I might do some poking about and see if I can kludge up an answer via the approach I described for the unlock setup, but I'm not certain if it can be easily extended to arbitrary NPCs. I might be able to use OnEquipped to maintain a registry of who is of interest, I guess.

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Thanks again foamyesque.


I intend to start looking at this once again this week since an update is also required for the combat script of my Cyborgautomaton X-Beyond droid, there is nothing wrong with this one, but after platying the game for the last week i think a few tweaks are needed and maybe one more add-on combat ability, also i intend to add another 200 at least combat + idle dialogue lines to her, if my brain gains the necessary inspiration to come up with some cool phrases....


* The last add-on update i did literally sucked all my energy and brain fluids.


Have a nice week.

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Can your projectile place an explosion that places an xMarker and then use that xMarker as a center point for the AOE specific damages / effects? My thinking is if you can separate the AOE damage from the direct damage, then you'll at least get a portion of the desired effects should the target be one hit killed.

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Thanks IsharaMeradin for your suggestion, i will look at this once my mother gets better, she is an old woman and she is currently not well, her care absorbs all my focus, time and sleep.


Thank you very much.

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