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Posted

Hello

 

I am trying to create a perk for followers that has differing effects based on the difficulty setting of the game. However, I can't find a condition that directly looks up the current difficulty level or difficulty percentage multiplier. I thought "Mod Attack Damage" and referencing the "AttackDamageMult" of either the player or target was the way to go, but then discovered via getav attackdamagemult that everybody is AttackDamageMult = 1.00 and changing the difficulty only changes the damage taken when attacked by the PC, not the damage dealt. But I can't find a condition that measures the damage taken mult.

 

Can you suggest any condition or combination of conditions that would identify the current difficulty level?

Posted

There's a bunch of game settings that deal with difficulty but what I think you want is fDifficultyDamageMultiplier, so you could do:

Float DifficultyMult = GetGameSettingFloat(fDifficultyDamageMultiplier) 

EDIT: sorry that's wrong it should be:

Float DifficultyMult = Game.GetGameSettingFloat("fDifficultyDamageMultiplier")
Posted

Thanks! Is that accessible via entry point/conditions, or would it need to be a script? I'm not so great with scripts..

 

My thought is to set followers' (who have the effect) attackdamagemult to equal the PC fdifficultydamagemultiplier so nobody is overpowered. I know there is a mod that already does this but it is a .dll and doesn't work in VR.

Posted

Ah, I don't think it's accessible through ck conditions. It would have to be done with a script. But I think the fdifficultydamagemultiplier effects everyone anyway, doesn't it? If it doesn't that's a pretty big game design flaw.

Posted (edited)

From this link:

 

"The difficulty modifier doesn't decrease player damage dealt, but rather NPC damage taken. While the distinction might seem odd, it means that enemies do the same reduced damage to other NPCs that you do, making companions and conjured antronachs/undead incredibly useful."

Edited by JaymzPaul
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