Apply DT reduction to a weapon

Post » Sun Jan 02, 2011 5:47 am

Hi,
like the title says i want to know if its possible and when its possible how, to apply a reduction of the target damage treshold, when i shoot at him, to my weapon.
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Catherine Harte
 
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Post » Sun Jan 02, 2011 2:37 pm

Perks, combined with scripting.
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Matt Bigelow
 
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Post » Sun Jan 02, 2011 6:38 am

Check the shotgun surgeon perk. That should be a good starting place.
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Hannah Barnard
 
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Post » Sun Jan 02, 2011 4:11 am

Check the shotgun surgeon perk. That should be a good starting place.


Ah, nice. This perk is exactly the example i needed, thanks.
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Emma Copeland
 
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Post » Sun Jan 02, 2011 4:45 am

If you want it to work on enemies/etc, you should make it an ability, not a perk. I'm not positive it'd work right, but I do know that perks don't work at all on NPCs.
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Chris Ellis
 
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Post » Sun Jan 02, 2011 1:58 pm

If you want it to work on enemies/etc, you should make it an ability, not a perk. I'm not positive it'd work right, but I do know that perks don't work at all on NPCs.


Isn't this fixed in NV...?
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Noely Ulloa
 
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Post » Sun Jan 02, 2011 12:36 pm

No, it isn't. The only actor that can have perks is the player - companions can kinda have perks via a method of adding them to the player that'll impact them instead of the player, but NPCs can't have perks by themselves.
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Roisan Sweeney
 
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Post » Sun Jan 02, 2011 6:24 am

No, it isn't. The only actor that can have perks is the player - companions can kinda have perks via a method of adding them to the player that'll impact them instead of the player, but NPCs can't have perks by themselves.


I do not fully understand what you mean. Shotgun Surgeon is a Perk which ignores 10 DT from my enemy. This is exactly what i wanted, i only have to change the name & its weapon list.
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Sam Parker
 
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Post » Sun Jan 02, 2011 9:23 am

It means only you would get DT reduction with this weapon- NPCs wouldn't.
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Nicole Coucopoulos
 
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Post » Sun Jan 02, 2011 10:41 am

With a perk that modifies DT on attacker or defender has anyone had luck using the multiply function? Do you have to do something special to make that work?
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Dina Boudreau
 
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Post » Sun Jan 02, 2011 7:40 am

It means only you would get DT reduction with this weapon- NPCs wouldn't.


So the only option to apply DT reduction to a weapon would go through the ammunition? Too bad that i can't apply DT reduction directly to the weapon.
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LuCY sCoTT
 
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Post » Sun Jan 02, 2011 6:00 am

The best you can do is give it an enchant that does -10 DT for X seconds, so at least subsequent hits are at a lower DT.
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Rhiannon Jones
 
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Post » Sun Jan 02, 2011 3:08 am

The ammo solution, while a bit heavy handed, does work really well though. I just wish I can figure out why perks that multiply damage threshold do not work because if it did the solution would be insanely simple.

One perk that multiplies DT for attacker and defender on the player by *2
Raise global weapon damage setting by 2

Done
Only problem with this is NPCs will do more damage to each other
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KIng James
 
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Post » Sun Jan 02, 2011 4:50 am

Why can't i give a perk to an npc? See nothing in the geck or geck wiki which says i can't.
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Matt Bigelow
 
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Post » Sun Jan 02, 2011 8:25 am

The best you can do is give it an enchant that does -10 DT for X seconds, so at least subsequent hits are at a lower DT.


There's no base effect to create such an enchantment.
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Amanda savory
 
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Post » Sun Jan 02, 2011 3:03 am

There's no base effect to create such an enchantment.
And that matters because...?

Mr. J: It doesn't work. You can call AddPerk, nothing will happen.
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Zualett
 
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Post » Sun Jan 02, 2011 7:22 pm

Why can't i give a perk to an npc? See nothing in the geck or geck wiki which says i can't.

Because there is also nothing that makes it so you can.

Its simply not a function that have put into the game. They probably never though of that, because putting such am effect as specific as a perk on an NPC would be useless. Most perks overall only are good if you add several together making it a combination that together enchance and specialize your character. :shrug:
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Ray
 
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Post » Sun Jan 02, 2011 1:07 pm

The shotgun surgeon perk would be the most elegant solution if perks could be added, but at the moment i see no really good way to set DT for each weapon individually.

*Edit*: the enchantment for weapon trigger on a hit and because of that the reduction would only apply for all shots after the first, is that right?
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Emily Martell
 
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Post » Sun Jan 02, 2011 3:02 pm

New Idea for applying DT Reduction to a weapon: is it possible to run a script which runs when the weapon fires and hits a target (will OnHit work?) and then calculates how the damage with the suggested DT Reduction will be and then applies the damage to the target?
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KIng James
 
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Post » Sun Jan 02, 2011 2:12 pm

Nobody ever, ever actually reads what OnHit does before trying to use it. Not in the like five years we've had this engine. They just assume it does what they want it to.

You can only run scripts on people you hit through the object effect, or through hit scripts on the ammo.
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Jesus Duran
 
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Post » Sun Jan 02, 2011 7:58 am

So then tell me please how it works for the golden gloves (WeapNVBoxingGoldenGloves/E58BB). These Gloves have an attached script (BoxingGoldenGlovesFatigueOnHitScript) for inflicting the fatigue damage and a dummy object script for displaying the effect. Is this incorrect programming from Obsidian?
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Kara Payne
 
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Post » Sun Jan 02, 2011 6:48 pm

Hm, that's interesting then, they've rewritten OnHit to do two entirely different things- by default it runs when the object its on is hit, and that's how it's worked in Oblivion and Fallout despite people attempting to use it to run when the weapon hits. They must've aliased it to also run when the weapon hits, this is an interesting change. Something to put on the wiki.
E: Don't necessarily expect all Obsidian scripts to be correct, though- Nekhanimal's C-Finder fix for condition errors, and the fact they add perks to NPCs, shows that they don't know some of the quirks of the engine.
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ONLY ME!!!!
 
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Post » Sun Jan 02, 2011 10:41 am

The gloves are working, as far as i can see, in game. So it seems that they have extended the OnHit. With this new OnHit it should be possible to calculate the extra damage from a DT Reduction or did i oversee something? At this point another question comes in my mind: when the enemy is killed by the effect, does the player then gain the experience points for the kill?
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Josh Lozier
 
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Post » Sun Jan 02, 2011 6:02 am

You get credited with a kill as long as you dealt >20% damage (or around that, there's a gamesetting).
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phillip crookes
 
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Post » Sun Jan 02, 2011 6:58 pm

Because there is also nothing that makes it so you can.

Its simply not a function that have put into the game. They probably never though of that, because putting such am effect as specific as a perk on an NPC would be useless. Most perks overall only are good if you add several together making it a combination that together enchance and specialize your character. :shrug:


You can create the Base Effect yourself, DT is nothing but an Actor Value and it can be manipulated like all other Actor Values.
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BRIANNA
 
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