How can I add a high knockdown chance to all NV explosives?

Post » Sat May 28, 2011 7:13 am

Hi,

I'm trying to recreate Pararaptor's Explosive Knockdowns mod from the original FO3. I've tried to contact the original author, but they're not answering - so I'd decided to give it a go myself. Hopefully it shouldn't be too difficult as the original apparently only took ten minutes to make. But I am a mod-making noob.

Basically, I want to add a high knockdown chance to all FONV explosives. I've figured out how to open the weapon base details window in the NV GECK, but I can't see where the knockdown chance is. I've obviously looking in the wrong place, so can some kind soul give me a pointer or two?

Thanks.
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Stephani Silva
 
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Post » Sat May 28, 2011 6:15 am

Fatigue damage?
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louise hamilton
 
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Post » Sat May 28, 2011 6:48 am

i'd like that, i mean it'd make explosives not only a direct damage but an indirect damage weapon, if rocket jumping taught me anything - it's to aim beside the enemy not at the enemy!
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Lauren Denman
 
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Post » Sat May 28, 2011 8:21 am

Fatigue damage?



No, not fatigue... I don't think anyway. I'm sure I've read that there's a specific knockdown percentage chance that you can add to weapons and or weapon damage. Certainly with Pararaptor's Explosion Knockdown mod, victims didn't just collapse for a few seconds, they were knocked down. The Gauss Rifle from Operation Anchorage had the same effect.
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Code Affinity
 
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Post » Sat May 28, 2011 2:04 am

I just took a look at the mod you're trying to recreate, and it is fairly simple. Even so, you'd probably have better odds of getting GECK related answers in the GECK forum.

What he did was use the VictoryRifleKnockdownEffect in a custom Object Effect, which was then applied to all of the Explosion types--in the Special Effects section. The Victory Rifle knockdown effect is just a script using PushActorAway called from the player. This means that they're going to be knocked down away from the player, even if the explosion is coming from the other direction. Perhaps a better way to implement knockdown would be to use the already existing knockdown feature of explosions, and simply increase the Force parameter of each explosion. I don't know what unit is being used for Force, so some experimentation would be necessary if you attempt that method.

(Edit: Also, there's a "Knock Down Living Actors" section in the Explosion type, which can be set to Always. I don't have NV yet, but I doubt it's changed from F3.)
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Genocidal Cry
 
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Post » Sat May 28, 2011 4:05 am

I just took a look at the mod you're trying to recreate, and it is fairly simple. Even so, you'd probably have better odds of getting GECK related answers in the GECK forum.

What he did was use the VictoryRifleKnockdownEffect in a custom Object Effect, which was then applied to all of the Explosion types--in the Special Effects section. The Victory Rifle knockdown effect is just a script using PushActorAway called from the player. This means that they're going to be knocked down away from the player, even if the explosion is coming from the other direction. Perhaps a better way to implement knockdown would be to use the already existing knockdown feature of explosions, and simply increase the Force parameter of each explosion. I don't know what unit is being used for Force, so some experimentation would be necessary if you attempt that method.

(Edit: Also, there's a "Knock Down Living Actors" section in the Explosion type, which can be set to Always. I don't have NV yet, but I doubt it's changed from F3.)



Excellent. Many thanks Pelinor. I'll knock together my own explosion knockdown mod with the VictoryRifleKnockdownEffect and post it on NV Nexus. Then I'll have a play around with your Knock Down Living Actors suggestion and see if it works any better.
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Samantha Wood
 
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Post » Sat May 28, 2011 5:33 am

Yet another way would be to alter the Settings (under Gameplay) for knockdown. You can type "knockdown" in the Filter textbox and see which ones are relevant. That's probably the easiest way to go about it, if there's no need for fine-tuning individual explosions...
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Roisan Sweeney
 
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Post » Sat May 28, 2011 5:56 am

Yet another way would be to alter the Settings (under Gameplay) for knockdown. You can type "knockdown" in the Filter textbox and see which ones are relevant. That's probably the easiest way to go about it, if there's no need for fine-tuning individual explosions...



Hmmm... the 'fExplosionForceKnockdownMinimum' looks promising: I'll try that next.

I've just tried adding VictoryRifleKnockdownEffect to each individual explosive type weapon in the weapons base detail window, but an initial test run didn't seem to work - no visible knockdowns. I'm guessing that I'm implementing the VictoryRifleKnockdownEffect in the wrong place, but I'm still very new to the internal workings of the GECK.

Back to the drawing board, but I think I'm definitely much closer to getting it right now.
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Vivien
 
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Post » Fri May 27, 2011 8:24 pm

OK. I've solved one problem and hit another - I was adding the VictoryRifleKnockdownEffect the wrong box in the weapon base detail window. I was adding it to the Crit Effect box, so I'd only get a knockdown on a critical hit. The obvious place to add the VictoryRifleKnockdownEffect would be the Object Effect box, but the drop down arrow is greyed-out, so I can't add the effect.

Can anyone offer any advice?
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:)Colleenn
 
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Post » Sat May 28, 2011 9:45 am

You need to attach effects to the explosions, not to the weapons themselves.
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Claire
 
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Post » Sat May 28, 2011 3:47 am

You need to attach effects to the explosions, not to the weapons themselves.



Right. Where do I do that?

Edit: NO... hold on. I think I've found it. Special Effects then Explosions. Good.
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Gwen
 
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