How to give increased crit chance based on skill

Post » Fri May 27, 2011 8:22 am

so i wanted weapon skill to affect accuracy instead of damage (because i think that's more realistic) and to make it so that NPCs dont have expert aim but occasionally miss based on their skill. I tried setting

fGunSpreadSkillMult to -0.011250
fGundSpreadSkillBase to 1.125

and am currently satisfied with the results. But its been pointed out that after a certain skill level, PC gunspread will be gone or negligbile so the player will have no more incentive to increase the skill once it hits that point.

So im looking for a way to increase chances of a crit after a certain skill level. Say I wanted this crit chance bonus to start at +1% at skill 75 and end up with +10% at skill 100, how do i go about doing it?

Thanks in advance!
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carly mcdonough
 
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Post » Fri May 27, 2011 4:05 am

I want something like this as well. One simple way of going about it would be a hidden perk system and a quest script that gives you that perk once your guns skill is high enough (perks can be so useful!).
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Noely Ulloa
 
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Post » Fri May 27, 2011 12:03 am

perks would do it i suppose. But I'd prefer if the NPCs had the same benefit, otherwise It'd feel like too much of a cheat to me
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Darrell Fawcett
 
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Post » Thu May 26, 2011 9:50 pm

I'm not sure that's possible, aside from somehow applying those perks to every enemy you fight. You might be able to avoid having to actually modify the other NPCs to do that, but I'm not entirely sure how. Can a Perk apply an effect to an NPC upon being hit by a weapon (or upon hitting the person with the perk)? If so, you could probably work it through there.
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Nathan Hunter
 
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Post » Thu May 26, 2011 9:51 pm

There's a "Modify enemy critical chance" perk entry, don't know if that would be usable. Alternatively you can add an ability to everyone with the "Increased Critical Chance" effect.
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 6:08 am

Modify Enemy Critical Chance would work great - just give that to the player and his companions and you're set. It doesn't really matter how the AI interacts with the other AIs, at least to me, as that won't significantly impact balance.
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Guinevere Wood
 
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Post » Fri May 27, 2011 2:52 am

would this make enemy crit chance depend on their skill level tho? or would it be a set value?
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Emma louise Wendelk
 
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Post » Fri May 27, 2011 12:38 pm

If you make it.
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Channing
 
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Post » Fri May 27, 2011 7:21 am

thanks!

btw, does anyone know if fGunSpreadSkillMult and fGundSpreadSkillBase still work the ame way as in FO3? I used the settings in my OP in FO3 and i was satisfied with how my aim depended on my skill without making NPCs eithr very good or very bad shots. In NV though, it doesnt seem to matter. Even tried setting fGunSpreadSkillBase to 100 and my aim (gun wobble) didnt seem to change at all.

or am i tweaking the wrong setting?
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IsAiah AkA figgy
 
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