Does this mod exist?

Post » Sat Feb 19, 2011 7:47 am

I posted this in the mod detectives thread a few days back and no one has answered or even acknowledged the post. I've checked Nexus and couldn't find anything relevant to what I am looking for. Here is a copy and past of the post I made in the mod detectives thread.

Are there any mods that make it so that when you use your environment to kill enemies you actually get XP for it? Like for example, I can blow up a car to kill a pack of ghouls but I get no xp for the kills. I love doing this because it saves ammo and is more efficient overall, but I get no XP so I don't use my environment to kill enemies until I am level capped.

I do know for a fact that the game keeps track of who causes explosions because I just tested it. I shot a car until it started to catch fire with some BOS guy standing beside it. As soon as it did the little explosion that precedes the real one all the BOS turned hostile because I had caused that BOS man harm. I dropped my weapon and they all stopped shooting at me then once the car exploded and killed the BOS man they were all pissed and killed me. I never actually hit him with a round, I am 100% sure. I tested this multiple times to be sure. So if there are any mods that give XP for killing with your environment, I would appreciate being directed to them.


If there isn't a mod that does this already, I request that someone with decent knowledge of the geck and some free time please make a mod to address this. Thank you.
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Project
 
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Post » Fri Feb 18, 2011 10:01 pm

I doubt it has to do with having "decent knowledge of the GECK".

Just because the game knows who initiated the explosion of a vehicle/explosive/other destructible doesn't mean that information is available to a mod. There likely isn't a variable or data field that a mod can read natively. I'd wager that is something that would need to be exposed by FOSE and I don't see any mentions of it in the documentation at the FOSE website.
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Josee Leach
 
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Post » Fri Feb 18, 2011 11:09 pm

You could do a ref walk around the explosion or add a script effect, but I have no idea how the game will know that it was you who caused the explosion. I don't know if you can attach isCombatTarget or similar commands to non-actors.
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Tinkerbells
 
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Post » Fri Feb 18, 2011 6:01 pm

I think explosions carry the initiator of the explosion.... for example, I've had companions attack me for blowing up a car near them. I've had robco robots turn on one of their own for stepping on a mine that hit them all. Those seem to indicate the explosion damage keeps the originator...
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Annick Charron
 
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Post » Sat Feb 19, 2011 7:04 am

I think explosions carry the initiator of the explosion.... for example, I've had companions attack me for blowing up a car near them. I've had robco robots turn on one of their own for stepping on a mine that hit them all. Those seem to indicate the explosion damage keeps the originator...


Interesting... but would it be accessible to a mod?
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natalie mccormick
 
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Post » Sat Feb 19, 2011 4:27 am

Robco somehow gets the player xp for kills made by robots. I know at least one of those http://www.fallout3nexus.com/downloads/file.php?id=14315 mods was made to give xp for its kills.
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Nienna garcia
 
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Post » Fri Feb 18, 2011 6:00 pm

Robco somehow gets the player xp for kills made by robots. I know at least one of those http://www.fallout3nexus.com/downloads/file.php?id=14315 mods was made to give xp for its kills.


I was actually curious how RobCo does it as well... if I had to guess I'd say he adds tokens to creatures the robots shoot and does it based off that. And barring some other more efficient way I imagine it wouldn't be to difficult to attach a script to all the explosions to get sort of the same effect, there would still be some limitations but yea...

And as of right now the closest you can get OP to a mod like that is one of a couple mods where you only have to shoot/hit the NPC once to get the XP. Not the same thing (since I too would like a mod like this for the exact same reasons) unfortunately but it's all we got.
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Sammie LM
 
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Post » Sat Feb 19, 2011 8:31 am

Robco somehow gets the player xp for kills made by robots. I know at least one of those http://www.fallout3nexus.com/downloads/file.php?id=14315 mods was made to give xp for its kills.


Wow... good stuff! Thanks, I'll take a look!
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celebrity
 
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Post » Sat Feb 19, 2011 5:49 am

I was actually curious how RobCo does it as well... if I had to guess I'd say he adds tokens to creatures the robots shoot and does it based off that.

If I remember right, the RobCo Certified robots actually have individual kill counters, and exp is granted based on that.

I've never seen that orbital strike mod before, but I can guess from the video demo that it's a personal weapon, but with a very unique attack animation.

Edit: Actually, looks like it's the robots' weapons, not the robots themselves, with a kill counter. There's also some sort of token being added, but it looks like it's for preventing the farming of essential npcs.
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saharen beauty
 
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Post » Sat Feb 19, 2011 2:02 am

Uhhh, I get exp if I blow people up with a car. >.>
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Miranda Taylor
 
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Post » Sat Feb 19, 2011 5:00 am

Uhhh, I get exp if I blow people up with a car. >.>

It's just a guess, but I think that this is how it works:

You get XP if someone dies and your character has reduced a certain amount of the NPC's health. So if you reduce an enemy's health from 90 to 10, and some Brotherhood guy finishes him off, you get the XP. And the other way around, if some Brotherhood guy is shooting an enemy with 90 health down to 10 health, and you manage to deliver the final blow, you don't get the XP.

The same works for cars. If you've already damaged an enemy enough to be rewarded experience when it dies, then it doesn't matter anymore how it dies. Then you'd still get the XP for blowing them up with a car.

But if you haven't damaged the enemy at all, killing him with the car won't grant you experience because the game doesn't recognize that you caused the car to explode.

Well technically that's not true, if you blow up a car with friendly NPCs next to it, those will become hostile to you if it explodes in their faces. I guess it just doesn't count for XP?
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Erich Lendermon
 
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Post » Fri Feb 18, 2011 9:31 pm

RobCo v1 worked by putting an enchantment on all the bot's guns that, when the target died, checked to see if the player had gained any XP in the last frame (i.e. they just got rewarded for this kill) and if not just added the right gamesettings' worth of XP.
RobCo v2/Companion Core works by walking the NPC refs until it finds a new dead one, then checks to see if the player gained any XP last frame like before, then checks IsKiller for all the followers in your party to see if you deserve the XP from it.
Both methods are a bit unnecessary given you can just reduce the "% damage required to get XP" gamesetting down to 0.01, but some people absolutely refuse to shoot anyone, so... :shrug:.

Haven't actually checked the orbital strike mod scripts but I assume it does it with an enchantment like RobCo v1.

Since the person who shot the car is credited with the attack if not the XP, you might be able to put an enchant on the car explosion that checks isKiller Player and if so awards XP?
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Mark Hepworth
 
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