Help With Npc Item Degradation

Post » Thu Oct 14, 2010 4:26 am

Hello people!

I had an idea to make a mod on tougher power armor. But there is a little problem with NPC using that power armor.

Problem description:

I set following attributes to the T51b Power Armor: AR = 100, Armor Health = 1000. Set in GECK ARMax to 100.
i cant hurt NPC equiped in T51b Power Armor even if i set game difficulty to very easy and shot in his head 4 full clip from Alien Blaster, because NPC has 100 AR points and NPCs Item degradation is OFF by default. How do I set it ON? Any suggestions?
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Kelly Upshall
 
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Post » Thu Oct 14, 2010 3:22 am

I set following attributes to the T51b Power Armor: AR = 100, Armor Health = 1000. Set in GECK ARMax to 100.

All decent armors in the game have an AR value between 36 and 50... you just went too high with it by going to 100.
Try AR 55 or 60 and put the health back to 2000, that should do it.
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!beef
 
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Post » Thu Oct 14, 2010 1:44 am

That DOES NOT solve the problem. Im asking about how to make NPC Item (Armor,weapon, etc...) to degrodate. Because i want to make real Power armor, not a "paper" armor. You see, a man in power armor it's a walking tank, which means he or she cannot be hurt by .32 cal Chinese pictol or such. But heavier weapon like missile laucher and minigan can.

I repeat my question: HOW TO SET NPC'S ITEM DEGRADATION?
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Jenna Fields
 
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Post » Wed Oct 13, 2010 11:03 pm

HOW TO SET NPC'S ITEM DEGRADATION?


YOU CAN'T TO MY KNOWLEDGE ON ARMOR

ITS HARDCODED AS IT IS

...
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Kelly Tomlinson
 
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Post » Thu Oct 14, 2010 3:06 am

YOU CAN'T TO MY KNOWLEDGE ON ARMOR

ITS HARDCODED AS IT IS

...


But someone has to know how to do it...
Maybe some script will help?
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kelly thomson
 
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Post » Wed Oct 13, 2010 8:42 pm

But someone has to know how to do it...
Maybe some script will help?

No, a script won't do it. Or if does, I've seen everything.

Just set the DR max to 99.
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Batricia Alele
 
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Post » Thu Oct 14, 2010 4:20 am

But someone has to know how to do it...
Maybe some script will help?


Scripts need REF IDs to do anything to an item, and, REF IDs are apparently pruned off of items that are in an inventory.

I've used scripts to do obscene things to this game, but because of the way items in an inventory are handled, this one is out of my reach.

I'm 99.9% certain there is no someone-knowing-how-to-do-it in Fallout 3 version 1.7. The means is not there.
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Sammygirl
 
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Post » Thu Oct 14, 2010 8:50 am

I repeat my question: HOW TO SET NPC'S ITEM DEGRADATION?

..and I'll repeat my answer.. YOUR AR VALUE IS TOO FLIPPIN HIGH.

The AR value represents the percent of localized damage that is absorbed by the armor.. damaging the armors health in the process. The remaining percent not absorbed by the armor is damage to the wearers localized health stat. This continues until either the armors health is zero and it breaks, the wearers limb health hits zero and he's crippled, or his total health hits zero and he falls over dead. An armor will only absorb/deflect a fixed amount until it can no longer absorb/deflect anything at all.
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Julie Ann
 
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Post » Thu Oct 14, 2010 1:17 am

Scripts need REF IDs to do anything to an item, and, REF IDs are apparently pruned off of items that are in an inventory.

I've used scripts to do obscene things to this game, but because of the way items in an inventory are handled, this one is out of my reach.

I'm 99.9% certain there is no someone-knowing-how-to-do-it in Fallout 3 version 1.7. The means is not there.

You can still find out what kind of item is in an inventory, and make changes to that base item. You can also change the health of equipped inventory items via script by calling FOSE's http://fose.silverlock.org/fose_command_doc.html#SetEquippedCurrentHealth on the actor, and specifying which item to affect via its "equipmentSlot" parameter. By using http://geck.gamesas.com/index.php/GetContainer, this can be done from a script on the inventory item itself.

If no damage is being dealt to the actor that has the item equipped, however, then there is no way to detect when they are hit unless you have a script attached to the actor themselves. You'll need to decrease the AR to a more reasonable value if you want to be able to detect this and decrease the armour's health by a greater value.

To be honest though, I don't really understand why you need to do this via script. If the armour isn't degrading fast enough, then decrease its health. If it's preventing you from dealing enough damage to the actor, then decrease its AR.

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jennie xhx
 
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Post » Wed Oct 13, 2010 9:53 pm

To be honest though, I don't really understand why you need to do this via script. If the armour isn't degrading fast enough, then decrease its health. If it's preventing you from dealing enough damage to the actor, then decrease its AR.

To me it sounds like he wants to disallow all damage from lesser weapon types, but still allow it from greater weapons. To do that one would have to detect what type of weapon dealt the damage, the total damage amount to all affected actor items/areas, and based on a predefined list.. replace or don't replace the various health amounts reduced by that damage (so as to nullify any affect of lesser weapon fire).

Either that or find some way to dynamically adjust the AR rating after hit, but before damage amounts are calculated... I don't see it happening.
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Shelby McDonald
 
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Post » Thu Oct 14, 2010 6:24 am

You could fake it by running a script that checks the player's health every frame and comapres it to the health of the player from the prior frame. If the difference is less than a specified threshold, you could add that health back to the player.
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brandon frier
 
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Post » Thu Oct 14, 2010 9:45 am

I think some of you are missing the point here entirely. His question is about how NPC armor condition never changes... Same with their weapons, they can use the same weapon and armor forever and the condition of those items will always remain the same.

NPCs Item degradation is OFF by default. How do I set it ON? Any suggestions?


I am not sure why it's like this. In oblivion NPC equipment was damaged just like the players. For some reason that has been stripped out of the game. While you can attempt to script it to happen, nothing is going to be perfect.
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Stephanie I
 
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