Modifying DT.

Post » Tue Dec 29, 2009 10:18 pm

I was wondering, how would I be able to modify my enemies DT in a negative way without resorting to Ammo Effects?
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Wed Dec 30, 2009 3:30 am

No clue?
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Wed Dec 30, 2009 9:12 am

I was wondering, how would I be able to modify my enemies DT in a negative way without resorting to Ammo Effects?


are you looking for a generic reduction in all DT? A triggered reduction (based on a perk, ect?). A reduction in the DT of certain enemies but not others?
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Tue Dec 29, 2009 10:12 pm

Nope, just a reduction like AP rounds, but without an Ammo Effect (Preferably an Object Effect) and a duration.
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Wed Dec 30, 2009 11:38 am

Nope, just a reduction like AP rounds, but without an Ammo Effect (Preferably an Object Effect) and a duration.



I wonder if you could do it like a poison? I'll look into it, but my knowledge of object effects is, as you saw in my other thread, a bit lacking.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Tue Dec 29, 2009 11:00 pm

I wonder if you could do it like a poison? I'll look into it, but my knowledge of object effects is, as you saw in my other thread, a bit lacking.


I'll see how poisons work :) And your help is very much appreciated.
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Wed Dec 30, 2009 1:27 am

I'll see how poisons work :) And your help is very much appreciated.


No problem. It appears poisons are applied as a transitory effect on the target upon impact, but I'm not sure if DT reduction is a valid item effect for a poison. However -10 endurance might have the same end effect (no pun intended) but the reduction would not be drastic.

If you figure this puzzle out I'd love to see how, because A) now I'm curious and B ) I'd love to expand my one new flamer model in my mod (which is now working thank you so much) into a whole line of alternate flamers, corrosive (-DT, DoT effect), electrogel (KO damage) and so on. Maybe even a flamer that spews uranium hexaflouride (RAD damage and corrosive effect).
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Wed Dec 30, 2009 1:46 am

You could do it with a script effect that adds and removes a perk on the start of the script and the end of the script. There might be other methods, too.

EDIT: What exactly are you planning with this? Make it so all enemies have a lower DT for a set amount of time? Make it so a single enemy has lower DT for a set amount of time after you shoot them? Either way, you could do it with a script effect.
User avatar
Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am

Post » Wed Dec 30, 2009 7:47 am

You could do it with a script effect that adds and removes a perk on the start of the script and the end of the script. There might be other methods, too.

EDIT: What exactly are you planning with this? Make it so all enemies have a lower DT for a set amount of time? Make it so a single enemy has lower DT for a set amount of time after you shoot them? Either way, you could do it with a script effect.


Do perks work on NPCs? They didn't in FO3.

And the second one. I'll look into some scripting things.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Wed Dec 30, 2009 2:19 am

Perks work on NPCs now.
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Wed Dec 30, 2009 9:50 am

Perks work on NPCs now.


That is great to hear! Thank you T^3 :)
User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm


Return to Fallout: New Vegas