Frost electric and emp resist

Post » Fri Feb 18, 2011 11:54 pm

Did any one succed on using the resist frost, resist electric and resist emp?
So far it seem that they were not fully implemented...
This would have been very usefull for a mod trying to create

playing with fire resist, poison resist, energy resist and rad resist would screw thing a bit too mutch.
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james kite
 
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Post » Fri Feb 18, 2011 11:14 pm

I think Xervous' http://www.gamesas.com/index.php?/topic/1049964-relz-damage-resistance-overhaul/ had some ideas in that direction. You may also find http://www.gamesas.com/index.php?/topic/1046700-adding-resistances-via-a-script/ interesting.
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Lori Joe
 
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Post » Sat Feb 19, 2011 7:16 am

I think Xervous' http://www.gamesas.com/index.php?/topic/1049964-relz-damage-resistance-overhaul/ had some ideas in that direction. You may also find http://www.gamesas.com/index.php?/topic/1046700-adding-resistances-via-a-script/ interesting.


Thanks for the links Zumbs.
will try to duplicate the resist the way suggested in the second link as creating them outright does not work. I get a [null]+X for eatch resist that i create ( X being the amount i add ).
I will also take a closer look at the mod of xervious. I think that he is using the other resist that exist/work in game.
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Danial Zachery
 
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Post » Sat Feb 19, 2011 4:43 am

They work, I made a prototype project using them with Frost/Shock re-purposed into Slashing/Piercing damage, but discarded it as it'd be utterly incompatible with modded-in items as you needed to change every weapon and armour ingame for them to work properly..
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Sian Ennis
 
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Post » Fri Feb 18, 2011 9:19 pm

They work, I made a prototype project using them with Frost/Shock re-purposed into Slashing/Piercing damage, but discarded it as it'd be utterly incompatible with modded-in items as you needed to change every weapon and armour ingame for them to work properly..


interesting TheTalkieToaster, but in my version it seem they dont work properly or something is preventing them from working as they should or im doing something wrong...


whenever i add them to armor enchantement (frost, shock, emp), (in game) they show as [null] + 100


step i took to test it so far.

in geck, --> base effect --> add new id, archetype value modifier, item associated frost resits
add this effect to duster armor.
give myself a gun dmg 100 with effect frost.
shoot sherif 1time == death

same try with fire resits 100, he take 0.0000000 damage even from the flamer , hell, i need to use other weapon to kill him.

if your mod is still online, maybe i could try it

got the original game + bs+ pl and patched to 1.7

Maybe the patch up to 1.7 did disable the resistance that where not really used ingame?

Unless you would be willing to test my small test mode?
Anyway, thank for answering
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Vahpie
 
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Post » Fri Feb 18, 2011 11:08 pm

When you made your custom frost effect, did you remember to set the Resist Value for the the base effect?
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marina
 
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Post » Fri Feb 18, 2011 11:13 pm

When you made your custom frost effect, did you remember to set the Resist Value for the the base effect?


Well, if i set a positive resist effect, i dont want the effect to be weakened by his own resist.
assoc. item is set to frost resist.

beside, did make a copy of fire resist by renaming it to frost resist and changing it to frost to test that.
Even the copy did not work, it still displayed [null] + 100

by setting it to fire, it did show the fire resist + 100

So everything was settup right
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Greg Cavaliere
 
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Post » Fri Feb 18, 2011 6:59 pm

interesting TheTalkieToaster, but in my version it seem they dont work properly or something is preventing them from working as they should or im doing something wrong...
whenever i add them to armor enchantement (frost, shock, emp), (in game) they show as [null] + 100
...no, that is not them not working. That is a name not displaying. You can quite easily tell if they're working or not by shooting someone in an armour that has 100% Frost Resist with a weapon using Frost Resist.
If it's not listing a name for an actor value, perhaps you should check if that actor value has been given a name?
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Alisia Lisha
 
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Post » Sat Feb 19, 2011 8:48 am

...no, that is not them not working. That is a name not displaying.


Yes. Those are old Oblivion commands, but Fallout doesn't provide any names for them since they aren't really part of the game. That doesn't mean though that they don't actually work. Most of the old leftovers from Oblivion will work if you set them up in Fallout, but they may not be displayed properly.
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Tracey Duncan
 
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Post » Sat Feb 19, 2011 4:45 am

Yes. Those are old Oblivion commands, but Fallout doesn't provide any names for them since they aren't really part of the game. That doesn't mean though that they don't actually work. Most of the old leftovers from Oblivion will work if you set them up in Fallout, but they may not be displayed properly.




here are the step i took to create the frost effect. the last 2 are images ingame. Before anyone ask, I did select the frost gun before shooting

http://i1210.photobucket.com/albums/cc417/Warhawks_48/fallout3/ScreenShot001.jpg
http://i1210.photobucket.com/albums/cc417/Warhawks_48/fallout3/ScreenShot002.jpg
http://i1210.photobucket.com/albums/cc417/Warhawks_48/fallout3/ScreenShot003.jpg
http://i1210.photobucket.com/albums/cc417/Warhawks_48/fallout3/ScreenShot20.jpg
http://i1210.photobucket.com/albums/cc417/Warhawks_48/fallout3/ScreenShot21.jpg

so tell me if i did something wrong.
Also, doing the same thing but for the fire damage, it's impossible to kill/damage the npc with fire damage weapon like the flamer or a gun with the flame attribute but does not work with frost...
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Matt Terry
 
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Post » Sat Feb 19, 2011 5:14 am

That looks right, so if the sherif is not protected from frost damage, it is likely that frost resist does not work. You could try with the other damage types, just to be sure.
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Chavala
 
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