Giving PA a more pronounced speed reduction effect when runn

Post » Tue Nov 29, 2011 8:10 am

Say I wanted to add an enchantment/object effect to an armor the reduces my character's running speed by 'x' factor/amount while wearing said armor, how would I go about doing that in GECK? I didn't see a simple "ReduceRunningSpeed" effect in the effect item creation drop-down list. Would I have to make a new script/script effect? Or do I create an object effect that uses an IncreaseSpeedMult with a negative or <100 percent magnitude value and assign it to an armor?

scn PAMobilityScriptBegin OnEquip player        player.setav SpeedMult 70EndBegin OnUnequipPlayer        player.setav SpeedMult 100End


Would this object script be adequate, if added to an object effect enchantment?
Also, how can I set an outfit/armor to being non-lootable when found on dead npcs?
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james reed
 
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Post » Tue Nov 29, 2011 7:24 am

You should make it so you move faster in it, that is - is it not - what POWERED armour would likely make one do as with real-life exo-skeletons? Just saying...
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adam holden
 
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Post » Mon Nov 28, 2011 11:32 pm

You should make it so you move faster in it, that is - is it not - what POWERED armour would likely make one do as with real-life exo-skeletons? Just saying...

Your opinion man. Are you here to help or what?
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Fluffer
 
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Post » Mon Nov 28, 2011 11:03 pm

Easiest thing is to copy one of the 'Reduce XYZ' effects and alter XYZ to SpeedMult, then use that on an enchant. Scripting something like that is perhaps not a good idea as armour scripts don't run if they're equipped/unequipped via script so you can potentially end up stuck. Plus SetAV works on the player base and is not a great idea to use, unless you have a very good reason you should use ModAV to modify values. Though it seems like you may as well just tweak the heavy armour move speed gamesetting.
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Ebony Lawson
 
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Post » Tue Nov 29, 2011 8:34 am

Easiest thing is to copy one of the 'Reduce XYZ' effects and alter XYZ to SpeedMult, then use that on an enchant. Scripting something like that is perhaps not a good idea as armour scripts don't run if they're equipped/unequipped via script so you can potentially end up stuck. Plus SetAV works on the player base and is not a great idea to use, unless you have a very good reason you should use ModAV to modify values. Though it seems like you may as well just tweak the heavy armour move speed gamesetting.

fMoveHeavyArmorPenalty? I'll try upping that from 0.15 to like, 0.7 or something.


Edit - this works, though 0.7 is pretty extreme. Thanks TT.
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Kari Depp
 
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