Getiscreaturetype 4 and 5

Post » Tue Dec 06, 2011 1:15 pm

I'm editing perks and I found that Ghastly Scavenger has Getiscreaturetype 4 and Getiscreaturetype 5.
Which one is for ghouls and which one is for super mutants?
I wanna create two separete entry points so that super mutants heal far more for eating them than ghouls do.

[edit]

While I'm at it, I wanted to merge Retention and Comprehension but Retention has absolutely no perk entries so I have no idea how I'm gonna copy it's content off to Comprehension.
Where can I find Retention's actual content?
I tried using Fint Text but that didn't do me much.
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Eilidh Brian
 
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Post » Tue Dec 06, 2011 9:03 am

For retention it is just a condition in the magazine properties. If hasperk retention==1 then the duration is 180 otherwise it is 60. You'll find it in the magazines properties

4 is for mutants 5 is for ghouls
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barbara belmonte
 
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Post » Tue Dec 06, 2011 10:51 am

Thank you very much. :)

Maybe I can get another question answered while I'm at it.

I've edited Commando to get a damage buff to rifles inside VATS.
Perk Owner has GetVATSValue - Targeted part, EnduranceCOndition

And Weapon has IsInList - Form List 'gabrCommandoweaplist' (A new list I created)

Will this apply to only these weapons I have in my list as well as only in VATS?
Cause I don't want every weapon to get a +20% damage buff outside of VATS exactly.


Oh and I got two other questions.

Rad Child, again, has no Perk Entries, where can I find it's effects?

And I wanted to make Quick Draw have a 10% critical chance bonus but only for a few seconds after the weapon has been equipped.
Any way to do that?
Nevermind, I merged it with Rapid Reload.
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Marquis T
 
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Post » Tue Dec 06, 2011 7:13 pm

For radchild it is in the radiations - actor effects, raditaion 200, radiation 400 etc.
If hasperk radchild ==1 there is a regen effect.


About the formlist, yes, it will work just as you expect. Only the weapons in the list will be affected by the perk. It is OK if you create the mod for yourself but it will probably be an issue if you release the mod to the public because the user may have other weapons added by other mods and they will not benefit of the perk.
You'll have to add manually all new rifles coming from DLC or other mods and the load order is important here. If you add a weapon from a DLC or a mod then your mod will be dependent of this mod or DLC.

Instead you could use the weapon type (2 handed rifles) It is not as good (IMO) but it makes the mod more compatible with weapons added by other mods you don't own.
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Joey Bel
 
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Post » Tue Dec 06, 2011 3:33 pm

1. For radchild it is in the radiations - actor effects, raditaion 200, radiation 400 etc.
If hasperk radchild ==1 there is a regen effect.


2. About the formlist, yes, it will work just as you expect. Only the weapons in the list will be affected by the perk. It is OK if you create the mod for yourself but it will probably be an issue if you release the mod to the public because the user may have other weapons added by other mods and they will not benefit of the perk.
You'll have to add manually all new rifles coming from DLC or other mods and the load order is important here. If you add a weapon from a DLC or a mod then your mod will be dependent of this mod or DLC.

3. Instead you could use the weapon type (2 handed rifles) It is not as good (IMO) but it makes the mod more compatible with weapons added by other mods you don't own.

1. Thanks. :)

2. Well I can't hold my mod responsible for the various amounts of weapon types that are out there, as I only play with Classic Fallout Weapons I won't add anything that isn't vanilla, DLC or CFW.

3. Didn't know that existed, why don't you find it as good? Cause some weapons aren't tagged right or?
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TIhIsmc L Griot
 
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Post » Tue Dec 06, 2011 5:05 pm

Oh and uh, which Getiscreaturetype is insects?
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Mashystar
 
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Post » Tue Dec 06, 2011 2:39 pm

3 - It is a personal preference. I discovered the laser commander perk with New vegas and found it was more versatile and easier to use formlists than to edit the weapon. You also have some script commands to add some synergy to the perks in the game. , You can also add an item to a perk even if it has nothing to do with category (add a rolling pin to a custom commando perk).

The animation based perk is less flexible but commando SHOULD work with all weapons using the 5 or 6 (2 hands automatic or 2 hands rifle) animation type but never if they dont use type 5 or 6. No mutated rolling pin
For public release it is probably better to use the classic method, because otherwise you'll waste your life answering angry players why the newly modded SW 460 is not affected by your custom gunslinger perk. But if the mod is for your own use the greater flexibility of the formlist may be more interesting.

For the mutated insects it is 2 and abominations 3
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Spencey!
 
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Post » Tue Dec 06, 2011 11:03 am

I doubt people will be so interested in my mod that I'll get tons of angry comments on how it doesn't affect other mod weapons. :P (since it's meant for 1:3 perk ratio)
But if they do I could change it later and update it then.

I wonder how 1:2 or 1:1 players will react to the level requirements of it though, changed it from 2 4 6 8 to 3 6 9 12. :/

[edit]

Oh, another question.

So with CFW, if I have my mod as the active file and use CFW as well in GECK and edit in weapons into the new lists like the new Commando list I made, does that mean this mod has to run in sync with CFW? Or can it be run without the CFW? (I mean, the list ID's will still be there like that it affects Wattz 2000, but the Wattz 2000 ID won't be in there unless one has CFW)
Should I focus on vanilla content first and then create a separe mod version that includes them?
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Imy Davies
 
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Post » Tue Dec 06, 2011 4:32 pm

I don't know CFW...
If it is a master file and you open it in geck it will be needed for your mod to run, even i you don't edit anything. Just open it at the same time and saving the file will make your mod master dependent. It means everyone using the mod will need CFW to use your mod or CTD when starting the game. But the problem is solved, you can edit anything you want safely wihou changing a single line in the original mod and use the resources directly, just warn the player CFW is required.

If it is an .esp it is much more difficult. Here is a link to the TESCS tutorial for sharing resources between mods. http://cs.elderscrolls.com/constwiki/index.php/De-Isolation_Tutorial#Making_an_ESP_Patch_With_TES4Edit
In fallout you can't use an .esp as a masterfile and can't merge mods directly. And if it is for public diffusion the first thing before editing anything is to ask the permission to the author
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Keeley Stevens
 
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