Unarmed Damage

Post » Tue Dec 21, 2010 8:11 pm

The GECK documentation states 'unknown at this time' for the formula for calculating unarmed damage. I don't suppose someone here happens to know it?
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Eileen Collinson
 
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Post » Tue Dec 21, 2010 2:50 pm

The GECK documentation states 'unknown at this time' for the formula for calculating unarmed damage. I don't suppose someone here happens to know it?


hi,
i am also looking for this, because i want to increase overall damage. i changed fDamageWeaponMult to 1.5 which works fine for weapons (mine and those of enemies), but didnt work for molerats for instance. But this setting seem to work for MY unarmed damage, which is kind of strange.
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Andrew Tarango
 
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Post » Tue Dec 21, 2010 8:30 pm

On the Geck tool bar, under Game Play --> Settings, filter with 'unarmed'. You will see several settings for unarmed combat. While I have not tested any of these myself, I would think that the last three, fUnarmedCreatureDPSMult, fUnarmedDamageMult, and fUnarmedNPCDPSMult might be worth playing with. Perhaps the 3 fADV... ones might be worth testing as well.

You can also increase unarmed damage for creatures by adjusting the Attack Damage field on the Stats tab of their data page.

But I have no idea what formula is used for the final calculation.
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Heather beauchamp
 
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Post » Tue Dec 21, 2010 10:06 pm

thanks, pkleiss. i know of these settings, but none of them seems work. editing of all creatures is no option :(
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Kerri Lee
 
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Post » Tue Dec 21, 2010 12:53 pm

Did you try setting these to ridiculously high or ridiculously low values by chance? Like 0.0001 and 30,000 - just to see if they had any effect at all? Sorry, but that's all I can offer about UA damage.
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Sabrina garzotto
 
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Post » Tue Dec 21, 2010 11:02 am

i tested the settings on a mole rat which always made 71 damage with 5 bites to me, in this special situation.

now, after hours of testing, i?m almost at the point to increase their damn attack damage... but i need to figure out the perfect value for this.. would be much cooler with a global setting
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lisa nuttall
 
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Post » Tue Dec 21, 2010 9:48 am

I was reading over the http://geck.gamesas.com/index.php/Talk:Weapon_Damage_Formula mentioned at the top of this thread. It seems this problem has gone unresolved since 2008. The only thing I gleaned from this was that some of the melee settings are applied to the unarmed damage - at least in so far as strength bonuses are concerned. Again, that is not much help at all.
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Milagros Osorio
 
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Post » Tue Dec 21, 2010 10:47 am

I was reading over the http://geck.gamesas.com/index.php/Talk:Weapon_Damage_Formula mentioned at the top of this thread. It seems this problem has gone unresolved since 2008. The only thing I gleaned from this was that some of the melee settings are applied to the unarmed damage - at least in so far as strength bonuses are concerned. Again, that is not much help at all.

thank you, i will look into that.

i just cant believe, that there exists a global setting for damage for everything. somehow this is possible via the difficulty slider, i thought. maybe i just have to live with the fact, that the creatures in my personal mod dont have a damage increase..
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Rachel Tyson
 
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Post » Tue Dec 21, 2010 7:07 am

I originally asked this question when I was making my deathclaw gauntlet mod. In the end, I used the melee damage calculation, leaving out the factor for player strength, and when I compared the damage my modified gauntlet was doing (to an enemy with no DR) to the damage of the unmodified weapon they were pretty similar.
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helliehexx
 
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Post » Tue Dec 21, 2010 5:05 pm

ok, i got it. thanks guys for your answers.

finally i found the settings for the difficulty multipliers. maybe i shoud have asked for that. i just wanted to make the game more challenging through a global setting. stupid me didnt search for "diff"-filter in game settings...
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Zualett
 
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