Hmmm ok I *did* release this a long time ago, so something was clearly changed with NPCs since then. I've got a lot on my plate IRL right now, but when I get a chance I'll give it a look and try to see what's going on. Thanks for the heads up.
then same conditions 2 more times but with ActorTypeTurret [KYWD:000B2BF3] , ActorTypeSynth [KYWD:0010C3CE]
Works great dosen't harm organic targets just robots/turrets/non organic synths.
As for Power armor put this condution under the dmg:
Equal To 1 HasPerk PowerArmorPerk [PERK:0001F8A9] Subject 0 -1
There you go now pulse grenades harm both mechanical enemies and shock PA enemies (Including Player wearing a PA!). No need to add every single robot or PA user into the list. Works across dlcs.
I've been looking for a mod that stuns robots, just to see if its possible, but I guess its such a niche thing that no one cared enough to mess with it. The quick and easy solution I found is to simply add stagger on certain attacks - it does work on robots without killing them. I suppose if someone really wanted to, they could add a grenade/weapon/CK enchantment that simply reapplies stagger periodically, like a DoT.
Have you tried it as is? I included all the DLC just to make sure I got all of the different robots and such. I *think* it will work even if you don't have all of the DLC.
I see,but personally I would like to learn+modify mods i download with FO4Edit to suit my own taste. Something that i cannot do if it has workshop dlc set as one of its master. It would be nice if you could upload a version that is not dlc dependent.
Maybe add a little script for checking power armour? Power armour is P for this instance
Checkhas P Has P Y= Apply DAM 300 Has P N= Apply DAM 0 End
not an actual script that would be accepted but still a decent example. you would need it for all of them though because PA frames have different ones like BOSPAFRAME and PAFRAMEPREWAR and such that I know exist thanks to the console. But yeah, if it ran when it detected the ID of a power armour frame in the inventory to apply the damage it would avoid the factions and let it affect players.
Unfortunately from what I saw there isn't actually an item that goes into the inventory when you have PA equipped. The only item that I've seen present on ALL PA users is a fusion core. I can set it up to get an item count and, if a fusion core is present, apply damage. The problem with that is: actors can have cores in their inventory for other reasons. I, for example, always have one on me (I'd have more but they're heavy on survival) just in case I come across a PA frame that I need to transport back to my homebase. There are also the weapons that use cores as ammo. It should work ok, but it's not a real fix. Good thought though.
What about fusion core drain? There's bound to be some process running to monitor and apply that when PA is up and running. You might even be able to set up an effect to apply something like a poison to any character with the process running that increases fusion core consumption by a multiplier for so many seconds.
For NPCs with PA, you might be able to fool around with locational damage multipliers to prevent the explosion from doing damage to anything but the fusion core, or to only do damage to the fusion core and the PA pieces' durability.
So I'm working on coming up with a script to make PA users abandon their armor after a couple emp hits, but as I said before I don't know how to script...I'm running through various tutorials and trying to learn, but with real life happening all around me I have no idea when I can do it.
Technically, pulse weapons shouldn't harm organics at all, except maybe concussive damage if they are too close. Pulse weapons are made to disrupt communications and shut down electronics/computers. I COULD be wrong though.
Agreed, they wouldn't actually hurt people wearing PA, they would just damage the armor (maybe) I wanted to make pulse weaponry damage or drain the fusion cores of PA users so they'd have to abandon the armor, but I don't know scripting and that's where the battery life is located (from what I could tell). Let me know if people have any thoughts or ideas on it and I'll get to work altering the mod.
THAT would be perfect. If you could have it drain the core to 0, making the enemy jump out of the armor, then it would be perfect. It would create an alternative to trying to shoot their fusion core with a weak gun. It would also be cool if you could have the robots just shut down for a short period of time and then be fine, but I can see why that is hard if their knockdown script is weird.
20 comments
Just add conditions under the dtPlasmaEffectChanceAlways "Damage Type Energy":
Equal To/Or
1
HasKeyword
ActorTypeRobot [KYWD:0002CB73]
then same conditions 2 more times but with ActorTypeTurret [KYWD:000B2BF3] , ActorTypeSynth [KYWD:0010C3CE]
Works great dosen't harm organic targets just robots/turrets/non organic synths.
As for Power armor put this condution under the dmg:
Equal To
1
HasPerk
PowerArmorPerk [PERK:0001F8A9]
Subject
0
-1
There you go now pulse grenades harm both mechanical enemies and shock PA enemies (Including Player wearing a PA!). No need to add every single robot or PA user into the list. Works across dlcs.
Something that i cannot do if it has workshop dlc set as one of its master.
It would be nice if you could upload a version that is not dlc dependent.
Power armour is P for this instance
Checkhas P
Has P Y= Apply DAM 300
Has P N= Apply DAM 0
End
not an actual script that would be accepted but still a decent example. you would need it for all of them though because PA frames have different ones like BOSPAFRAME and PAFRAMEPREWAR and such that I know exist thanks to the console. But yeah, if it ran when it detected the ID of a power armour frame in the inventory to apply the damage it would avoid the factions and let it affect players.
For NPCs with PA, you might be able to fool around with locational damage multipliers to prevent the explosion from doing damage to anything but the fusion core, or to only do damage to the fusion core and the PA pieces' durability.