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RottenBeefJerky

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RottenBeefJerky

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20 comments

  1. xyloritus
    xyloritus
    • supporter
    • 122 kudos
    This mod is very old and should not be used today. It also changes NPC appearance for some reason.
    1. RottenBeefJerky
      RottenBeefJerky
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      • 28 kudos
      Well THAT certainly has never happened to me.  What NPC appearance changes?
    2. xyloritus
      xyloritus
      • supporter
      • 122 kudos
      Just one example, there's more
    3. RottenBeefJerky
      RottenBeefJerky
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      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.
  2. Lythael
    Lythael
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    • 32 kudos
    For damaging robots you could have just use keywords instead. They work even for dlc robot and your mod plugin dosent need to rely on dlc masters.

    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.
    1. lparmand
      lparmand
      • supporter
      • 4 kudos
      take this kudos
  3. YikYeet
    YikYeet
    • BANNED
    • 0 kudos
    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.
  4. kingayvaz
    kingayvaz
    • member
    • 1 kudos
    This mod checks power armor by faction. So even if you are wearing power armor you will not take any damage by emp grenades ?
  5. BreadBuax
    BreadBuax
    • member
    • 0 kudos
    Can you add an non workshop dlc dependent version?
    1. RottenBeefJerky
      RottenBeefJerky
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      • 28 kudos
      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.
    2. DrAlpaca
      DrAlpaca
      • member
      • 3 kudos
      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.
    3. xxxSYNNxxxx
      xxxSYNNxxxx
      • member
      • 2 kudos
      i second this request, as i also edit almost every esp i use in the edit program and have no dlc yet. thx for sharing the mod either way.
  6. Assozat
    Assozat
    • member
    • 1 kudos
    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.
    1. RottenBeefJerky
      RottenBeefJerky
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      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.
    2. deskins30
      deskins30
      • member
      • 1 kudos
      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.
  7. RottenBeefJerky
    RottenBeefJerky
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    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.
  8. isakorn7
    isakorn7
    • supporter
    • 0 kudos
    I couldn't agree more, Hope you refine this mod, like in New Vegas where you always carried a couple of EMPs just in case of robotics.
  9. NCRForever
    NCRForever
    • supporter
    • 16 kudos
    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.
    1. RottenBeefJerky
      RottenBeefJerky
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      • 28 kudos
      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.
    2. SphereOfRa
      SphereOfRa
      • BANNED
      • 10 kudos
      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.