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  1. Qrsr
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    robotized i think BGS wanted to create a Hazard equal actor ability, effect, cloak. One that increase damage based on distance. I remember making such spell but forgot how. Do you know how to create a spell that increase damage the closer player char is moving to the actor?
    1. robotized
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      I don't know, sorry.
  2. Qrsr
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    Very useful information, thanks to you all!
    1. robotized
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      @bigEZchad how precisely does it work?

      E.g. RadiationCloak has an "Area of 15" (like all other MGEF) and toogles RadiationHazardToken.

      RadiationHazardToken in turn toogles RadiationHazardEffect "Radiation Damage" [MGEF:0009252A]. With,
      - Magnitude: 5
      - Duration: 1

      So from my understand that is where the real damage is coming from. Now
      would this mean... when Area of Effect is 40 (defined by magnitude)
      then;
      1) yield 5 damage per second OR
      2) 15*5 damage per second??

      Which one is correct 1, or 2?

      If one would trigger a hardcore radiation emmitance by creature x how would onne increase radiation damage per second?

      Thanks for the insight so far.

      Yes, the cloak itself doesn't do anything. The associated spell with damaging magic effect is what does.
      It should be the 1st one - 5 dmg per second. If you want to increase the damage, lets say for the radstag, then you have to override crRadstagRadHazard "Radiation" [SPEL:0017FCFE] in a plugin. Increase the magnitude of both Radiation Damage and Radiation Healing Damage magic effects. Judging from other rad spells, the formula is:
      Radiation Healing Damage = Radiation Damage * 0.1
      If you increase the radiation damage for the radstag from 5 to 10, then set the Radiation Healing Damage to 1. And don't touch the duration. If you set to something other than 1, then the damaging effect will not act as it should.
    2. Qrsr
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      Thank you robotized. That helped alot.
    3. robotized
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      You're welcome.
  3. bigEZchad
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    Thanks for the mod! Definitely a bug fix.

    Brought back memories of trying to fix how Cloak Spells in Skyrim worked with Fortify Destruction potions, which could cover an entire 5 uGrids at high values since Magnitude applies to both cloak range and damage. Anyway, magnitude indeed determines area whereas area does absolutely nothing for cloak spells. You can see each cloak has a "EFID Base Effect" which IIRC determines how much (radiation) damage the cloak does in a separate effect entry, also handled by magnitude.

    Good news for Fallout 4 is I don't think there's anything in-game that could buff the magnitude of both effects like a Destruction potion in Skyrim, and I doubt anything that has a radiation cloak could use one either. Only thing I can think of would be the way Glowing Ones unleash a radiation aura, which could possibly be a potion-like effect that modifies the magnitude of the cloak (pure conjecture). In any case, most of the things that have a cloak don't even have an attack like that and their cloak range is clearly smaller than intended.
    1. robotized
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      Yes, thinking about what I wrote in the description, that without increasing the magnitude, the radiation emittance of the glowing radtsag doesn't do anything, it's definitely a bug.
      The base effect for the cloak spell only enables the cloak ability. What does the damage is another spell, selected under Assoc. Item. In the FO4 CK, Potion is category for all consumable items, which go under Aid in the pipboy. So I don't think a potion can influence the radius of the cloak or the magnitude of the damaging spell. Glowing one burst of radiation is just an explosion with some effect/scripts probably attached to it(to resurrect the ghouls). The only way I know of, that could influence magnitude of magic effects is through Entry Point of Perk. You can change incoming or outgoing magnitude of spells/enchantments, but it's mandatory that their magic effects have a keyword. Btw, if I'm not mistaken, that's how radiation immunity works(at least regarding rad damage from spells) - a perk is added to NPCs; the entry point of the perk sets incoming magnitude of spells to 0; there is a condition check to filter only spells, which have magic effect with the keyword DamageTypeRadiation. If you make your own damaging magic effect for radiation and don't add this keyword, it will damage even creatures, which are supposed to be immune. Well, maybe they won't receive the full magnitude, that is, if you have set what resistance is supposed to counter the damage(Resist Value).
    2. Qrsr
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      Anyway, magnitude indeed determines area whereas area does absolutely nothing for cloak spells. You can see each cloak has a "EFID Base Effect" which IIRC determines how much (radiation) damage the cloak does in a separate effect entry, also handled by magnitude.
      @bigEZchad how precisely does it work?

      E.g. RadiationCloak has an "Area of 15" (like all other MGEF) and toogles RadiationHazardToken.

      RadiationHazardToken in turn toogles RadiationHazardEffect "Radiation Damage" [MGEF:0009252A]. With,
      - Magnitude: 5
      - Duration: 1

      So from my understand that is where the real damage is coming from. Now would this mean... when Area of Effect is 40 (defined by magnitude) then;
      1) yield 5 damage per second OR
      2) 15*5 damage per second??

      Which one is correct 1, or 2?

      If one would trigger a hardcore radiation emmitance by creature x how would onne increase radiation damage per second?

      Thanks for the insight so far.
  4. bigEZchad
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    After using this mod for some time, I need to report a unfortunate side-effect of Radiation Cloak Radius Increase. Certain Doors that can only be opened via a Terminal become inaccessible due to a "hiding" enemy (Ghouls laying down or Radroaches underground) on the other side of a wall that emits a Radiation Cloak which encompasses the Terminal. Receiving Radiation damage interrupts and prevents Terminal usage, potentially blocking progression in some dungeons. A few examples are: Cambridge Polymer Labs, Med-Tek Research and Watts Consumer Electronics.

    For users willing/able to use console commands, tcl Toggle Collision to walk through walls allows you to access the Radiation Cloak enemies and kill them in order to use the terminal. KillAll is another option, possibly unlock targeting the door as well. Unfortunately tgm God Mode terminal use is still interrupted by radiation damage even though the player does not actually receive radiation damage.

    For the mod author, you may consider making an additional change to prevent this from happening. I've never experimented with this setting or mechanic, but perhaps removing "Area Effect Ignores LOS" could possibly stop this interaction. This would introduce an additional change from the default radiation mechanics, but the combined changes would still be a functional improvement over the vanilla mechanics.

    Mod works great aside from this one unfortunate side effect and I have enjoyed using it! Definitely makes Radiation Cloak enemies more of a presence in combat. However, being alerted to their presence through walls and ceilings through Rad damage is somewhat immersion breaking, even if the effect may be more realistic (IDK about IRL radiation to know if it is or not). Removing "Area Effect Ignores LOS" if the effect functions correctly could be seen as a gameplay improvement in addition to a bugfix. Thanks again for the mod!
    1. robotized
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      Yep, that's unfortunate indeed. Thank you for reporting. Seems that  removing "Area effect ignores LOS" flag doesn't help with this. I even tried adding flag "No hit event" in the damaging magic effect. That also didn't change anything. For now I'm not sure what else to try. Another command that may help get into the terminals is tai(toggling the AI off and on again).
    2. robotized
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      Ok, I think I have a solution... well, hopefully it is. For the cloaking spell I add the same magic effect. I use condition checks. One of the magic effects works if the subject(in this case is the glowing creature/animal) is not in interior. The other magic effect(which is exactly the same as the first) works if the subject is in interior and is in combat. This means when you are in interior, as soon as you get out of the [Caution] state, the cloak will not have influence and you will be able to enter the terminal. When not in interior, the cloak will work like normal and damage you even if not in combat state right away. Hopefully this will fix the issue.

      There is one more thing I'm thinking may have problems. I have in mind situations when you "tame" the glowing creature/animal. The cloak could still damage you and your companions. I have to think of a way, perhaps with condition checks again, to make the cloak not damaging to allies, if the glowing creature/animal is on your side. 
      Edit: Nvm, I did some tests. As soon as I pacify a glowing creature, the cloak is turned off and there's no damage to the player at least. I couldn't test with companions, but I'm guessing it's the same.
    3. bigEZchad
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      Great idea! I can help test or research if you want. Send me a forum message if so.
  5. robotized
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    I don't know if this could be considered a bug, I couldn't decide on a better category for it.
  6. zed140
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    Cool thank, the dlc version include the vanilla?
    1. robotized
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      Yes, it does. You need only one of the main files. Do not worry about Far Harbor glowing creatures, I checked some of them, they use radiation cloak spells from the base game.