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Cyan49

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19 comments

  1. streetyson
    streetyson
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    Modifying Demolition Expert and sharing it for all is of course great, but calling it a "fix" is to make out the perk was broken when it wasn't. For it intentionally only affects explosives - pulse isn't one, and it (intentionally) only applies to the explosive portions of plasma & cocktails.
    1. jantheotherman
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      That depends on what you think Demolition Expert is supposed to do if you think it's the explosion damage perk AKA the only perk with bonuses targeting damage type and not weapon type then it's doing what it's supposed to if you think it's the improved grenade perk then the energy (maybe the fire) portion of throwable damage not being affected is an oversight given that all the perks non-damage features are mine and grenade focused seeing Demolition Expert as an improved grenade perk isn't an odd conclusion, the whole thing comes down to a matter of opinion either way.

      My current opinion on the vanilla Demolition Expert perk is it affecting weapons like the missile launcher and fat man is good balanced and on theme but it affecting explosive legendarys is bad unbalanced and thematically a bit of a stretch.

      I think Demolition Expert would have been better if Bethesda had made it affect grenades and weapons that actually shoot bombs instead of having it effect one damage type regardless of context and not any other damage type regardless of what it was attached to none of the other perks work like that.
    2. cyan49
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      Yeah, I said "fix", but I intentionally avoided including the word "bug" in the mod description. If it's not a bug for you, it's not a fix.
      I should remove the BUG FIXES category to make this position explicit. Edit: I did.

      All grenade and mines are categorized as "explosives", and that's what the perk description refers to. Isn't this enough? To clarify: In vanilla games, Demolition Expert Perks 3 and 4 can give more larger area to pulse/plasma explosives. This clearly shows that they count as "explosives" and is why this mod was created. They even have "WeaponTypeExplosive" keyword.
  2. mjhusn
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    Is there a Science! variation of this? Seems that perk making energy-ish explosives better vs physical explosives would make sense. Perhaps both are needed (Demo Expert and Science!) for increased damage on missles and mini nukes, if that's even possible.

    I can see if I can change it myself from Demo to Science! in f04edit, would it break anything? I guess by doing so I'd lost out on the increased explosion radius from Demo 3/4, but that also makes sense as there isn't any shrapnel exploding from the device.
    1. cyan49
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      Hidden Perk in this mod references DemolitionExpert01/02/03/04. I think you can change them to other Perks, but I recommend Creation Kit because the condition function is much easier to read in Creation Kit than in FO4Edit.

      Explosion radius is done by DemolitionExpert without this mod, so it has nothing to do with how this mod works.
  3. thefircracker
    thefircracker
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    Kudos and Endorsed!
  4. Aen9ine
    Aen9ine
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    This works exceptionally and I love you. You missed the SCAV! magazine #4 perk but I can xEdit CK that in on my own.

    I tried to do this, you know. After my conditions in magic effects/perks didn't work as I expected, I thought of creating copies of grenades and mines, switching them on the fly depending on player perks. What a mess that was.

    Thank you.

    And if you ask me, explosions are explosions. Plasma explosions are a thing, people can look it up. Streety's just talking out of his ass.
    1. cyan49
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      I'm glad you liked it. By the way, "SCAV!" is explained as follows in the version 1.1 change log.
      Include the overlooked "PerkBobbleheadExplosives" in this mod's system and apply the 15% explosive damage increase. "SCAV! - Cautionary Crafts" is still intentionally overlooked as it doesn't make sense to require DLC for the 5% explosive damage increase.
      Well, to be honest I wasn't sure about this until I checked the changelog.
  5. CopperBoltwire
    CopperBoltwire
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    I once thought i saw a super mutant. But it turned out to be just a glob of goo. How about that.
    1. cyan49
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      What's "How about"? Maybe you meant you saw a bug related to plasma damage effects? Anyway, this mod is irrelevant.
    2. CopperBoltwire
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      Forgot to add the "That" word.
      Was just trying to make a fun comment :P
  6. Babaloo321
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    So, when checking for errors with the newest version in xEdit, 1 error is found with multiple entries, and the first one reads:
     
    PERK \ Effects \ Effect \ Perk Conditions \ Perk Condition \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> Found a ENCH reference, expected: ACTI,ADDN,ALCH,AMMO,ARMO,ARTO,ASPC,BNDS,BOOK,CMPO,COBJ,CONT,DEBR,DOOR,EXPL,FLOR,FLST,FURN,HAZD,IDLM,INGR,KEYM,LIGH,LVLI,LVLN,LVSP,MISC,MSTT,NOTE,NPC_,NULL,OMOD,PROJ,SCOL,SCRL,SOUN,SPEL,STAT,TACT,TERM,TREE,TXST,WATR,WEAP

    It looks like it's saying that the Perk Effects can't accept ENCH records for the GetIsID conditionals. However, I also checked version 1.0, as I still had the old archive, and the same errors come up. This makes it hard for me to think that these errors would cause people CTDs, given it's been out for over a month now, but I'm wondering if the mod even works properly, given the errors.

    Have you anybody else here confirmed that the mod does successfully work as advertised, and that it doesn't give CTDs? 
    1. cyan49
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      Thanks for the insight and reporting, and there doesn't seem to be anything to fix. Enchantments(ENCH) are actually handled by explosions(EXPL) and can be calculated by this hidden perk. This has been tested in-game and it works and I haven't experienced any issues. If you'd like to wait for an answer from someone other than me, please do.
    2. Babaloo321
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      Nah, that's enough confirmation to satisfy my concerns. Thanks for confirming!
    3. Unknown6789
      Unknown6789
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      Getting also that error in xEdit when I'm trying to Copy as override DemolitionExpertEnergyCalcPerk [PERK:FE05FF99] into another esp for a perk mod patch. Had to directly edit the original mod for it to work. Can't really roll back later for the default values, but it works I guess.
  7. Ringgold
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    Thank you SO MUCH for this mod. NO wonder why non-fragment grenades are horrible in late games. Endorsed and recommended for everyone who ever uses grenades. 
  8. Exoclyps
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    espfe can be done in FO4Edit in mere seconds. And you should be cleaning your mod in FO4Edit either way to make sure there is no dirty edits as Creation Kit loves to add dirty edits.

    So why not just click one button and be done with it?
    1. cyan49
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      You're smart, but before you act smart, use FO4Edit to see what the mod contains are four new records: Spell/MagicEffect/Perk/Quest. As you can see there are no records to clean. And I don't want to manage both espfe and esp on mod page, users can do that. 
      By the way,
      "This user has not downloaded your file yet"
      Thanks for the advice nonetheless.
    2. Exoclyps
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      Well, so you did use FO4Edit to keep it clean. So why not just mark it while at it?

      There is no need to manage both esp and espfe. Just stick to the one espfe.

      Your mod, so your decision. I just don't see why go trough the trouble of actually NOT making it espfe and then even writing about it on the mod page. Would have been easier to just flag it and be done with it.
    3. cyan49
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      Again, there are no records to clean. It is well known that XEdit has advantages, but why are you blindly mentioning FO4Edit? Speaking of Blindly, you seem to hate CK in such a way.

      What you're saying is similar to intimidatingly asking why BA2 files aren't loose files.

      Someone can do it themselves if they want, even between this post and reply. There is nothing creative about this topic, so don't waste your time. Thanks.