Fallout New Vegas
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Yukichigai

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Yukichigai

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Alters conditions used by various EMP effects so that they will account for Power Armors and classes added by DLCs and mods

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This bug fix is included in Yukichigai's Unofficial Patch (YUP)
If you're looking for a single file that fixes all your bugs, why not give YUP a shot?

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Jeez, where to start on this one.

Alright, so there are effects in the game that apply the extra damage that Robots and Power Armor wearers take from EMP weapons, things like the Zap Glove and so on. These effects are technically applied to every damage-able thing hit by these weapons, but there are conditions in the effects that determine whether or not they actually apply damage. These conditions are set up MOSTLY correctly, but there's two issues:

1) They use a hard-coded list of qualifying Power Armors. Fallout: New Vegas includes a form list aptly titled "AllPowerArmors" which could be used instead (with an exception for Salvaged NCR Power Armor). The one DLC which adds Power Armor to the game does actually add the armor to this list, but doesn't alter EMP effects to account for that same armor, meaning that as it stands EMP effects won't apply to DLC Power Armors, much less those added by mods.

2) Robots are only damaged if their creature type is set to Robot. This one doesn't seem so bad until you look at one very specific type of animal: the Cyberdog. It is quite obviously robotic, is in the Robot-only "Robots" faction and should be affected by EMP, but due to various other reasons its actual creature type has to be set to Animal, not Robot.


To compound the issue, Old World Blues alters many of these effects to account for its own special types of robots taking reduced EMP damage without fixing the underlying issue. It also introduces another issue of sorts: the Zap Glove and Paladin Toaster still do full EMP damage to Big MT's EMP-hardened robots, though every other weapon does half damage.


This fix corrects all of the above. Any creature in the Robots faction will also be counted as a Robot for the purposes of applying EMP damage, and the AllPowerArmor list will be used to check for the presence of Power Armor, with a specific exception for NCR Salvaged Power Armor. The same changes will be applied to EMP effects in Old World Blues, as well as reducing the EMP damage of the Zap Glove and Paladin Toaster against Big MT robots.

This fix also alters the contents of the AllPowerArmors list to add some other unused armors to the list and to remove instances of Salvaged NCR Power Armor. The fix will work without that alteration, so if the change conflicts with another mod you can let the other mod overwrite it without worry... provided the list still contains Power Armor.

NOTES

There are two versions of this fix: one for people with the Old World Blues DLC, and one for those without. Use only one or the other. Do not use both. The default Nexus download for this is the OWB version, so if you do not have Old World Blues you should download the "No DLC" version from the Optional Files section.