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fixing the damage buff to the super mutant overlords and Swampfolk

General mod discussion and requests.
Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

fixing the damage buff to the super mutant overlords and Swampfolk

Post by Piers Arkan » Tue Dec 31, 2013 4:00 pm

So, in Bethesda's grand wisdom, they decided that enemies in Point Lookout need to do an extra un-ignorable 35 damage to you whenever they hit. Not quite sure why its still here in TTW, but after having a brawler hit me with his lever action, spamming it like the rifleman, and going through probably 10 stimpacks, I can see that this will still be an annoying problem. I don't even want to think about how now the double barrel shotgun will calculate 35 extra damage per 14 BBs. Now, this flies completely in the face of the entire point of Damage threshold, and why we get armor in the first place. So I found this mod for Fallout 3: http://www.nexusmods.com/fallout3/mods/7263/? it does just that. Could anyone patch this for TTW?



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

that explains a lot.  bet it

Post by Puppettron » Wed Jan 01, 2014 6:08 am

that explains a lot.  bet it's an easy fix though.


edit:  it's an object enchant on the weapons called nonplayerdamageadd.  you can fiddle with it there if you don't want to do a full conversion for a tiny one-note mod.  and then if you feel like the weapons are gimped, you can add damage to them.  all of this is doable in geck or fnvedit.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Piers Arkan
Posts: 47
Joined: Sat Dec 28, 2013 2:33 pm

I haven't the foggiest on how

Post by Piers Arkan » Wed Jan 01, 2014 5:06 pm

I haven't the foggiest on how to work through these things, and I figure eventually someone else will hop on this, i'm kinda surprised it isn't already removed. I don't know how to work the GECK, and I have only used FNVedit once to do the esp cleaning for the DLCs once. Anyone who could take this up for the rest of us would sure for shit have my thanks. 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

You could always learn.

Post by JaxFirehart » Wed Jan 01, 2014 5:19 pm

You could always learn.



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LT Albrecht
Posts: 182
Joined: Wed Sep 19, 2012 8:50 pm

JaxFirehart wrote:

Post by LT Albrecht » Wed Jan 01, 2014 5:47 pm

[quote=JaxFirehart]


You could always learn.


[/quote]


^ This. If you wait around and hope someone else does it for you, #1 you could be waiting a long time and #2 you're declining an opportunity to learn skills in favour of doing nothing.


trollolololololol





 



Bastian772
Posts: 74
Joined: Tue Oct 29, 2013 4:12 am

I could make a simple plugin

Post by Bastian772 » Thu Jan 02, 2014 5:49 am

I could make a simple plugin to remove this effect in about 5 seconds, but I would honestly rather you learn how to do it and release it yourself Piers.  In terms of modding, this is about as basic as it gets so it would be a good starting point for you.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

That's exactly what the mod

Post by TJ » Thu Jan 02, 2014 1:22 pm

That's exactly what the mod he wants converted does... which is also easy. Something along the lines of open, add masters, sort masters, save and close. Open, convert, save and close. The hardest part of the whole process really is remembering to load TTW the first time you load the plugin.


My project Dash is on Kickstarter!



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

what everyone above me is

Post by Puppettron » Fri Jan 03, 2014 2:25 am

what everyone above me is actually saying is "hey, you're on a site with some of the most brilliant people in modding, who also happen to be some of the coolest.  and we want to share this whole awesome experience of modding with you because it's f'n amazing.  if you need help with this, feel free to ask"


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

Krowges
Posts: 13
Joined: Mon Sep 17, 2012 11:49 pm

I did what people suggested,

Post by Krowges » Sat Jan 04, 2014 1:46 pm

I did what people suggested, so I removed the damage bonus from dlc04nonplayerdamageadd. Now the weapons they use should not add extra damage to the player.



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Puppettron
Gary
Posts: 1715
Joined: Sat Nov 23, 2013 10:47 pm

welcome to the fun of modding

Post by Puppettron » Sun Jan 05, 2014 12:30 am

welcome to the fun of modding, krowges


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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