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  • #000462

  • Issue

  • 2 - Basse

  • Confirme (a traiter)

  • 3.0

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[Dead Money] En Armure Rutilante

Posté par Ancestral Ghost on 12 novembre 2011 - 13:23

On corrige en partie ceci, mais je pense qu'il doit nous manquer certaines armures (Même si je ne suis pas d'accord avec toutes celle de ce mod genre l'armure de Cristine) et la partie "Script" n'est pas corrigée.

http://www.newvegasn...le.php?id=44721

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Description:

Currently the perk "In Shining Armor" does not work correctly. In fact, it doesn't even work at all, because of two bugs.

1.) The perk is set to work the same way as Stonewall or Hit-the-Deck used to work, which is wrong. This means that equipping an energy weapon and a reflective armor and glasses would give you an automatic +7DT instead of only giving you +7DT when you are attacked by an energy weapon.

2.) The perk uses the function "isweaponskilltype", BUT references the wrong parameter. The perk was referencing a parameter called "Energy" instead of "EnergyWeapons". This means that the perk doesn't even work at all (i.e. no DT boost at all).

This mod fixes this perk to work correctly and the same way as stonewall or Hit-the-Deck works. Now if you have this perk and wearing the correct armors and glasses you will only get the DT boost when you are ATTACKED by energy weapons (this includes attacking yourself via "Meltdown").

This mod also adds armors and head wear items that should be affected by this perk via script. (DLC armors and glasses are added via optional file mod.)

Vanilla:
a.) NCR Salvaged Power Armor
b.) Brotherhood T-51b Power Armor
c.) Brotherhood T-45d Power Armor
d.) All Purpose Science Suit

Honest Hearts:
a.) Desert Ranger Combat Armor (and Helmet)
b.) Gecko Backed Metal Armor
c.) Gecko Backed Metal Armor Reinforced

Old World Blues:
a.) Christine's COS Recon Armor
b.) Lobotomite Mask and Goggles
c.) Lobotomite Goggles
d.) Hazmat Darklight Cowl
e.) Dr. Klein's Glasses
f.) Dr. Mobius's Glasses

Lonesome Road
a.) Riot Gear (and Helmet)
b.) Advanced Riot Gear (and Helmet)
c.) Elite Riot Gear (and Helmet)
d.) Scorched Sierra Power Armor
e.) Armor of the 87th Tribe
f.) Marked Patrol Armor
g.) Marked Beast Eyes Helmet
h.) Marked Beast Face Helmet
i.) Marked Beast Helmet
j.) Marked Beast Tribal Helmet
k.) Marked Tribal Armor

Mercenary Pack/Courier Stash:
a.) Lightweight Metal Armor

Bugs:

This mod has one noticeable bug. It is the same bug that existed in Stonewall and Hit-the-Deck and that is when you equip an energy weapon and/or glasses the Pipboy will show that the player received the DT boost (but DT calculation will be correct so the player did not actually receive a free DT boost). The reason for this is that the perk checks to see if the attacker has an energy weapon equipped (if the attacker has an energy weapon then the DT boost is applied when the player is attacked by that attacker), but the game also considers the player as an attacker himself. I can fix this to not show the DT boost but there is one problem with that. Because the perk also considers the player as an attacker to himself, the player with this perk will also be protected against "Meltdown" explosions; therefore, if i fix this to not show the DT boost, then the player will not be protected against Meltdown explosions.





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