Search the Community
Showing results for tags 'explosion'.
-
I've been playing around with the Rock-It-Launcher in the hopes of making a grenade launcher. She works, I made a new form list with only frags, replaced the projectile with a frag, and they even bounce a round a little which I think is neat; but the only reason it's a "frags only" list is because I can't figure out a way for grenade variants to use different explosions. Is this something I can feasibly do, or should I stay humble and stick to frags? I was thinking of adding a way to convert grenades into an ammo type, then going the Vegas route, but I'd really prefer the RIL use actual grenades. I don't actually know how to do this, but I think I should do the above then add a menu item to convert nades to and fro from the Pipboy?
-
SOLVE IT! Solution below, in case anyone needs/wants it. Hello, everyone. Hopefully I'm not just sending this request into an empty void. >< This is a bit of an odd request, I'm sure, but it's something that I'd really appreciate some help with. I've been playing around with explosive builds for the first time, and I'm really enjoying them! The problem I'm having, though, is the light that pops in when the explosion is too close to you. I've taken to using Mercy in my playthrough, but it's only viable at a certain distance -- if I fire too close, then the explosions it makes fills my screen with this ungodly bright whiteness that only gets worse the more I fire, which means I either stop shooting and wait to see again while the NPCs just whittle away at my health, or I keep firing to kill the NPCs and burn out my retinas IRL from the sheer white that's radiating from my screen! Add to that the colors are horrible brightened, blurred, and distorted for a little bit as my character regains their sight, and I have an ungodly miserable experience that's really putting a damper on my playthrough. I've tried editing the explosion data for the projectiles, edited the light itself to see if I could just remove it (I couldn't), and probably messed around with some other things I can't remember now. No matter what I've done, though, every time I boot up the game I launch a few test-solvos at my feet and lo and behold I'm friggen blinded again. Can someone, please, tell me what I need to be looking for to get rid of this? Whether in Geck or in xEdit I don't care -- I just want the light from the explosions gone, or replaced with something that's not gonna give me a migraine. =/
- 1 reply
-
- explosion
- explosions
- (and 5 more)
-
I always had the feeling that explosions in cyberpunk don't feel like an explosion :confused:, the game should have a camera shake when an explosion happens near your character(like in gta v, squad, battlefield, almost every game that has explosions effects has this feature). Grenades, vehicles, explosive barrels, cybernetics rockets explosions should shake your camera. I dug through cyberpunk in game options for any camera shaking for explosions but there was only for some V's animations like running or sliding, nothing about explosions. If someone could make that mod i would really appreciate that :laugh:.
-
so basically what i'm trying to do is i'm trying to find out if an NPC is in a certain range of an explosion's impact point. simply using GetDistance3D doesn't quite work because it considers the explosion AND the radius to be one thing, so it's basically asking "how far from the entire effective radius of the explosive is the npc", so when they're outside of said radius the effect doesn't apply at all since they're not considered "in" the explosion. here's what I have so far: If GetDead == 1 && GetDistance3D (explosion point minus explosion radius + 128) DismemberLimb 0 1 EndIf so basically I'm trying to find out if the NPC is 128 game units away from the point of impact, not from the entire effective radius of the explosion. how would that be written?
-
I'm trying to create a character who's explodes every time he loses 10% of his health during a fight. I initially turned him into a destructable object which works during the first fight but the explosions don't reset after triggering so this was a no go. I'm now trying to achieve this using a script, but i've only ever modified vanilla scripts, not created a custom one from scratch and its not going well. I can happily define changeable actor (not sure If needed) and explosion properties through: ACTORBASE PROPERTY ActorName AUTO EXPLOSION PROPERTY FireballExplosion AUTO I'm fairly sure I need GetActorValuePercentage(health) defined as the variable but not sure if it should be int or float. I'm not sure how to define Event On... Should it be OnHit, OnTrigger or something else entirely. The If ElseIf statements after this i'm thinking: If SCHealth == 0.95 placeatme(FireballExplosion) ElseIf SCHealth == 0.9 placeatme(FireballExplosion)...etc with SCHealth defined as GetActorValuePercentage(health) as mentioned above. Does anyone have any clue how to put this random bits into a workable script? any help would be much obliged.
- 4 replies
-
- script
- script help
-
(and 3 more)
Tagged with:
-
I decided to try to make the synth relay grenades a bit more useful. My objective was to get the grenades to spawn a levelled synth (LCharSynth) rather than a bottom-of-the-barrel Gen 1. I set up a new set of synths based on those in the LCharSynth list, but when attempting to create a new levelled list containing them I discovered that the game does not permit scripted actors to be added to a list - which means that the synths can not have the "teleport in" effect. Thus, it's trivially easy to get the relay grenade to spawn an LCharSynth, but the synth just appears with no visual effect. To get around this I set up the following: - the relay grenade spawns the synth and also places a second projectile. - after 0.2s the second projectile explodes and the explosion has an attached magic effect that applies the "teleport in" effect to any synth in its radius. This works really nicely and looks great. However, there's one problem: this only works on the second and subsequent use of a grenade. If I load the game and throw a grenade, the second explosion doesn't occur and the synth just appears with no effects. If I then throw another grenade, everything works just fine. Does anyone have any idea what may be causing this? Is it just a game engine limitation of some kind?
-
-I want to have a "throw" function. i.e. hold 'e' to grab an item and then another key to throw it. (far) -Another thing I want is to have gas canisters, mr. handy fuel, extinguishers, electronics, etc. explode with only 1 bullet. -And to give them more power on explosion. (gas canister should have more of a molotov cocktail effect, extinguishers can be like a grenade, etc) -Mayyybe even to be able to target them in VATS. This way, we can throw these items and shoot them, using them like bombs in the heat of battle. Don't know if anyone can do this but, it's worth a shot. :)
-
I was playing fallout4 when my little brother decided to watch me play. He wasn't really interested in the game until he saw i collected a mini nuke. He was excited about it and wanted me to shoot it. He kept saying things like "make sure you stand far enough or youll be caught in the blast." I knew it would be a big explosion but nothing that had me take a few steps back before shooting it. as soon as he saw the explosion his excitement died. "oh.. thats it?" well anyways my idea is to make the mini nukes explosion a lot larger with a larger radius of explosion. somehow transform the animation to a larger size. add knockback force and expand the radius of it. so it knocks the player down. add rads within that knockback force. pretty much make that mini nuke explosion really large with knockback force like the shout from skyrim and with added rads. possible?
-
Is there a console command or script I can use to have the bomb detonate before getting onto the elevator and retain player control? I'd like to look at it/explore with while it looms in the distance. I can't seem to do it normally, triggering it via walking out of Sanctuary leaves the screen completely white and going down the elevator breaks player control. On top of that, would it be possible to have it detonate again in the post-war environment?
-
I know I am the least qualified to make one of these but I thought it'd be helpful for new people to find this via the title and what not. If it needs refinement go ahead and say what ti needs I will update as needed. --------------------------------- This must be done via an activator. Make a duplicate of VoiceCastMarker, remove the script make new script extends ObjectReference add script below the green ==== bars. Your activator name should be the same activator name Your explosion name should be the same explosion name YOU MUST SET THE PROPERTIES OF THE EXPLOSION IN THE CK TAB IF YOU DO NOT IT WILL NOT WORK(and may or may not be lost down a rabbit hole of coding hell for 3 days) Make a duplicate of fakeForceBallNudge, call it whatever NULL explosion, add your activator to the place object tab. Add this null explosion ONLY to your base magic effect(if you are trying this you should know what to do) in the explosion tab or via explosion for a projectile(if you are trying this you should know what to do). So your Spell/Weapon Enchantment/Projectile you are shooting directly calls to your null explosion which calls to YOURACTIVATOR which has YOURSCRIPTNAME and its explosion property set that calls to YOUREXPLOSION. Would a more advance setup utilize an array better? Anyone want to make an array version of this? Add a couple getrandom floats 3 explosions if you need more food for the array to work. ---------------- Note this line below is formatted as so the game/compiler ignores it and is used for comments and explanations. ;== comment/explanation text goes here =======/ ---------------- ===================================================== ===================================================== Scriptname YOURSCRIPTNAME extends ObjectReference ;== script name and what it extends=======/ import utility ;= used for a utility function=======/ import Debug;= not sure if this is need=======/ ;======================================================================================; ; PROPERTIES / ;=============/ Objectreference YOURACTIVATOR ;== Object reference of your activator=======/ explosion property YOUREXPLOSION auto ;== you explosion property, make sure to set in CK =======/ ;======================================================================================; ; VARIABLES / ;=============/ ;======================================================================================; ; EVENTS / ;=============/ Event OnInit() ;= Starts up script when activator is created in world=======/ placeatme(YOUREXPLOSION) ;= this calls to the explosion itself ,DO NOT FORGET TO SET IN THE CK=======/ EndEvent ;= ends the event=======/ Event OnLoad() ;= loaded after OnInit =======/ YOURACTIVATOR = self ;== makes the activator self allowing for removal from disable and delete calls below=======/ utility.wait(2) ;== wait 2 seconds before disable/delete=======/ self.Disable() ;== Disables your activator =======/ self.Delete() ;== Deletes your activator, do we need any markfordelete or other calls to ensure clean removal?=======/ EndEvent ;= ends the event=======/
-
The Nuka grenade largely made it redundant in Fallout 4 – but why not a version that has slightly different visuals (maybe cue weather change into clear/firestorm as well) too, insane destructive power within a limited range and the iconic "haa-llelujah ♪ " when it is thrown/before it explodes? Worms-style. :psyduck:
-
- fun
- holy hand grenade
-
(and 5 more)
Tagged with:
-
I thought it would be a good idea for power armour to require coolant. Coolant would slow AP drain. Without coolant the armour will damage itself. As a hardcore addition if the armour gets too hot it hurts you, and or the core goes critical and ejects. The catch of the core ejecting is that you can't install a new core til it has cooled down, and to make it even more difficult make it so you have to exit your frame to reload cores.
-
A Katana with unique animations and can decapitate or remove limb of opponents on death depending on where they are struck(more consistently) and with combo attacks each using some stamina which you can continue like in a hack n slash game. It'd be neat if they could slice enemies in half or diagonally etc but I know thatd require a heck of a lot of work so I dont expect it. Chameleon armor/effect from stealth boys has you semi-transparent (significantly) with your color changing continuously like Chameleon from Mortal Kombat Trilogy(psx) except more fluidly hopefully. For eventual anthro mlp mods please make it an undershirt/underarmor with unique perks, so we can change which pony we are on the fly instead of having to change our race mid-game through mods. For the eventual drug visuals mods, I want stuff to be trippy and colorful, for minutes at a time. Where all colors get more vivid, not blurry stuff. Im for entertainment more than immersion I guess and any would be cool, I just like the stuff that can cause seizures(epilepsy). Make a drug Equip mod, so you can use it in combination with the drug visual mods which will come out, instead of having to retake drugs constantly, besides a whole box of mentats or whole jar of buffout would be overdosing. Perhaps give them a time limit like a fusion core and we can adjust how long we want the countdown. Make lasers and flame rainbow colored, and explosions rainbow colored and glittery instead of dusty. Thatd be difficult to do I'm sure, but itd fill my brain with such dopamine. Excessive blood as an add-on to the blood retexture mod. I wanna see blood gushing out of enemies when they are decaptitated sometimes in unrealistic amounts. Able to add to clothing and armor and weapons blood stains which gives a perk easier to intimidate enemies, and costs a blood pack in modding or a bloodpack with adhesive/paint. I wanna see some dark stuff, it gets the blood pumping. Perhaps a more immersive or realistic cannibal animation for when immersive first person comes out.
-
Hey everybody! I was wondering if I could receive a little bit of help. I have a loadorder with lots of interdependencies and for the longest time I've had issues with explosions occuring on top of me whenever I ride past an NPC. But not every time - around 50% of the time or so. They have no visual effect - just the sound. They do a little bit of damage - around 30 or so I'd say, to people in my melee range, and they happen as I run past people on horseback in the open Skyrim world. ONLY in Skyrim, the exterior - never in cities, never in buildings, never on Solstheim or anywhere else. This has happened across mutliple load orders and different mod configurations I've had, including this one. It doesn't seem to matter whether I use LOOT or not - although past experiences with LOOT indicates to me that it puts things in the very wrongest order possible (e.g. ot puts Requiem somewhere in the middle and puts mod in orders that authors specifically warn against), so I've elected not to use it this time. My load order won't be perfect, but I'm pretty sure this is a script anyway. My first thoughts were Requiem and Convenient Horses (as they change horses), but I can 100% confirm that it is not them doing it. I use SKSE 1.7.1, ENB v0.268 (iirc? I'm sure it's up to date, otherwise it would tell me in-game) and this is my load order: Yes, my PC is pretty powerful. Core i7-4770K, 2x GTX 680, 512GB SSD, and 8GB of PC3-12800 RAM. Any help would be appreciated. I'm at a complete loss as to why this is happening. - Ishayu
-
When, for example, you have an object effect on an explosion and it is applied to actors who come into contact with it, using GetSelf in the script will return a reference to the affected actor. Is it possible to get a reference to the explosion that applied the effect to the actor?
-
Hello, I would like to propose a custom leveled potion to be added to Skyrim that creates a high damage short radius AoE (think the fireball spell with more damage) on the caster after a short (5 second) delay. The idea being that while two enemies are close to each other talking, the player would reverse pickpocket the potion into one of the enemies inventories, get away and then BAM! both enemies are at the very least damaged, if not both dead. As far how one obtains the potions, I've decided that the best way to implement them would be to have both Enthir (given the fact that he trades in black market goods, and has access to the College of Winterhold's resources, along with allowing magic-based characters to play with the potion) and Babette (given that she is with the Dark Brotherhood, and is an alchemy trainer/seller) allow the player to give them each Fire Salts and Dwarven Oil in groups of five at a time (or whatever the player has left that would fulfil the 1:1 ratio), to which the respective NPC will give the player five appropriately leveled Alchemical Fire potions. If the player has captions turned on, the respective NPC would mention that the explosive is fairly stable, as the two ingredients are seperated by a piece of cloth. All he/she has to do is shake the bottle (the player doesn't actually do this, it's simply implied whenever the player uses the potion), put it in someone's pocket, and get to a safe distance quickly, as the reaction will quickly go out-of-control, resulting in an explosion. The leveling of the potions would follow the same progression as heath potions do, being worded as: Crude Alchemical Fire (40 damage)Alchemical Fire (75 damage)Refined Alchemical Fire (100 damage)Crippling Alchemical Fire (175 damage)Vigorous Alchemical Fire (225 damage)Military-grade Alchemical Fire (300 damage)NOTE: Damage will probably need to be balanced. They should each one-shot enemies that are on the lower-end of what the player will face at a given level, for example, the Crude variant will one shot a level 1 bandit. I would suggest using the Skooma model for all variants (if possible, make the bottle more red-orange colored to reflect the ingredients inside), as the Skooma bottle is small and skinny, and would therefore be the most logical thing to use if you wanted to slip it in someone's pocket.
-
Ashton Missile - more appropriate explosion.
Serya43 posted a topic in Fallout New Vegas's Mod Ideas
Can somebody use existing resources, or create a new aerial explosion that looks more like a fireball than mushroom. -
I made a magic spell and i put a explosion on it as long as i didn't put any sound to the explosion the screen didn't vibrates but when i put a sound on it the screen vibrates and i don't know the why so, does anybody knows something for this?
- 4 replies
-
- magic spell
- creation kit
-
(and 2 more)
Tagged with:
-
Hi all, I am trying to make an explosion appear via script, but do not know the parameters to use for 'PlayExplosion'. I want the explosion to be played at a reference which I have set up. However I don't know how to make the explosion occur at the reference, as in I know to type 'PlayExplosion BusNukeExplosion' but I do not know where the ref id goes. I tried it after the explosion id but it wasn't correct. Any help will be appreciated :smile:
-
Hi everyone. I'm working on my weapon mod and I'm stuck on something. I did an exhaustive google search and couldn't find any useful info. I could use some advice. I've created a new grenade and I've extensively edited the mesh and texture for it, plus the explosion and projectile data. It looks pretty good but I still can't figure out how to edit the explosion animation. It's templated from the plasma grenade so it uses the same explosion animation. When a plasma grenade explodes, it sends out green energy arcing all around. I wanna change that explosion animation from green to red but I can't figure out how to edit it in the geck. Help please?
-
I remember a mod I had for FO3 where I would be able to shoot alcohol items and other things obviously explosive (like pressurized c02, but more of them, compiled looking through the random items). It was a lot of fun to go into a bar and explode the counter behind the bar keep, everyone runs while you rob the till. You could also lay great traps, carry around 5 bottles of whisky so you can drop them in a hall, and light em up when the guard comes along and finds a free drink. For those dedicated to the pursuits of this mod, could you points me to guides, or even lend your expertise, on how to make more things explode by shooting the item in the world. I don't want ot be able to craft an alcohol bomb to throw, I can already do that. I want to be able to shoot whisky and have it start a small fire. There are glass shatter and fire effects already, I/we just need to know how to put them together. For the record, I do not remember the FO3 mod name so I got nothing to go on. Thanks for any replies/help!
-
http://imageshack.us/photo/my-images/15/b9i4.jpg/ http://imageshack.us/photo/my-images/109/sdos.jpg/ strange texture explosion only on the female warriors who wander between riften and ivarstead... see image links. it seems to be coming from their boots, can be see from far away, and in an extreme case made the whole sky a spinning grey tornado and froze my game. just wondering if anyone else had this problem...
-
So lastly I am experiencing weird explosion under my character which is preceded by some colors appearing on it. It seems to occur when my hp drops below certain point around 50% and does lethal damage. Whats interesting, it started when my character reached 30+ level and it doesnt appear on my new games. Im curious if it comes from some mod I have and im not aware of that, or is it simply some bug? Link with the evidence: https://youtu.be/r-6EQylGiDg And here is my LOOT order 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm254 FE 0 ccbgssse002-exoticarrows.esl254 FE 1 ccbgssse003-zombies.esl254 FE 2 ccbgssse004-ruinsedge.esl254 FE 3 ccbgssse006-stendarshammer.esl254 FE 4 ccbgssse007-chrysamere.esl254 FE 5 ccbgssse010-petdwarvenarmoredmudcrab.esl254 FE 6 ccbgssse014-spellpack01.esl254 FE 7 ccbgssse019-staffofsheogorath.esl254 FE 8 ccbgssse020-graycowl.esl254 FE 9 ccbgssse021-lordsmail.esl254 FE a ccmtysse001-knightsofthenine.esl254 FE b ccqdrsse001-survivalmode.esl 5 5 cctwbsse001-puzzledungeon.esm 6 6 cceejsse001-hstead.esm254 FE c ccqdrsse002-firewood.esl254 FE d ccbgssse018-shadowrend.esl254 FE e ccbgssse035-petnhound.esl254 FE f ccfsvsse001-backpacks.esl254 FE 10 cceejsse002-tower.esl254 FE 11 ccedhsse001-norjewel.esl254 FE 12 ccvsvsse002-pets.esl254 FE 13 ccbgssse037-curios.esl254 FE 14 ccbgssse034-mntuni.esl254 FE 15 ccbgssse045-hasedoki.esl254 FE 16 ccbgssse008-wraithguard.esl254 FE 17 ccbgssse036-petbwolf.esl254 FE 18 ccffbsse001-imperialdragon.esl254 FE 19 ccmtysse002-ve.esl254 FE 1a ccbgssse043-crosselv.esl254 FE 1b ccvsvsse001-winter.esl254 FE 1c cceejsse003-hollow.esl 7 7 ccbgssse016-umbra.esm 8 8 ccbgssse031-advcyrus.esm254 FE 1d ccbgssse040-advobgobs.esl254 FE 1e ccbgssse058-ba_steel.esl254 FE 1f ccpewsse002-armsofchaos.esl254 FE 20 ccbgssse041-netchleather.esl254 FE 21 ccedhsse002-splkntset.esl254 FE 22 ccbgssse064-ba_elven.esl254 FE 23 ccbgssse063-ba_ebony.esl254 FE 24 ccbgssse062-ba_dwarvenmail.esl254 FE 25 ccbgssse060-ba_dragonscale.esl254 FE 26 ccbgssse051-ba_daedricmail.esl254 FE 27 ccbgssse057-ba_stalhrim.esl 9 9 ccbgssse025-advdsgs.esm254 FE 28 ccffbsse002-crossbowpack.esl254 FE 29 ccbgssse013-dawnfang.esl254 FE 2a cceejsse004-hall.esl 10 a High Poly Head.esm 11 b Resources - The Great Cities.esp 12 c Forgotten DungeonsSSE.esm 13 d daymoyl.esm 14 e SkyUI_SE.esp 15 f ELFX - Exteriors.esp 16 10 ELFX - Weathers.esp 17 11 GoToBed.esp 18 12 FNIS.esp 19 13 Pyr4m1dH3d_DragonSlayer_v02.esp 20 14 TwohandedSpeed.esp 21 15 Summermyst - Enchantments of Skyrim.esp 22 16 EnhancedLightsandFX.esp 23 17 MagicalCollegeofWinterhold.esp 24 18 Book Covers Skyrim.esp 25 19 Skyrim Immersive Creatures Special Edition.esp Dawn of Skyrim.esp 26 1a Beasts of Tamriel.esp 27 1b TouringCarriages.esp 28 1c GiantCreatures.esp 29 1d Better Dynamic Snow SE.esp 30 1e Eli_Breezehome.esp 31 1f AdditionalCave.esp 32 20 Hothtrooper44_ArmorCompilation.esp 33 21 Point The Way.esp 34 22 Populated Lands Roads Paths Legendary.esp 35 23 ZIA_Complete Pack.esp 36 24 Populated Cities Towns Villages Legendary.esp 37 25 RutahTattooPack SE.esp 38 26 Draw!!.esp 39 27 TheEyesOfBeauty.esp 40 28 AmazingFollowerTweaks.esp 41 29 Immersive Weapons.esp254 FE 2b MIHAILwaterhag.esp 42 2a Immersive Encounters.esp 43 2b Skyrim Flora Overhaul 2.0f.esp 44 2c RiverwoodKeep.esp254 FE 2c mihailoldgod.esp254 FE 2d mihailogres.esp 45 2d FastTravelToInteriors.esp 46 2e EasierRidersDungeonPackSSE.esp 47 2f RaceMenu.esp 48 30 XPMSE.esp 49 31 RaceMenuPlugin.esp 50 32 Potions.esp 51 33 Perk Points and More Gold for Bounty Quests.esp 52 34 High Level Enemies - Dragonborn.esp 53 35 dD - Realistic Ragdoll Force - Realistic.esp 54 36 VioLens SE.esp 55 37 KS Hairdo's.esp 56 38 Carry_on_LevelUp.esp 57 39 PAN_WarriorWomen.esp 58 3a DSHg - Circlets.esp 59 3b DSHg - DragonPriest Masks.esp 60 3c DSHg - Hats.esp 61 3d DSHg - Hoods.esp 62 3e DSHg - UpdateDG.esp 63 3f Beards.esp 64 40 icepenguinworldmapclassic.esp 65 41 CommunityOverlays1_0T30.esp 66 42 Brows.esp 67 43 dD - Enhanced Blood Main.esp254 FE 2e Project Clarity Effects Full Res.esp 68 44 SVBeards.esp 69 45 SolsticeCastle.esp254 FE 2f mihailcyrodiilianminotaur.esp254 FE 30 mihailzombies.esp 70 46 notice board.esp254 FE 31 mihailrottenmaidens.esp 71 47 ogBogmort.esp 73 49 Crea_Ragnar.esp 74 4a DSHg - Helmets.esp 75 4b DSHg - UpdateDB.esp 76 4c Hothtrooper44_Armor_Ecksstra.esp 77 4d High Level Enemies.esp 78 4e Killable Children.esp 79 4f KC - USLEEP Patch.esp 80 50 Better Men of Skyrim.esp 81 51 CommunityOverlays2_31T50.esp 82 52 Believable Crime Report Radius.esp 83 53 Brighter toggleable Candlelight and Torches.esp 84 54 Facelight.esp254 FE 32 WendigoAndHowler.esp 85 55 High Level Enemies - Dawnguard.esp 86 56 excalibursword.esp 87 57 Immersive Citizens - AI Overhaul.esp 88 58 Relationship Dialogue Overhaul.esp 89 59 Convenient Horses.esp 90 5a Andromeda - Unique Standing Stones of Skyrim.esp 91 5b Open Cities Skyrim.esp 92 5c Immersive Citizens - OCS patch.esp 93 5d Immersive Encounters - Open Cities Patch.esp 94 5e ELFXEnhancer.esp
-
Hey guys. I'm looking to see if i can get some advice/help. In a mod i'm creating, I have a staff enchant that does multiple things. It causes fear when enemies are low enough on health, does extra damage to certain enemies, and also standard damage to all enemies. I'm attempting to have the staff also have a chance to cause explosions when hitting enemies that are feared. Using conditions, i am able to make all of this happen, however, the explosion FX never happens. I get the damage it is supposed to do but never the FX. Is this possible to do without scripts?
-
The title says it all, I've searched all over the internet but no answers Radius increases both the explosion and the effect as it seems. Force seems to do nothing as I've tested. Is there a solution?
