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Fallout 3 melee weapons
Fallout 3 melee weapons






  • Playable: The weapon can be used and picked up by the player.
  • Quest Item: The weapon cannot be removed from the world, nor can it be removed from the player’s inventory.
  • Not Used in Normal Combat: Prevents Actors from using the weapon unless specified in the Use Weapon Package.
  • Can't Drop: The weapon cannot be disarmed from actors, nor will it drop when the actor dies however, the player can remove it from the actor’s inventory if the “Playable” option is checked.
  • fallout 3 melee weapons fallout 3 melee weapons

    May not function properly if an incompatible firing animation is selected.

  • Automatic: Holding the attack button down will cause the weapon to fire continuously.
  • (FNV Only) Fixed in JIPLN via jip_nvse.ini setting bIgnoreDTDRFix Causes the weapon to ignore the target's armour when calculating damage.
  • Ignores Normal Weapon Resistance: (FO3 only) Broken as of 1.5 patch.
  • NPCs Use Ammo: Actors will use up the associated ammo in their inventory like the player does.
  • Also sets the default pickup/putdown sounds if none are explicitly defined.
  • Equip Type: Determines the weapon's categorization and hotkey icon.
  • Repair Item List: The specified Form List containing objects used to repair the weapon.
  • Multiplier & Attack Multiplier: The DPS can only be calculated if these variables are set above zero.
  • Only affects the DPS formula if the "Automatic" box is checked.
  • Fire Rate: The number of rounds fired every 2 seconds.
  • The primary factor in the DPS calculation.
  • Damage: Damage done per melee swing or gun shot.
  • The following settings factor into the GECK's DPS calculator:
  • Damage Per Second: The estimated damage done per second with the weapon's associated skill at 0 and 100.
  • While the GECK rounds this to an int, this field is a float.
  • It also makes the max ammo UI element display the max ammo per clip, instead of the max ammo that the player has.

    fallout 3 melee weapons

    If this is greater than 0, prevents being able to reload manually. The regenerated ammo is loaded directly into the current clip.

    fallout 3 melee weapons

    If set to 0 (default), no ammo is regenerated.

  • Regen Rate: (New Vegas Only) Determines the amount of seconds it takes for the weapon to regenerate 1 ammo.
  • See Weapon Damage Formula & Gun Spread Formula for more details.
  • Skill: Defines which skill factors into the weapon's damage and spread calculations.
  • Clip Rounds: The maximum number of rounds that can be stored in the weapon's clip.
  • For more information, see Ammunition Tricks. This setting will also accept objects in a Form List.
  • Ammunition: Specifies what type of ammo the weapon will use.
  • The effect will not be applied unless the weapon has at least 1 point of damage.
  • Object Effect: The Object Effect applied to the target when struck with the weapon.
  • Script: Defines a script to play continuously on the weapon.
  • Name: The weapon’s name displayed in-game.







  • Fallout 3 melee weapons