Issue Data
|
Issue #19750: Power Armor Rad Resistance Perk permanently alters Glowing Sea radiation
This was also submitted in the Bethesda bug tracking thread.
DEFECT When exiting any Power Armor while in the Glowing Sea, player retains radiation resistance from the Power Armor for the duration of the game even while completely naked. This makes the weathers active in the Glowing Sea permanently reduced to <1 rad per second. (Technically, the player does not have rad resistance from the Power Armor, but the external spell is reduced, see technical breakdown for details.) HOW TO REPRODUCE - Travel to the Glowing Sea, with or without power armor (or type coc glowingseaoutpost) - Unequip any clothing, so you can accurately measure radiation resistance - Equip a set of power armor (I tried with a spawned set, and one acquired regular play) - Ensuring you are still in the Glowing Sea and taking constant rad damage, exit the power armor - Rad damage for the weather type currently active is permanently less than <1 for the duration of the game. If this is repeated for other two rad weather types, those will be permanently altered as well for the duration of the game. WORKAROUND: - Equip and unequip the Hazmat suit to reset rad resistance to proper levels. (which tells me an event is not being properly fired upon exiting Power Armor) - NOTE: This only happens with radiation spells that are of the constant effect type – hazards such as water using concentration, or fire-and-forget effects do not seem to be effected. TECHNICAL BREAKDOWN - When Power Armor is equipped, an enchantment ([ENCH:0003E579]) uses a magic effect (MGEF:00204A54) which applies a perk ([PERK:00204A55]) that weakens the strength of the incoming radiation damage spells for the Glowing Sea area (0023EC91, 0023EC93, 0023EC95). - When exiting Power Armor, a proper “unequip” event does not seem to be fired within the engine, so despite the perk/magic effect/spell being removed from the player, the modification to the incoming spell values made by the perk remains. - Equipping and unequipping a hazmat suit, which performs the same modifiers to incoming radiation spells fixes this, because the incoming damage spell is being properly reset by the unequip action. This can be verified by unequipping the Hazmat suit with the console command “unequipitem”, which does NOT reset the spell strength, same as the Power Armor problem. FIX (a deeper fix could be done by running the necessary events when exiting power armor) - I fixed this in my own game and put it into a mod by simply adding a condition on the perk that modifies the weather spell, so the perk is only active if WornHasKeyword for ArmorTypePower (0004D8A1) is TRUE. Exiting the power armor renders this condition false and the strength multiplier is removed from the weather. |
I think I've managed to confuse myself here and have gotten hung up on something. PowerArmorRadResistPerk lists an entry point formula where it says to modify the incoming spell magnitude through a "Multiple Actor Value Multiplier" and then lists this:
Value = Value * PARadResistMult * 1.00
Now, unless I'm missing something, all multiplying all that by 1.00 is doing is giving you back the same thing all over again. I don't get how this perk effect is even doing anything.
Value = Value * PARadResistMult * 1.00
Now, unless I'm missing something, all multiplying all that by 1.00 is doing is giving you back the same thing all over again. I don't get how this perk effect is even doing anything.
Showing Comments 1 - 1 of 1