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Incline Fallout 2 Mechanics Overhaul Mod Discussion

Joined
May 6, 2009
Messages
1,876,702
Location
Glass Fields, Ruins of Old Iran
Bringing healing to the hurt, aparently. Such is Sulik, one hand can bring death just as well as the other hand can bring life. Pity he doesn't go heal me when I use the skill for some reason (I'm nearer to myself? Pretty sure his skill is better than mine).

Not sure that's the case. Lenny (the ghoul from Gecko) can heal you if his skill is higher than yours. Maybe Sulik doesn't have the relevant animation sprites, as that determines stuff NPCs will or won't do? (though I think the "healing" animation is just the normal "activating item" one, so he should have it)
 
Joined
Nov 19, 2009
Messages
3,144
So, can you do the following:

on user-triggering toggle (in combat):

if(current weapon is 2h)
{
allow toggle
if(hand is not empty)
toggle back​
}
else
{
if(hand is not empty)
{
allow toggle
if(current weapon is 2h)
{
toggle back​
}​
}​
}

?

This was exactly what I was trying back then and got myself stuck in endless toggle loops (pretty funny). But I'll give it another try because it should work. Thanks/fuck you (depending on the outcome)!
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
So, can you do the following:

on user-triggering toggle (in combat):

if(current weapon is 2h)
{
allow toggle
if(hand is not empty)
toggle back​
}
else
{
if(hand is not empty)
{
allow toggle
if(current weapon is 2h)
{
toggle back​
}​
}​
}

?

This was exactly what I was trying back then and got myself stuck in endless toggle loops (pretty funny). But I'll give it another try because it should work. Thanks/fuck you (depending on the outcome)!
Maybe FO cannot distinguish between user and script triggered toggles? At what point can you detect user clicking toggle and can you prevent signal from triggering toggle directly?
 
Joined
Nov 19, 2009
Messages
3,144
DraQ, I think I got it to work properly (testing worked out fine so far). So thanks for forcing me to get to it again (I really hate this thing, so I probably wouldn't have tried it for a while otherwise). The only thing I'm afraid about is that this script seems to rely really much on the order in which events are triggered, which scares the shit out of me and makes me think that it'll probably be somewhat bug-prone (but maybe I'm wrong in that). In case you feel like deciphering it, here's the (important part of the) script:

(active_hand is 1 for the right hand, 0 for the left)

Code:
                   if not (two_handed_in_left_hand(dude_obj) or two_handed_in_right_hand(dude_obj)) and get_sfall_global_int("bothhand") != 0 then begin
                      set_sfall_global("bothhand", 0);                       
                  end if not two_handed_in_right_hand(dude_obj) and get_sfall_global_int("rigthand") == 1 and active_hand == 1 then begin
                      set_sfall_global("rigthand", 0);
                  end else if not two_handed_in_left_hand(dude_obj) and get_sfall_global_int("lefthand") == 1 and active_hand == 0 then begin
                      set_sfall_global("lefthand", 0);  
                  end if two_handed_in_right_hand(dude_obj) and get_sfall_global_int("rigthand") != 1 then begin
                      set_sfall_global("rigthand", 1);
                  end else if two_handed_in_left_hand(dude_obj) and get_sfall_global_int("lefthand") != 1 then begin
                      set_sfall_global("lefthand", 1);
                  end if get_sfall_global_int("rigthand") == 1 and get_sfall_global_int("lefthand") == 1 and active_hand != (get_sfall_global_int("bothhand") - 1) then begin
                      set_sfall_global("bothhand", (2 - active_hand));     
                      toggle_active_hand;
                  end if weapon_in_right_hand(dude_obj) and get_sfall_global_int("lefthand") == 1 and get_sfall_global_int("bothhand") == 0 then begin
                      toggle_active_hand;
                  end else if weapon_in_left_hand(dude_obj) and get_sfall_global_int("rigthand") == 1 and get_sfall_global_int("bothhand") == 0 then begin
                      toggle_active_hand;
                  end
 
Joined
Nov 19, 2009
Messages
3,144
Okay, now that that's done, what will differentiate two handed from one handed by the next version is:

+ More damage (generally)
+ Better accuracy over range (I think I'm going to make 3 relevant weapon perks here instead of the 2 of the original: (1) small range bonus for all 2 handed weapons (Miniguns (?), shotguns, plasma rifle, etc.), (2) bigger range bonus for "proper" rifles (Fn-fal, hunting rifle, laser rifle, assault rifle), (3) biggest bonus for scoped rifles, with a penalty for close range when aiming)
- More AP
- Can't switch to different weapon for free

Is this enough to make one handed weapons even remotely viable (in combination with the perk)? Or is there something else I might do to differentiate them more?
 
Joined
Nov 19, 2009
Messages
3,144
As far as I can tell it works perfect. I was afraid for a minute that it was exploitable by quickly clicking away before the forced toggle, but I couldn't manage that no matter how much I tried, so hurray.

I'm mostly busy now finally fixing the ever-present AP bug The Brazilian Slaughter pointed out helpfully as always. Turns out my whole scheme is getting screwed over by the AI never actually using unaimed shots (news to me); it just uses aimed torso shots and then the game helpfully translates them to unaimed for the purposes of AP calculation. This means among other things that their snap shots get the to hit bonus of the aimed torso shot at the moment.

I've almost fixed that, but now I have to deal with the fact that this means the AI has one less aimed option, by default the torso. This limitation gives me the opportunity however to do something about the AI's completely random approach to aimed shots: I'm going to strip away the eye aimed shot (at the very least) for low-skilled attackers, forcing them to use more torso aimed shots. I'm not sure yet if I should restore eye shots for high skilled attackers though (they'd still hit the eyes now and then aiming for the head anyway), which would have to come at the cost of the torso shot (or groin shot or whatever).

Besides that the changes have ballooned a bit because these changes give me the option to rationalize my to hit script (not interpreting two handed weapons as "shotgun a + shotgun b + etc..." but has proto data two handed, and so on), which in turn allows me to make those things customizable, and that takes a while.
 
Joined
Nov 19, 2009
Messages
3,144
Don't remember getting crippled by crit failures, its mostly foes' hitting me in my limbs. Lucky thing I didn't get a eye crit, blindess is a bitch.

Thanks, will have it fixed soon.

IMHO it should be something like this:

Speed Rule: The lighter and more dextrous the weapon, the faster it can be fired (both aimed and snap). And reloaded once you find a way to do it. The bigger and wieldier it is, the more time should be expent.
Damage Rule:
- Light and dextrous means less damage because of smaller barrel size. (so player should pick smaller pistols if he wants to shoot very fast low-caliber bullets, and the big pistols if he wants to shoot slower but stronger high caliber)
- Energy weapons are exempt from previous rule (so picking a laser pistol with the Salvatores is now worth it)
- Two-handed weapons are more accurate (because you have more support)

Completely agree, just don't think I'll mess with the damage values yet though (I still want to keep an opening for myself in case I'm going to end up doing something with the damage formula). By the way, I've come up with a way to make outdoorsman a bit more useful: I'm going to make it determine map speed. Doesn't matter terribly much in a regular game (which is why Pathfinder, which stacks with these changes, is so completely useless as a perk), but with the radiation stuff it might become interesting. Just need to make the radiation thing work better at some point.

Also, I think I've thought of a way to make your Bozar idea work, DraQ. It'd be a "single shot" rifle, but with the localization procedure run three times, and the damage formula (would have to work that out entirely though, so would take a while) three times, and then with a description in the console of what bodyparts each of the three bullets hit (or totally missed). It'd probably end up a bit dodgy, but it's fun enough that I'll give it a try (wouldn't work like a regular burst in terms of spray/hitting targets in the way, though, which is a shame). Probably would be impossible to have multiple crits too, which'd be amusing.

edit: the reason I'd have to go this route is because it's impossible to have aimed bursts after all.
 
Joined
Nov 19, 2009
Messages
3,144
Bro, I have been suspecting of it since the beginning, but now I'm sure.
Your hit-chance scripting is going wacky, Jim the Dinosaur
Sometimes the hit chances return to default standards. I know this because my unarmed characters has fairly something like 60-80% snap punch hitchances against most enemies, yet sometimes it goes all up to 95% (not 100%, which makes me even more sure of it), every part of the body.

Thanks... I'll try and figure out what's wrong. I'm completely reworking the to hit formula at the moment anyway so I'll test it extensively.
 
Joined
Nov 19, 2009
Messages
3,144
The Brazilian Slaughter Big new version up, yo, get it here.

1.4

Bugfixes:

- Hopefully finally fixed the AP bugs tied to the localization system.
- Fixed way too many bugs in the to hit formula to name (pretty embarrassing really). For instance, it previously broke once exhaustion kicked in due to an ill-fated change I'd recently made; also, the unarmed defence bonus for the enemy was calculated based on your own skill for some reason, and so on, and so on. All fixed.
Edit:- Almost forgot the most hilariously horrible bug fix of them all: attacker and target were switched in the critical hit/failure and localization script. Seriously.

New Additions:

- Added a two-handed gun fix mod: no longer will you be able to switch guns while armed with a two handed weapon.
- Added the option of making your Outdoorsman skill decide the speed at which you move through the wasteland.
- Added an AI improvement where he will switch any aimed shot he is making to the torso if his to hit chances drop under a certain value (30 by default).
- Added two new customizable options to the Weapons Mod: perks and attack modes (and two handed/big gun defines, tied into the modes).
-Added a whole load of new customizable aspects to the hitherto nebulous to hit formula.
-Made some more stuff customizable.

Changes:

- Changed the To Hit formula to make ranged penalties work better (they first treated max range as if it were something like an "effective range", rather than an actual max range due to bullet drop).
- Changed the unarmored critter HP/DR/DT formula to more closely resemble the original (so less focus on DR/DT for more "soft" critters, and more on HP).
- Dropped the critical hit rate of bodyparts, due to the localization changes resulting in lots of non-torso hits and consequently lots of crippling criticals. It's still pretty high though.
- As part of the new Weapons Mod options, I've changed spears to two-handed weapons, and scrapped a lot of seemingly arbitrary weapon perks (e.g. now only the Ripper has the armor penetrate perk, the weird "Accuracy" perk of +30% THC is non-functional now and only rifles have the long range perk, which lots of guns including Miniguns previously had.)
- The Radiation Mod is now off by default.
-Lots and lots of changes to the to hit formula (check the .ini for more explanations).

The updated .ini:

Code:
[MODS]
;
;NOTE: Under no circumstances should you ever set a divisor in any of the formulas listed here to 0. So, if there's for instance a formula
;that says X/Y, then X can be set to 0, but Y can't.
;
;//*****************************************************Morale System*****************************************************;//
;There are four different options for the Morale System (setting MoraleSystem to 0 disables it):
;(1) is the default option, killing people (especially children) and losing health lowers your morale, while drinking alcohol moderately boosts it
;(2) makes alcohol an even more effective morale booster, but also makes the stuff more addictive
;(3) is the "good guy" option: a high karma boosts your morale, but killing people is even more detrimental to it than normally
;(4) is the inner Eichmann option: killing people doesn't faze you a bit, but losing health is very perturbing.
; NOTE: There's no longer a dialogue option for these things, you need to use this .ini
MoraleSystem=1
;The following values decide the penalties you get once you have one of the three morale failures (to hit, AP cost, or movement cost).
;So, under the default values, you can get a flat 30% penalty to your THC, or an extra cost of 1 per hex moved, or an extra 2 AP's for each attack.
MoraleToHitPen=30
MoraleMovementPen=1
MoraleAPCostPen=2

;//*****************************************************Revised Poison System*****************************************************;//
;This makes poison work far more rapidly than in the original (you make a check against your endurance every combat round and every five seconds
; in non-combat) and causes the Needler Pistol to poison enemies.
PoisonSystem=1
; If the Poison System is enabled, the following adjusts the amount of Poison damage the Needler Pistol does: as you see base values
; are 15-35 for regular ammo, and 10-25 for AP ammo. So raising NeedlerStrength to 5 makes the range 20-40 and dropping APNeedlerStrength to -5
; makes its range 5-15. NOTE: this doesn't affect the likelihood of piercing armor at all. 
NeedlerLowerRange=20
NeedlerUpperRange=35
APNeedlerLowerRange=15
APNeedlerUpperRange=25
; PoisonSpeed changes every how many "game ticks" (10 to a second) you have to make a check against your endurance to see if you get a poison hit.
PoisonSpeed=50

;//*****************************************************Shotgun Changes*****************************************************;//
;This causes shotguns to do increased damage at close range, and decreased damage at long range.
ShotgunSystem=1
;If above is enabled, the following value adjusts the range modifier: at default (5) max range does half damage and point blank range does 1.5 times damage.
;Put the value at minimum (1), and point blank range does 1.1 times the damage and max range 0.9 times the damage.
;Put the value at max (9), and point blank range does 1.9 times damage, etc. DON'T make the range higher than 9 or lower than 1. Default is 5.
ShotgunDamageMod=5

;//*****************************************************Consistent Localization*****************************************************;//
;This makes attacks "realistically" hit the bodypart they would hit based on a simulated targeting reticule (i.e. a large THC translates to
;usually hitting the bodypart aimed at, a low THC can be all over the place).
Localization=1
;LocalizationMod changes how much increased chance to hit also increases your chance of hitting the desired bodypart. So, the lower the value,
;the more random localization stays. At the default value, you generally need a 100% chance to hit for a 100% chance to hit the desired bodypart,
;exceptions are the "embedded" bodyparts (eyes and groin), which get a 70 and 80% chance to hit the bodypart respectively at 100% chance to hit. 
LocalizationMod=6

;//*****************************************************AP Changes*****************************************************;//
;AimedAPCost and ScopedAPCost govern the AP cost of using aimed attacks without and with a scoped rifle respectively.
AimedAPCost=2
ScopedAPCost=3

;//*****************************************************Gear Randomization*****************************************************;//
;Randomizes NPC's weapons and ammo reserves.
GearRandomization=1
;shrinks ammo stacks to about 1/5th of their original size in most cases.
ReducedAmmoStacks=1

;//*****************************************************Fixed HP*****************************************************;//
;Fixes the player's HP. The formula can be changed through Stats.ini.
FixedHP=1

;//*****************************************************Drug Changes*****************************************************;//
;Stimpaks now mainly heal temporarily and SuperStims give a temporary higher max HP.
DrugChanges=1
;If above is enabled, the following values affect how much temporary, and permanent health regular (16 and 4 by default respectively) and Super Stims
; (50 and 10) heal. The temporary values change in increments of 2. So, for instance, a value of -5 for StimTemporary makes it 6 (16-5*2).
; SuperstimMaxHP changes the amount of (temporary) max hp superstims increase (10 default). PsychoMaxHP does the same for Psycho (
StimPermanent=0
StimTemporary=0
SuperStimPermanent=0
SuperStimTemporary=0
SuperStimMaxHP=0
;Non-party critters will now also attack you if you try to use stims on them and the following is enabled:
NoDrugExploits=1

;//*****************************************************Healing Rate Changes*****************************************************;//
;To replace the time tested stimpak healing method out of combat, the following sets your healing rate based on first aid skill (endurance plays no role anymore).
;FirstAidMod modifies how much the First Aid skill is divided by to arrive at this (so, raising the number actually lowers the effect).
FirstAidResting=1
FirstAidMod=10

;//*****************************************************Critical Hit Changes*****************************************************;//
;Changes the way crit chances work.
CriticalHits=1
;Because the localization changes cause more non-torso hits, I've felt the need to lower some of the base bodypart critical chance bonusses
; for instance, the eyes normally raised the chance to 60% by themselves, I've lowered that in the default values to 40.
EyesCritChance=40
HeadCritChance=25
LegsCritChance=10
ArmsCritChance=10
GroinCritChance=25

;//*****************************************************Critical Failure Changes*****************************************************;//
;Changes the way critical failure chances work. There are now two rolls (one based on Luck, another based on other attributes and skills
; related to the weapon type used).
CriticalFailures=1
;If above is enabled, the following values affect the new system:
;LuckImportance changes the value of n in the formula
; (it's a roll of 1-to-100 against 99-(n*10) + luck*(n), so the higher LuckImportance, the higher the importance of Luck, herp).
; MAX is 9, MIN is 1. Default is 3.
LuckImportance=3
;FailureChance decreases or increases the overal critical failure chance by changing the other roll
; (e.g. for Unarmed weapons it changes n for the roll of 1-to-(n) against agility*20+unarmedskill*4).
;strictly speaking Min is 1 and Max is however high you want, but you can tell by the formula what'll work best. Default is 1000.
FailureChance=1000

;//*****************************************************Passive Armor Repair*****************************************************;//
;Changes the usefulness of armor based on the wearer's skill.
ArmorRepair=1
;ArmorSkillReq divided by 2 is the level your skills need to be at for the armor to have its default resistances/thresholds. So, at
;ArmorSkillReq=400, you'd need 200 in repair for your armor's normal damage resistance to have its default value.
ArmorSkillReq=250
;MaintenancMod affects the impact of the system, the lower, the more this is. For instance a value of 2 means that 1/2 gets
;subtracted from the base resistance and threshold of the armor with 0% of ArmorSkillReq, but with 200% of ArmorSkillReq 1/2 gets added.
;At a value of 4, 1/4 get subtracted at 0%, and 1/4 gets added at 200% (do note that this will still grow after reaching 200%).
MaintenanceMod=2

;//*****************************************************Supply and Demand Mod*****************************************************;//
;Affects the prices of goods based on how many are in any particular map.
SupplyAndDemand=1
;If above is enabled, SupplyImportance and BasePrice let you manipulate the new pricing formula: (itemcost*BasePrice)/(80+(itemamount*SupplyImportance)),
;the higher SupplyImportance is set, the more the amount of items lowers the price. The higher BasePrice is set, the higher the base price is, herp.
SupplyImportance=20
BasePrice=100


;//*****************************************************Stat Changes*****************************************************;//
;Affects HP and a number of skills for Armor wearing (non-party) critters, and in addition DR and DT ratings for non-armor wearing (non-party) critters
;Note that if you want to change the player's HP formula, you need to go to Stats.ini.
StatChanges=1
;For armor-wearing critters the formula for HP is BaseHPMod+(Endurance*EnduranceHPMod)+(Strength*StrengthHPMod)
BaseHPMod=20
EnduranceHPMod=5
StrengthHPMod=1
;For armor-wearing critters the formula for skills is (AttributeSkillMod*Attribute1)+(AttributeSkillMod*Attribute2)+(Experience Value/ExperienceSkillMod).
;Attribute1 & 2 represent the attributes associated with the skill (so, for traps it'd be PE and AG, and for science both IN).
ExperienceSkillMod=10
AttributeSkillMod=4
;For non-armor-wearing critters the formula for HP is (Experience Value/ExperienceHPMod)+(Endurance*EnduranceHPMod2)+(Strength*StrengthHPMod2).
ExperienceHPMod=10
EnduranceHPMod2=5
StrengthHPMod2=1
;For non-armor-wearing critters the formula for DT is (Strength/StrengthDTMod)+(ExtraAC/ExtraACDTMod)
;ExtraAC is the armor class bonus given to critters on top of the agility bonus.
StrengthDTMod=5
ExtraACDTMod=5
;For non-armor-wearing critters the formula for DR is (Endurance*EnduranceDRMod)+(ExtraAC/ExtraACDRMod)
EnduranceDRMod=2
ExtraACDRMod=1
;Armor wearing critters get penalties to their agility: HeavyArmorAgilityMod for metal armor and upwards, LightArmorAgilityMod for lower.
HeavyArmorAgilityMod=-2
LightArmorAgilityMod=-1


;//*****************************************************Radiation System*****************************************************;//
;If enabled, there's a roll of 1-100 against RadiationRandom (so 0 for always, 100 for never) that there's a radiation hit the size of RadiationHit
;(from which radiation resistence gets distracted, so setting it to 1 probably won't do much as Fallout doesn't round upwards) gets administered to the player
; every RadiationTime * game hours. NOTE: RadiationRandom doesn't work elegantly because I use a workaround to deal with the game not checking regularly
; during map travel. This means that you could end up with an accumulated radiation hit depending on a single roll if you've set the RadiationTime small enough.
RadiationSystem=0
RadiationRandom=90
RadiationTime=24
RadiationHit=5

;//*****************************************************Outdoorsman Changes*****************************************************;//
;If enabled, this adjusts the map speed based on your outdoorsman skill.
OutdoorsmanSpeed=1
; the speed mod sets the value at which the map speed becomes zero (so best not set it below 301 in case you want to use the cheat manual at the end).
;As you can see, with the default value, map speed (before pathfinder perk modifiers) becomes 50% if you have 200 Outdoorsman.
OutdoorsmanSpeedMod=400

;//*****************************************************Two Handed Fix*****************************************************;//
;If enabled, you will no longer be able to switch from one hand to another while carrying a two handed weapon (it'll simply toggle straight back).
TwoHandedFix=1

[THC]
;//*****************************************************General To Hit Changes*****************************************************;//
;A long, long list of changes meant mainly to balance things out properly.
ToHitChanges=1
;If above is enabled, the following adjusts the To Hit cap (set to 100% by default).
ToHitCap=100
;FastShotBonus is the bonus the fast shot trait now gives to unaimed "snapshots".
FastShotBonus=10
;In an attempt to balance the ridiculously overpowered bonus attack perks (bonus rate of fire and bonus hth attacks), I've had them give a to hit penalty as well.
BonusAttacksPenalty=10
; The heave ho perk (can) now also add to the distance modifier bonus for thrown weapons.
HeaveHoPerk=2
;To decide your dodge bonus, your agility * AgilityBonus is added to the amount of increments of the Dodger perk you have * DodgerPerk
;To this is potentially added the HtH Evade perk's bonus.
AgilityBonus=4
DodgerPerk=3
;HtHEvadeUnarmedMod decides by which value your unarmed skill is divided to reach your added defensive bonus when fighting unarmed
;(so the higher the value, the lower the effect of the perk).
HtHEvadeUnarmedMod=15


;//*****************************************************Exhaustion System*****************************************************;//
;The following enables the exhaustion system affecting to hit chances after a certain (endurance governed) amount of turns.
Exhaustion=1
;The ExhaustionBasePen is the amount by which the number of turns that exceeds your endurance is multiplied to calculate the penalty
; So at the default 2 and 10 combat turns, someone with Endurance 4 would already be at a penalty of (10-4=6)*2=12.
;To this is added the percentage of max weight you're carrying multiplied by the ExhaustionWeightPen. So, in our example,
; at the default value of 5, and carrying 50% of your total weight, (0.5*5=2.5) gets added to the penalty, making for a new calculation
; of (6+2.5)*2=17
ExhaustionBasePen=2
ExhaustionWeightPen=5

;//*****************************************************Ranged Modifiers*****************************************************;//
;RangeBasePen decides the base to hit distance penalty per hex. From this is substracted the attacker's perception (and agility in the case of thrown weapons) and
; the Sharpshooter perk; to it is added the penalty for using an unaimed snapshot, and increasing penalties over longer distances (see the next few values). 
RangeBasePen=10
;The following distance modifiers affect every how many hexes distance an extra point penalty per hex is added. The modifiers for scoped and
; non-scoped rifles apply only when performing an aimed shot. So, with the default values, an aimed shot with a rifle will cost the base penalty
; over the first 5+2+3=10 hexes, then the base penalty over the next 10 hexes, and so on.
BaseDistanceMod=5
TwoHandedDistanceMod=2
RifleDistanceMod=3
ScopeDistanceMod=17
;ScopedCloseRange is the range at which the sniper gets a penalty when aiming due to being too close to his target with the ScopedCloseRangePen being
; the value which is divided by the distance to produce the penalty. So, at default values and a distance of three hexes, that makes for a penalty
; of 30/3 = 10.
ScopedCloseRange=5
ScopedCloseRangePen=30

;//*****************************************************Light Modifiers*****************************************************;//
;The lower the value of LightDistanceMod, the more influential darkness is: at the default of 15, the penalty is 2 per hex at total darkness
; and 1 in places such as the ToT, while at 5 it's a (very high) 7 at darkness and 4 in the ToT. The modifiers for the Night Vision perk
; and the Night Scope weapon perk then have the same cumulative effect (so at the default values, having the Night Vision perk results
; in a total value of 30, meaning a distance penalty of 1 at total darkness, and with the Night Scope added, that makes 45, for no more
; penalties at all.
LightDistanceMod=15
NightVisionMod=15
NightScopeMod=15

;//*****************************************************Weapon Strength Mods*****************************************************;//
; The following value sets the amount of strength for minimum weapon strength determining purposes the weapon handling perk adds.
WeaponHandlingPerk=4
; If the weapon's minimum strength (simply weapon weight for one handed weapons, weapon weight/2 for two handed weapons) exceeds your strength
; then the resulting penalty is the amount by which it's exceeded * (BaseStrengthPen + exhaustion/ExhaustionStrengthPen).
BaseStrengthPen=4
ExhaustionStrengthPen=4

;//*****************************************************THC Nerfing*****************************************************;//
;To balance the formula, the outcome gets nerfed based on the aimed at bodypart. The values below indicate the increments with which the nerfing
;takes place. So, with the default value, aiming at the left arm, with a 50% un-nerfed to hit chance, the first 35 "cost" 1 point, but the next
; 2 points, so that you get (35/1)+(15/2)=42 after the nerfing.
ArmsNerfing=35
UnaimedNerfing=30
LegsNerfing=40
GroinNerfing=20
HeadNerfing=30
TorsoNerfing=50
EyesNerfing=10

;//*****************************************************AI To Hit Improvements*****************************************************;//
;If the AI's To hit chance goes below AIAimedTHCMin, and he is using an aimed shot anywhere else than the torso, then the to hit formula gets run
;again, only now with the AI forced to perform an aimed shot to the torso (which will help him make the right decision in combat).
AIAimedTHCMin=30

Examples of the new formula:

Changed the values around a bit again to boost some HP and drop a bit of DT/DR (with the current formula, I'm afraid every late level critter will become so armored that non-AP ammo will become worthless). This'll be in the next version. You could change it back again easily (or change further) of course.


1) Experience value/10 sets the hp value.
2) Endurance*5 adds to the hp value, and *2 sets the DR value
3) Strength*1 adds to the hp value, and /5 sets the DT value
4) Extra AC (so AC on top of the base agility bonus) raises DR*1 and DT/5.
5) Finally kill type (i.e. gecko, deathclaw, etc.) can adjust the DT/DR values according to some of the principles you layed out (e.g. fire geckos and floaters get special immunities).

Changed from:

1) Experience value/10 sets the hp value.
2) Endurance*3 adds to the hp value, and *3 sets the DR value
3) Strength*1 adds to the hp value, and /2 sets the DT value
4) Extra AC (so AC on top of the base agility bonus) raises DR*1 and DT/5.
5) Finally kill type (i.e. gecko, deathclaw, etc.) can adjust the DT/DR values according to some of the principles you layed out (e.g. fire geckos and floaters get special immunities).

So this is what changes for the SM group:


Code:
Original:

Super Mutant: 100 HP, 5 DT, 40 DR
Strong Super Mutant: 110 HP, 8 DT, 40 DR

Previous Formula (after adding 4 ST, and 3 EN):

Super Mutant: 81 HP, 10 DT, 53 DR
Strong Super Mutant: 92 HP, 11 DT, 56 DR

Newest Formula (after adding 4 ST, and 3 EN):

Super Mutant: 103 HP, 6 DT, 42 DR
Strong Super Mutant: 116 HP, 6 DT, 44 DR

Various strong critters:

Code:
Original:

Sentry Bot Mark II: 120 HP, 13 DT, 50 DR
Robobrain: 80 HP, 5 DT, 40 DR
Floating Eyebot: 60 HP, 4 DT, 30 DR
Floater: 175 HP, 5 DT, 40 DR
Centaur: 150 HP, 4 DT, 35 DR
Alien: 120 HP, 6 DT, 40 DR
Tough Deathclaw: 310 HP, 10 DT, 50 DR

Previous Formula:

Sentry Bot Mark II: 93 HP, 9 DT, 49 DR
Robobrain: 60 HP, 7 DT, 44 DR
Floating Eyebot: 51 HP, 3 DT, 31 DR
Floater: 107 HP, 8 DT, 44 DR
Centaur: 93 HP, 6 DT, 36 DR
Alien: 79 HP, 9 DT, 46 DR
Tough Deathclaw: 208 HP, 10 DT, 54 DR

Newest Formula:

Sentry Bot Mark II: 109 HP, 6 DT, 41 DR
Robobrain: 76 HP, 5 DT, 36 DR
Floating Eyebot: 65 HP, 2 DT, 24 DR
Floater: 123 HP, 5 DT, 36 DR
Centaur: 107 HP, 4 DT, 29 DR
Alien: 93 HP, 6 DT, 39 DR
Tough Deathclaw: 224 HP, 7 DT, 46 DR

Various weak critters

Code:
Original:

Rat: 6 HP, 0 DT, 0 DR
Mole Rat: 26 HP, 0 DT, 0 DR
Little Gecko: 25 HP, 0 DT, 20 DR
Golden Gecko: 45 HP, 2 DT, 25 DR
Radscorpion: 26 HP, 2 DT, 0 DR
Spore Plant: 40 HP, 0 DT, 0 DR
Mantis: 16 HP, 0 DT, 0 DR

With Previous Formula:

Rat: 6 HP, 0 DT, 3 DR
Mole Rat: 26 HP, 2 DT, 9 DR
Little Gecko: 18 HP, 3 DT, 17 DR
Golden Gecko: 28 HP, 6 DT, 24 DR
Radscorpion: 36 HP, 3 DT, 18 DR
Spore Plant: 31 HP, 2 DT, 18 DR
Mantis: 25 HP, 1 DT, 15 DR

With Newest Formula:

Rat: 8 HP, 0 DT, 2 DR
Mole Rat: 32 HP, 0 DT, 6 DR
Little Gecko: 24 HP, 1 DT, 14 DR
Golden Gecko: 34 HP, 4 DT, 21 DR
Radscorpion: 48 HP, 1 DT, 12 DR
Spore Plant: 43 HP, 1 DT, 12 DR
Mantis: 35 HP, 0 DT, 10 DR
[/quote]


What's up for the next version:

- try and make it compatible with Megamod (sorry, didn't get to it yet)
- I think I've finally found a way to make drug effects influenced by stats, so Doctor and First Aid might become more useful.
- I want to make the two handedness of weapons more malleable: have poor strength even for a pistol? Use both hands! Conversely, have super human strength? Wield an assault rifle with one hand!
 
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Sweeeeet, bro... when do you think it will be ready for newspage posting in Codex and NMA? 2.0?

When more than one person starts playing it? Seriously, without your input I probably wouldn't have spotted all those huge bugs for a long while, and once other people start playing with different builds and getting farther into the game, stuff'll no doubt start popping up again.

Did you also fix the fact the AI is always AIMING at torso rather than using true snap shots? That kinda fucked my character idea (in case you forgot, currently making a faster fighter-dodger)

Of course, what I've done is that for the AI, an aimed shot at the torso (i.e. its default attack) is treated like a snapshot, while a shot to the eyes is treated like an aimed shot to the torso (so in effect where the AI previously couldn't do snapshots, now it can't do eye shots)

- Ah, so that is why I got 135% unarmed and I'm starting to notice my to-hit chances are still crap?

Yeah, you were basically shadowboxing

- Does Exaustion works only with the PC or everyone?

With everyone.

- Added the option of making your Outdoorsman skill decide the speed at which you move through the wasteland.

Interesting, but a bit marginal later due to the car. Will make Sulik and the outdoorsman boosts in the early game more useful. If we had more survivalist systems it could be a cool skill (NV has Survival, but its essentially a crafting skill). This may also make Outdoorsman a useful skill for speedrunners and pure diplomat characters.

Yeah, that's why I thought it might solely be interesting in combination with the radiation changes: 0.7* map speed is 0.7* the radiation hits. I think this keeps working also with the car, though I'm not sure.

- Added an AI improvement where he will switch any aimed shot he is making to the torso if his to hit chances drop under a certain value (30 by default).

Cool, makes sense! Also AI improvement is always incline. Wonder if you could adjust this according to IN stats or certain types of critters. Trained soldiers and mercs (VC Guards, Bishop's 'Raiders', Caravan Guards, Unity Patrols, Slavers, NCR Rangers, Shi Guards, etc) would probably be trained to fire center-of-mass in first place, while dumbfuck raiders would try stupid trick shots, dunno...

That's a really cool idea... only problem is that the devs didn't really care much about the IN value they gave to critters (usually between 4 and 6)... I have to find some way to make these stats work better.


- Changed the unarmored critter HP/DR/DT formula to more closely resemble the original (so less focus on DR/DT for more "soft" critters, and more on HP).

Will see... which critters you classify as soft or hard? Won't this affect AP ammo use?

Soft wasn't the right word, only thing I've done is drop the DR bonus they get from EN and the DT bonus they get from ST and raised the HP they get from EN. You can check the examples to see which of the formulas you like best and easily change it back (or change it further).
The general idea is that I didn't like the idea that with critters so much more armored in my old formula, AP would basically become the universally better ammo type after the early game, instead of different critters requiring different types of ammo.
The general effect of the two formulas is more or less the same I think, though: early critters considerably tougher, late enemies maybe a tiny bit easier (because of fixed HP this should just translate in more or less the same challenge though, but probably requires a lot more tinkering).

- As part of the new Weapons Mod options, I've changed spears to two-handed weapons, and scrapped a lot of seemingly arbitrary weapon perks (e.g. now only the Ripper has the armor penetrate perk, the weird "Accuracy" perk of +30% THC is non-functional now and only rifles have the long range perk, which lots of guns including Miniguns previously had.)

Cool! Can one create new weapon perks through SFall? This could be useful.

Don't think so, but I can change one of the redundant ones (mainly Accuracy) into something more interesting if you want. What were you thinking of?

- I want to make the two handedness of weapons more malleable: have poor strength even for a pistol? Use both hands! Conversely, have super human strength? Wield an assault rifle with one hand!

They should be malleable to a certain level, through; having two miniguns is ridiculous, unless you have something like 14 ST.

Yeah, that's why I used the Assault rifle as an example: it's one of the lighter guns in the game. I'm thinking of making the requirement for going single handed that your strength is higher than the weapon's weight plus its size (this is some stat they had for container filling purposes, it goes from 2 for pistols to 6 for big guns). So for the AR it'd be 7+5=12 strength minimum. To single handedly wield a minigun you'd need 28+6 = 34 Strength, which isn't going to happen. Miniguns already need superhuman strength to handle properly (weight/2=14 ST) with two hands. Btw, DraQ, any thoughts on this?

Anyway, any ideas for making throwing useful? I would thrown it in the trash altogether and make grenades use unarmed skill already (Van Buren was going to do the same thing, I think) while the rest use melee, there's enough unarmed skillboosts in the game (Lucas, Sulivan, Lo Pan/The Dragon, SAD Punching Bags, Prizefighter) and unarmed is the highest starting skill, so there's enough to make the ocasional grenade or molotov viable even for one-handed weapon users that don't pump a tag or lots of precious skill points in throwing, ALTHROUGH I think it would also make grenades work with certain unarmed perks (I'm thinking Slayer, bonus MRF and HtH Dodging).

I really can't see the throwing skill savaged, its too useless (I would rather pump points in Repair, Science, Doctor or Lockpicking instead)

Not sure... what would you then do with the opened-up throwing skill? I'm already trying to think of a Gambling replacement as it is.

Does this include widescreen?

It needs sfall to work, and that has all the resolution stuff in it.
 
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Why does the AI uses a aimed shot to the torso by default? Man, nineties programmers were weird.

Guess it was a memory saving measure, what with them being the exact same in the original.

Cool, wonder how can I use exaustion in my favour?

Play aggressive and try for an early resolution if you have low EN and be more cautious and defensive with high EN would be my guess.

Gotta tamper more with the radiation, how I dial it up BTW?

Just go to this part in the .ini:

Code:
;//*****************************************************Radiation System*****************************************************;//
;If enabled, there's a roll of 1-100 against RadiationRandom (so 0 for always, 100 for never) that there's a radiation hit the size of RadiationHit 
;(from which radiation resistence gets distracted, so setting it to 1 probably won't do much as Fallout doesn't round upwards) gets administered to the player 
; every RadiationTime * game hours. NOTE: RadiationRandom doesn't work elegantly because I use a workaround to deal with the game not checking regularly
; during map travel. This means that you could end up with an accumulated radiation hit depending on a single roll if you've set the RadiationTime small enough.
RadiationSystem=0
RadiationRandom=90
RadiationTime=24
RadiationHit=5

and turn it on first of course.

Soft wasn't the right word, only thing I've done is drop the DR bonus they get from EN and the DT bonus they get from ST and raised the HP they get from EN. You can check the examples to see which of the formulas you like best and easily change it back (or change it further).
The general idea is that I didn't like the idea that with critters so much more armored in my old formula, AP would basically become the universally better ammo type after the early game, instead of different critters requiring different types of ammo.
The general effect of the two formulas is more or less the same I think, though: early critters considerably tougher, late enemies maybe a tiny bit easier (because of fixed HP this should just translate in more or less the same challenge though, but probably requires a lot more tinkering).


Hmmm, that be bad.

What's bad? The new formula or the fact that it doesn't ramp up the difficulty? If it's the latter, the main goal of all these changes was primarily to change the stupid inverted difficulty curve of (moderately) challenging in the beginning and dirt easy after that into a more steady progression in line with the beginning. If you want more difficult critters in general, just up all the values a bit.

For example, differentiate between small handguns (10mm pistol, 9mm mauser, magnum revolver, needler pistol) and the big handguns (desert eagle, 14mm pistol, .233 pistol).

What should they do differently?

Also perhaps something to make rifles play differently, perhaps a universal rifle perk that gives melee/unarmed penalties to a riflewielder, making him/her easier target because of his busy hands?

That's a good idea, but I don't need a special perk for that (I can just check for two-handedness).

Yeah, that's why I used the Assault rifle as an example: it's one of the lighter guns in the game. I'm thinking of making the requirement for going single handed that your strength is higher than the weapon's weight plus its size (this is some stat they had for container filling purposes, it goes from 2 for pistols to 6 for big guns). So for the AR it'd be 7+5=12 strength minimum. To single handedly wield a minigun you'd need 28+6 = 34 Strength, which isn't going to happen. Miniguns already need superhuman strength to handle properly (weight/2=14 ST) with two hands. Btw, DraQ, any thoughts on this?

I like this idea, but the question is: What advantage springs from this? Strength is less marginal now you can enhance it to superhuman levels, but the biggest strength booster (Power Armor) only appears in the end-game. Seems at best a endgame cool advantage for a big guns/energy weapons character with high strength.

Not sure yet myself. The min strength for weapons element really bugged the hell out of me because it was so obviously phoned in. Every weapon has a value between 3 and 7, with the 6's and 7's reserved for big guns almost exclusively. Of course you'll probably have Power Armor by the time you get to use these weapons anyway so you'll end up choosing between 4 and 5 ST at start up every single time with a ranged character (unless you just want to use the 10mm pistol, which is I think the only min ST 3 weapon). At least with the new system, every ST at start up would have its upsides and downsides, which is something. I already implemented it and it works nicely. Here's some examples of the new min strength values:

Code:
Old Min Str Values:

Laser Rifle: 6
Shotgun: 4
H&K G11: 5
Assault Rifle: 5
10MM SMG: 5
10MM Pistol: 3
Sledgehammer: 6
Spear: 4
Minigun: 7
Flamer: 6
Sniper Rifle: 5
Turbo Plasma Rifle: 6

New Min Str Values (Two-handed, One-handed):

Laser Rifle: 4, 13
Shotgun: 3, 7
H&K G11: 4, 10
Assault Rifle: 3, 10
10MM SMG: 3, 7
10MM Pistol: 1, 4
Sledgehammer: 4, 12
Spear: 2, 7
Minigun: 10, 25
Flamer: 6, 18
Sniper Rifle: 4, 12
Turbo Plasma Rifle: 6, 15
 

DraQ

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Jim the Dinosaur

Regarding 1/2h wielding:
A neat idea.
I would also factor in recoil - some constant*damage*burst# (assumed 1 if no bursts) unless the damage type indicatates no recoil - explosive (rocket launchers are recoilless), plasma, laser, electricity, flame. Maybe divide by weapon's mass.
Take whichever is higher - weight factor or recoil factor - as limiting value.

Wouldn't it require scrapping non-switching script, though?
Might be a good idea - if only one weapon is equipped it would count as 2h grip unless unnecessary (and you can still switch to kicks), if 2 weapons were equipped requirements for 1h grip would be imposed.
How do penalties for using weapons with requirements above your stats work, BTW?

Regarding throwing:
How does it work by default?

Precision is pretty much lost cause in a tile based game where you are mostly throwing explosives (because you should be able to hit close enough to the target regardless of skill), but how about range, timing and bouncing?

Range is obvious.
Bouncing - the lower your skill the more likely it is that 'nade will bounce short distance (based on distance thrown) in unpredictable direction from the hex it lands on. I'm not sure if it's worth implementing, though.

Now for the timing. Would it be possible to allow two attack modes - cooked and uncooked?
Uncooked mode would make attack spawn stationary live grenade explosive that would explode in somewhere between 1 and 3s (how much would it be in turns?) and make AI flee from it before it does.
Cooked mode would make grenade explode instantly like it does by default, by depending on your skill it could blow in your hand or behave as if uncooked instead.

The effect would be that grenades would only be useful for actually dealing damage only when skilled. Damage itself should be upped too to make grenades attractive. Maybe make crit chance sensitive to skill too (the idea being throwing close enough to your mark to make the 'nade explode point-blank).

Also, would it be possible to add attacks against terrain with AoE weapons?

Does this include widescreen?
:nocountryforshitposters:
 
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Regarding 1/2h wielding:
A neat idea.
I would also factor in recoil - some constant*damage*burst# (assumed 1 if no bursts) unless the damage type indicatates no recoil - explosive (rocket launchers are recoilless), plasma, laser, electricity, flame. Maybe divide by weapon's mass.

Recoil is something I really want in the calculation, but I can't think of a way to calculate it with the variables the game gives me. #Burst rounds + damage type would be enough, but for some horrible reason I can't tell whether a gun is bursting (or rather, whether it's using primary or secondary attack) during the to hit formula, only during the damage calculation, so that's off the table. As far as I can tell the only thing I could do is arbitrarily assign values to each individual gun, but I want to keep everything as systemic as possible. So currently it's just weapon weight for two handed and weapon size added for single handed due to balance (I figured holding an assault rifle perfectly still with one hand would be pretty damn hard no matter how light the thing is).

Wouldn't it require scrapping non-switching script, though?
Might be a good idea - if only one weapon is equipped it would count as 2h grip unless unnecessary (and you can still switch to kicks), if 2 weapons were equipped requirements for 1h grip would be imposed.

Can't tell what's in the other hand, remember. But you mean I'd have to scrap it because you could otherwise just switch during combat, right? That's not an issue because at the moment it's an auto-feature:

Code:
;//*****************************************************Hands Used Changes*****************************************************;//
; If enabled, the amount of hands used for weapons is decided by the wielder's strength.
HandsUsed=1
; HandsUsedMod can be used to decide how stubbornly all critters (including the player) keep using weapons with one hand. So, at the default of 0, you never get a 
;strength penalty due to using a one handed weapon while not being able to. Set it to 1, and all critters will use a weapon with one hand, even if their strength
; is 1 below the Min Strength needed for using the weapon with one hand, giving a to hit penalty.
HandsUsedMod=0

The problem with making it manual is that proto data gets reset every map entry, so you'd have to manually reset your preferred handedness on each map entry. Keeping it (customizably) auto makes it work smoothly.

How do penalties for using weapons with requirements above your stats work, BTW?

Code:
;//*****************************************************Weapon Strength Mods*****************************************************;//
; The following value sets the amount of strength for minimum weapon strength determining purposes the weapon handling perk adds.
WeaponHandlingPerk=4
; If the weapon's minimum strength exceeds your strength then the resulting penalty 
; is the amount by which it's exceeded * (BaseStrengthPen + exhaustion/ExhaustionStrengthPen).
BaseStrengthPen=4
ExhaustionStrengthPen=4

So there's a base penalty and an exhaustion penalty added to it.

Regarding throwing:
How does it work by default?

Precision is pretty much lost cause in a tile based game where you are mostly throwing explosives (because you should be able to hit close enough to the target regardless of skill), but how about range, timing and bouncing?

Can't say I know a lot about how thrown weapons worked (never really used them in the game). But I think range is the only thing you can realistically play with (which is determined by strength). Bouncing is in the game, but is behind the black box. Timing could possibly be done with the uncooked grenades, but making the AI react would probably be impossible (I can make it do extremely general things like flee, but only with a one turn delay and not in a certain direction).
 
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You know, it would be awesome if Fallout 2 had a mind-reading unarmed enemy, so you could deliberately script it to do shadowboxing, just to troll the player. :troll:

This post is rich with sperg, SPERG WARNING.

Jim the Dinosaur said:
Guess it was a memory saving measure, what with them being the exact same in the original.

1998 = Average computer has 16 or 32 megas of RAM and 500 MHZ, games are well-programmed and run well and seamleselly in the average system.
2013 = Average computer has 4 gigas of RAM and something like 6,000 or 8,000 MHZ divided in multiple processor cores, games are programmed by fucking amateurs and take considerable time to load even in a high-end system.

Oh future, you so hilarious!

Play aggressive and try for an early resolution if you have low EN and be more cautious and defensive with high EN would be my guess.

Seems to favour my current character (Agile, tough and strong unarmed dodger ligh armour and lots of drugs), good thing you fixed the snapshot thing.

Stims weaken your exaustion penalty, right? How about Jet and Stims (and the Adrenaline Rush perk) being capable of giving you a "Positive Exaustion (IE Adrenaline Rush) Bonus" which is essentially a bonus against enemy attacks? That is, until you come down from the drugs, then you're fucked. :troll: (stims are SCARY to use now because of the HP hit, and a jet comedown fucks up the player good if you take too long fighting, trust me I know)

Just go to this part in the .ini:

Cool, more challenge is always good.

What's bad? The new formula or the fact that it doesn't ramp up the difficulty? If it's the latter, the main goal of all these changes was primarily to change the stupid inverted difficulty curve of (moderately) challenging in the beginning and dirt easy after that into a more steady progression in line with the beginning. If you want more difficult critters in general, just up all the values a bit.

Nah, AP ammo becomming universally better.
That said, I think the dificulty curve is already better due to the combination of factors (morale system, exaustion, fixed HP, unarmed vs unarmed, more cripples) making combat a lot more random yet balanced, because now the player can't simply count on his usual "Pump weapon skill to 130% by level 6, use EN 4 + lifegiver for hp bloat and eye-crit my way to victory" schtick.

What should they do differently?

Not really sure. In vanilla the choice of one-handed weapons was Magnum Revolver vs 233 vs Hcp 10mm SMG, it was essentially a stopping power vs shooting speed vs lotsa bursts choice, with fast-shot characters going with the Magnum or hcp and switching only for the Really Tough Shit (turrets, Super Mutants, Wannamingoes, Deathclaws), until they got the Gauss Pistol. I would say shooting speed, but I don't think the difference is really meaningful like the difference between a pistol and a rifle (normal pistols with rifle-like damage IMHO are a little ridiculous), their function in your mod seem to be a longer-ranged in-betweener weapon between light pistols, shotgun and rifles.

Not really sure, I need to number-crunch and think more.

That's a good idea, but I don't need a special perk for that (I can just check for two-handedness).

Good!
Possible way to differentiate some weaponry:
Light Pistols = 0/-5% AC vs unarmed/melee attacks (a pistol is light, shoots fast and can be easily used in a melee fight)
Heavy pistols/smgs/shotguns = -%5/-10% AC vs unarmed/melee attacks
Two-handed weapons = -10%/-20% AC vs unarmed/melee attacks (Big, unwieldy, etc. Rifles can be used for butting but its kinda bad for enclosed spaces, which is why sappers and tunnel-fighters use guns. Unsure how to simulate this)

(or maybe the penalty is in DR? Need to think more)

Like I said, the idea is to think in terms of niches and character ideas and how those differences apply. I saw your interesting ideas on dodging and hit chances and created my Fast Unarmed Dodge character.

Another potential character I created in my mind is a classic Fallout Lone Sniper, but with different stats because of the fact PE now has bonuses beyond 7 (seriously, PE 8 or beyond doesn't make you more accurate), in my mind he would be something like this:

ST: 05 (+2 enhancements with module and perk)
PE: 08 (+2 enhancements with module and perk)
EN: 06 (+2 enhancements with module and perk)
CH: 01 (no use, can boost with shades to recruit a single NPC)
IN: 07 (good smarts, can boost by +2 with module and perk, and +3 with hubologists bonus)
AG: 08 (+1 with RP Agility Serum, +1 with perk +1 with module - 1 with Brotherhood Armor)
LK: 07 (+2 or +1 with hubologist scanning, +1 with perk)

Not sure yet myself. The min strength for weapons element really bugged the hell out of me because it was so obviously phoned in. Every weapon has a value between 3 and 7, with the 6's and 7's reserved for big guns almost exclusively. Of course you'll probably have Power Armor by the time you get to use these weapons anyway so you'll end up choosing between 4 and 5 ST at start up every single time with a ranged character (unless you just want to use the 10mm pistol, which is I think the only min ST 3 weapon). At least with the new system, every ST at start up would have its upsides and downsides, which is something. I already implemented it and it works nicely. Here's some examples of the new min strength values:

Why not make it double ST to dual-wield, or double ST + 1? Could make it more useful and acessible.

For example, only character I can think that would take advantage of the 1/2h wield rules would be a Big gunner/Melee/Ranged hybrid character with enough starting ST to use two-handed weapons by double-wielding until he reaches the middle-game and uses Tag! to switch to a Big Gun.

Bear in mind now that in your mod PA gives a severe -2 AG bonus. The Metal/Combat armor -1 bonus is quite severe, but manageable (especially with the RP). In fact, I would recommend a different penalty to power armor, but I have no idea which.

As for throwing, I really have no idea as to what do with that skill beyond what I suggested. Its a skill with few weapons, lousy weapons with marginal use (throwing the ocasional molotov on crowded enemies is quite cool, having to put a proper gun in the same slot in the next turn ins't) and there's not even scenario destruction to justify it.

IMHO it would be awesome if a Fallout 2 Total Conversion used this mod as default.
 
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DraQ

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Can't tell what's in the other hand, remember.
In this case I would leave the feature out for now.

The thing about 1h or 2h grip is that they require particular amount of hands. If you have to fire your .223 pistol two handed you need to keep the other hand empty as if it was a 2h weapon. If you can fire AR with one hand it means that you can hold something in your other hand and switch.

Or you could make the switch-back script check for hands actually needed to wield a weapon rather than actual handedness (assumption being that character wields weapon with only as many hands as he needs for stable firing position).

So there's a base penalty and an exhaustion penalty added to it.
It would be really fun if firing a weapon with no requirements met would have a high chance to make you drop it or knock you on your ass.
:desu:


Timing could possibly be done with the uncooked grenades, but making the AI react would probably be impossible (I can make it do extremely general things like flee, but only with a one turn delay and not in a certain direction).
The idea is that the grenade (or explosive it placed) would just lie there for the next turn before exploding while the AI would freak out and try to GTFO.

Random fleeing wouldn't be much of a problem, blast radius is small, chances of blundering out of it are much higher than chances of blundering into it. If you could make it so that only enemies within certain radius around grenade would flee, there would be no issue at all.

Of course flight should only last until grenade blows.

Remember to cover situations like multiple grenades at once or one after another when setting up conditions for entering and exiting flight state.
 
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In this case I would leave the feature out for now.

The thing about 1h or 2h grip is that they require particular amount of hands. If you have to fire your .223 pistol two handed you need to keep the other hand empty as if it was a 2h weapon. If you can fire AR with one hand it means that you can hold something in your other hand and switch.

Or you could make the switch-back script check for hands actually needed to wield a weapon rather than actual handedness (assumption being that character wields weapon with only as many hands as he needs for stable firing position).

Oh right, get where you're coming from now. The way my script works isn't that it treats the weapon as if it's a 2-handed weapon, but makes it a two handed weapon by editing the proto data on the fly. So the two handed toggle works just fine. I tested it with a spear with too little strength for two handed against a tribal with a spear and enough strength and it worked perfectly, happily switching spears from two-handed to one-handed each turn smoothly. Surprisingly even the AP numbers in the UI worked well.

So there's a base penalty and an exhaustion penalty added to it.
It would be really fun if firing a weapon with no requirements met would have a high chance to make you drop it or knock you on your ass.
:desu:

That'd be sweet but again there's that really annoying fact that I can't peek inside the critical failure tables, meaning that every increased chance of dropping your gun means an increased chance in having it explode as well.

The idea is that the grenade (or explosive it placed) would just lie there for the next turn before exploding while the AI would freak out and try to GTFO.

Random fleeing wouldn't be much of a problem, blast radius is small, chances of blundering out of it are much higher than chances of blundering into it. If you could make it so that only enemies within certain radius around grenade would flee, there would be no issue at all.

Of course flight should only last until grenade blows.

Remember to cover situations like multiple grenades at once or one after another when setting up conditions for entering and exiting flight state.

Big problem is they'd always be fleeing from you, not the grenade, and not in a random direction. It's really annoying that I can't seem to find a way to force movement during combat.
 
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1998 = Average computer has 16 or 32 megas of RAM and 500 MHZ, games are well-programmed and run well and seamleselly in the average system.
2013 = Average computer has 4 gigas of RAM and something like 6,000 or 8,000 MHZ divided in multiple processor cores, games are programmed by fucking amateurs and take considerable time to load even in a high-end system.

Oh future, you so hilarious!

Yeah, the memory saving measures the devs took do make modding a pain in the ass though. I only recently found out that the reason I couldn't figure out how to change handedness of weapons was that it was in the same value as attack modes. For me as a non-programmer consistently failing math in high school it's completely amazing how they manage to put the info on primary, secondary attacks, handedness, big gun-ness, useability, and more in one single relatively small number. Brilliant stuff.

Stims weaken your exaustion penalty, right? How about Jet and Stims (and the Adrenaline Rush perk) being capable of giving you a "Positive Exaustion (IE Adrenaline Rush) Bonus" which is essentially a bonus against enemy attacks?

Not at the moment... should be though. Wonder if it'd be possible in the first place... have to think this through.

Good!
Possible way to differentiate some weaponry:
Light Pistols = 0/-5% AC vs unarmed/melee attacks (a pistol is light, shoots fast and can be easily used in a melee fight)
Heavy pistols/smgs/shotguns = -%5/-10% AC vs unarmed/melee attacks
Two-handed weapons = -10%/-20% AC vs unarmed/melee attacks (Big, unwieldy, etc. Rifles can be used for butting but its kinda bad for enclosed spaces, which is why sappers and tunnel-fighters use guns. Unsure how to simulate this)

Sounds good, will do something along these lines (though of course it wouldn't be in terms of AC).

Like I said, the idea is to think in terms of niches and character ideas and how those differences apply. I saw your interesting ideas on dodging and hit chances and created my Fast Unarmed Dodge character.

Yeah, maybe I should do that more (like with the Min Strength thing). But I'm mostly thinking in terms of just doing as much potentially interesting stuff as possible and seeing what sticks in the end because I can't think of relevant builds for every change I make.

Another potential character I created in my mind is a classic Fallout Lone Sniper, but with different stats because of the fact PE now has bonuses beyond 7 (seriously, PE 8 or beyond doesn't make you more accurate), in my mind he would be something like this:

ST: 05 (+2 enhancements with module and perk)
PE: 08 (+2 enhancements with module and perk)
EN: 06 (+2 enhancements with module and perk)
CH: 01 (no use, can boost with shades to recruit a single NPC)
IN: 07 (good smarts, can boost by +2 with module and perk, and +3 with hubologists bonus)
AG: 08 (+1 with RP Agility Serum, +1 with perk +1 with module - 1 with Brotherhood Armor)
LK: 07 (+2 or +1 with hubologist scanning, +1 with perk)

That reminds me: does anyone think I should make all skills potentially super-human? I think FOnline did something like that... I think I'll make it an option anyway, make having 10's on start up viable should be a good thing. Perks will be unavailable at 10 in a stat anyway, so modules would be the only method, which should be able to take you to superhuman heights anyway.

Why not make it double ST to dual-wield, or double ST + 1? Could make it more useful and acessible.

That'd make the one-handed values too low IMO. Or do you mean that I should just double the arbitrary original values? I don't like them because like I said they're too middling: Miniguns are too easy to carry (7 vs. 10 in my calcs) and 10mm pistols too hard (3 vs 1 for two handed in my calcs).

For example, only character I can think that would take advantage of the 1/2h wield rules would be a Big gunner/Melee/Ranged hybrid character with enough starting ST to use two-handed weapons by double-wielding until he reaches the middle-game and uses Tag! to switch to a Big Gun.

Awesome build! Um, let me think. Here's two based on what I just said before: total weakling diplomat/healer/science build with 1/2 ST. In the original he'd be forced to deal with a hefty to hit penalty: given that he'd already have bad combat skills he'd just be shooting a lot and missing most of the time. In my system, he'd shoot less with two hands but without the penalty so he might hit once in a while. On the other end of the spectrum big tank dude in APA rapidly single handing a plasma rifle Super Mutie-style.
 
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Jim the Dinosaur said:
Yeah, the memory saving measures the devs took do make modding a pain in the ass though. I only recently found out that the reason I couldn't figure out how to change handedness of weapons was that it was in the same value as attack modes. For me as a non-programmer consistently failing math in high school it's completely amazing how they manage to put the info on primary, secondary attacks, handedness, big gun-ness, useability, and more in one single relatively small number. Brilliant stuff.

Indeed, which is why I dream of the day we will be able to play a Fallout 1/2: Enhanced running with the FOnline engine by Cvet, perhaps with optional Enhanced Graphics (bringing it more closer to the graphics quality of, say, Fallout Tactics or a Wasteland 2 while still remaining 2D). FOnline modding potential is MONSTER, and it really surprises me why makers of Fallout 2 Total Conversions don't change to it instead (since FIFE bit the dust). Fallout engine is doing better since Timeslip, but it has its limits (unless Bethesda decides to make Fallout 1 and 2 open source on the 20th aniversary of Fallout or something, but I don't think they're THAT bro).

Not at the moment... should be though. Wonder if it'd be possible in the first place... have to think this through.

What about that stuff about skills influencing drugs, you said you think you can make it happen.

My idea regarding it is that the character would customize his own drugs with certain skills (I'm thinking Healing Powder/Stims go to first aid, while booster drugs go to Doctor), offsetting their penalties.

(this would be EXTRA awesome in the megamod, because there are new items and stuffies there, and you can craft them)

BTW, did you truly desactivate the normal healing method of Fallout 2? Because my character got something like %17 first aid, and his healing rate is 3, which seems to be suspiciously correlated with his 3 EN.

Sounds good, will do something along these lines (though of course it wouldn't be in terms of AC).

Well, I did thinking on character builds too: Agile, fast-shooting pistol dodger is verymuch a possibility (if a harder one). Also I see no other way to simulate the fact rifleshooters should suck in closed-quarters without giving the Scope to every rifle.
Also, did you change damage values? Same values would make balance go out of wack as nobody uses rifles because of the similarly damaging pistols in-game. We can customize it, but still...
Also, with the universaly raised values of DT, I can see energy pistols becoming a superior alternative to slugthrowner pistols against heavily-armored enemies.

Gotta change those values, yeah!

Yeah, maybe I should do that more (like with the Min Strength thing). But I'm mostly thinking in terms of just doing as much potentially interesting stuff as possible and seeing what sticks in the end because I can't think of relevant builds for every change I make.

I see...

That reminds me: does anyone think I should make all skills potentially super-human? I think FOnline did something like that... I think I'll make it an option anyway, make having 10's on start up viable should be a good thing. Perks will be unavailable at 10 in a stat anyway, so modules would be the only method, which should be able to take you to superhuman heights anyway.

Yes, the modules seem to be some datachip for genetic/cybernetic enhancement of somesort, standard Fallout fare.
 
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Indeed, which is why I dream of the day we will be able to play a Fallout 1/2: Enhanced running with the FOnline engine by Cvet,

Heh, keep dreaming chief. I'm mostly just hoping for the FO1->2 conversion. When I last easily slaughtered the BOS with my solo tesla armor wearing martial arts retard the game kind of lost some of its replayability. I'll maybe give the day-one Mutant Invasion option a try though to make that LP you suggested.

perhaps with optional Enhanced Graphics (bringing it more closer to the graphics quality of, say, Fallout Tactics or a Wasteland 2 while still remaining 2D).

Only way to make FO's look better is with handpainted backdrops, so unless SS feels up to the task, that's never gonna happen.

FOnline modding potential is MONSTER, and it really surprises me why makers of Fallout 2 Total Conversions don't change to it instead (since FIFE bit the dust).

Fife's still going strong mang, great engine. I guess they don't do that cause most of them have been in production as long as Grimoire (especially in the case of MR) and switching would be too much to ask at this point.

What about that stuff about skills influencing drugs, you said you think you can make it happen.

Yeah, but exhaustion doesn't have a stat, it just gets calculated in the to hit formula. I'll see if I can think of a workaround though.

Edit: The Brazilian Slaughter I can just have stims temporarily raise EN, that way exhaustion drops. Maybe I'll make it a very brief bonus...

BTW, did you truly desactivate the normal healing method of Fallout 2? Because my character got something like %17 first aid, and his healing rate is 3, which seems to be suspiciously correlated with his 3 EN.

Hmm... weird, seems to work right when I try it, but maybe it gets reset at some point, will look into it.

Also, did you change damage values? Same values would make balance go out of wack as nobody uses rifles because of the similarly damaging pistols in-game. We can customize it, but still...

Yeah, I need to change a lot of them at some point, but you can of course try some stuff earlier if you feel like it and then I can steal them from you.
 
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Bro, did you fix the armor-repair bug? Was kinda odd to have my armor go from default crappy vallues and then back to my %100 repair vallues (I customized it for 200) randomly. Didn't load the game yet, will


Jim the Dinosaur said:
Heh, keep dreaming chief. I'm mostly just hoping for the FO1->2 conversion. When I last easily slaughtered the BOS with my solo tesla armor wearing martial arts retard the game kind of lost some of its replayability. I'll maybe give the day-one Mutant Invasion option a try though to make that LP you suggested.

True, true. The original Fallout is even more easy, even Super muties kinda got pathetic HP, and your average thug is a stickman.

Is the guy doing Fallout FIXT the same doing the conversion?

Should really try, no XP from quests, no trade, survive by killing random encounters and getting their stuff, looting cities through sneak, until you feel ready to take on the muties. I just hope "Invading Mutants" aren't like those unarmed lamers that stay behind in Necropolis after the attack (just stay away and shoot with shotgun, any lamer beyond level 4 can win that), but rather true Super Mutant Master Race Warriors. Hmm, i need to search my CD after I finish this game with your mod...

Only way to make FO's look better is with handpainted backdrops, so unless SS feels up to the task, that's never gonna happen.

Indeed.

Fife's still going strong mang, great engine. I guess they don't do that cause most of them have been in production as long as Grimoire (especially in the case of MR) and switching would be too much to ask at this point.

Indeed.

Yeah, but exhaustion doesn't have a stat, it just gets calculated in the to hit formula. I'll see if I can think of a workaround though.

Edit: The Brazilian Slaughter I can just have stims temporarily raise EN, that way exhaustion drops. Maybe I'll make it a very brief bonus...

Seems a bit cheesy to have stims raise EN, but if you make the bonus brief (can you make some effects of drugs briefer than others? Say, first EN goes down, then later the HP damage rather than both coming down together), then it would work.

Yeah, I need to change a lot of them at some point, but you can of course try some stuff earlier if you feel like it and then I can steal them from you.

Yeah, my problems is that:

1. Pistols vs Rifles damage rate is wonky in FO2. You have ok pistols like 10mm, magnum, needler, then you have the 14mm pistol which is a wacky-armor piercer with the right ammo mod and then the .223 pistol which is ridiculously stronger than a 7,62mm FN-FAL rifle (a .223 bullet being fired from a handgun being stronger than a 7,62mm fired from a rifle is immersion-breaking to anyone who has some knowlodge of how bullets work, especially if said person knows military personnel, like I do)
2. Assault rifles in FO2 are crap, the H&K rifles with caseless ammo are the only decent ones, if you want burst-mode goodness go use a SMG or a big gun.
3. Energy pistols are crap, period. Laser Pistol is weak shit because most Fo2 armors got magical laser resistance they should't have (laser-resistant leather armor? Laughable). A .223 pistol or a magnum revolver are way superior even to the plasma pistol, and the pulse pistol comes way too late to make a difference. My idea is that energy pistols should be lighter (no recoil), just as fast and with superior damage to light pistols.

Here's some ideas:

Sniper Rifles:

Hunting Rifle:
Niche: Early game accurate rifle
Original Damage: 8-20
Ammo: .223 (10 bullets)


Scoped Hunting Rifle:
Niche: Mid-game sniper rifle
Original damage: 8-20
Ammo: .223 (10 bullets)
Scoped

Sniper Rifle:
Niche: Mid-to-late heinous damage sniper rifle
Original damage: 14-34
Ammo: .223 (6 bullets)
Scoped (in Jim's mods anyway)
Suggestion: I really suggest taking out the .223 pistol Weapon Penetrate Perks and giving it to the Sniper Rifle, makes more sense.

Assault Rifles:

Proposed idea: Light assault rifles (Assault Rifle, XL70E3, HK G11 and HK G11E) have more normal minimum-max damage rates, representing a smaller, faster cartridge that thumbles better. They can also load more bullets.

Heavy assault rifles (FN-FAL, FN-FAL HPFA) have strong max damage but weak minimum damage. They load less bullets. Unlike the Gauss Rifle they also have burst mode, and should be even a end-game alternative to the gauss rifle for players who like firing burst-mode rifle-caliber goodness at end-game foes, its only at NCR that you get decent ammo supply for it anyway. They also have a single ammo type rather than multiple like the 5mm weaponry.

Assault Rifle:
Niche: Early-to-mid game light assault rifle with ammo versatility
- Possibly a late-game rifle for those who use AP rounds, bonus ranged damage + critfest perks
Original Damage: 8-16
Proposed new damage: 8-24, 6 rounds normal, 8 with upgrade
Ammo: 5mm (AP and JHP) (24/100 normal/upgraded)

XL70E3:
Niche: Late-game assault rifle? Fuck me if I know, too marginal
Original Damage: 12-19
Proposed new damage: 12-29, 8 rounds in a burst
Ammo: 5mm (AP and JHP) (20 rounds)

FN FAL:
Niches:
- Early game rare-use rifle brought only for Very Tough Shit due to low ammo (in vanilla the ammo is quite rare, with the ammo patch it should be VERY VERY rare)
- Mid-game rare-ammo night-sniping-and-bursting heavy rifle used on big, tough, armored shit or on hp bloatey foes (Super Mutants, Wanamingoes, Rangers, Floaters and Centaurs, Deathclaws, Fire Geckos)
- End-game burst-mode fest VS VERY tough shit (end-game critters, Enclave)
Original Damage: 9-18 (LOL)
Proposed damage: 6-34 (cheesy? .223 pistol and Sniper Rifle have better minimum damage, and one's a pistol and the other is a sniper rifle, but chambered with a 5mm equivalent rather than a 7,62mm equivalent like the 308. Also, no Weapon Penetrate perks. Alternatively, less max damage and weapon penetrate)
Ammo: 20 7,62mm bullets/fires bursts of 3 bullets (changed from 10 in the original, which is simply ridiculous for a weapon of its caliber. Firing TEN bullets at once with this rifle is a invitation for arab-style innacurate-as-fuck shooting)
Can be upgraded to night sight

FN FAL HPFA:
Original Niche: Fuck me if I know.
Proposed Niche: The FN FAL's crazy cousin. Essentially, the FN-FAL should be a low-bursting, night-sniping heavy rifle. The FN FAL HPFA exists for lots of damage, lots of burst mode goodness but less accuracy and more spent bullets.
Original Damage: 11-22 (still LOL compared to the Pancor Jackhammer)
Proposed damage: 6-34
Ammo: 20 7,62mm bullets, fires bursts of 5 bullets
No accuracy bonus (its a burst-focused heavy rifle, even if you can fire single-shots)
Less range

ENERGY WEAPONS:

I really think we need to differentiate laser, plasma and pulse weaponry in ways that make all of them equally useable through the game. I'm still unsure on how to go at it.
 
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Bro, did you fix the armor-repair bug? Was kinda odd to have my armor go from default crappy vallues and then back to my %100 repair vallues (I customized it for 200) randomly.

Huh? I thought you said the "bug" was just that it didn't translate immediately on level up that you had a higher repair rating. Don't remember you saying anything about going back to 100%. 'Cause I assumed the former was just the result of some memory saving stuff I'd done.


Is the guy doing Fallout FIXT the same doing the conversion?

He's the one continuing it from another guy yeah.

Seems a bit cheesy to have stims raise EN, but if you make the bonus brief (can you make some effects of drugs briefer than others? Say, first EN goes down, then later the HP damage rather than both coming down together), then it would work.

Cheesy how? It won't raise max hp (at least I think), just cause less exhaustion and on crit hits less chance of getting knocked over etc. which you might attribute to the stimulants in there. Maybe I'm wrong though.

Suggestion: I really suggest taking out the .223 pistol Weapon Penetrate Perks and giving it to the Sniper Rifle, makes more sense.

I took away the penetrate perk from all guns (so only the Ripper has it now). Made no sense to me whatsoever that some guns (regardless of ammo) would reduce all armor by 4/5 of their strength. Really fucking weird.

Proposed idea: Light assault rifles (Assault Rifle, XL70E3, HK G11 and HK G11E) have more normal minimum-max damage rates, representing a smaller, faster cartridge that thumbles better. They can also load more bullets.

Heavy assault rifles (FN-FAL, FN-FAL HPFA) have strong max damage but weak minimum damage. They load less bullets. Unlike the Gauss Rifle they also have burst mode, and should be even a end-game alternative to the gauss rifle for players who like firing burst-mode rifle-caliber goodness at end-game foes, its only at NCR that you get decent ammo supply for it anyway. They also have a single ammo type rather than multiple like the 5mm weaponry.

Just keep in mind that you don't make one rifle substantially more damaging than another purely because should be more damaging in the end result: always keep bullets in mind as well. The FN FAL will probably already end up more damaging than the AR because of its ammo, so watch out that making the difference too big doesn't take it out of hand. So before you start changing values, decide first which ammo mod you want to use and check the ammo values/formula there and do some calculations (I'm more partial to Glovz's formula myself, but YAAM's great too).
 

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