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- ================================================================================
- Fo2Tweaks - questions:
- ================================================================================
- 1) Damage Mod (gl_g_damage_mod):
- 1.1) Just to be sure: if using damage formula from Fo2Tweaks ("damage_mod=1" in "fo2tweaks.ini"), then damage formula in sfall should be set to default ("DamageFormula=0" in "ddraw.ini")?
- 1.2) About procedure get_critical_level:
- • in your mod PERK_better_criticals improves critical effect by 1, instead of adding 20 to the critical effect roll [1-100] - intentional (to simplify the formula)?
- • this change actually makes the perk a little worse than in default formula, where it could sometimes add 2 effect levels (roll 81 [effect 4] + 20 = 101 [effect 6])
- • don't know if "Heavy Handed" trait affected ranged attacks in the default formula, but it's good that it doesn't in your damage mod
- 1.3) What exactly does "damage_difficulty" setting in the *.INI do:
- a) damage_difficulty = 0 -> enemy Damage, ToHit and AI are affected by in-game "Combat Difficulty" setting
- b) damage_difficulty = 1-3 -> enemy Damage is affected by this setting ("damage_difficulty"), but ToHit and AI are dictated by in-game "Combat Difficulty" setting
- ================================================================================
- Fo2Tweaks - changes:
- ================================================================================
- 1) Unlimited carry weight (gl_g_carry_weight):
- 1.1) make it possible to change max weight in the *.INI or just set it to 9 999 instead of 99 999:
- • max_weight = [0-99999]
- • main reason: 9999 looks better in character screen than 99999, since the latter extends beyond the interface borders a bit
- 1.2) make it possible to disable showing max (but not the current) weight in the *.INI:
- • hide_max_weight = 1/0
- • main reason: firstly, there's no need for it with this mod enabled, secondly, it looks bad when using inventory filter mod (by Mr.Stalin) with "ShowWeight=1"
- 1.3) to fix this tweak being a cheat, make an option in the *.INI to:
- • change_small_frame = 1/0 - if 1, changes "Small Frame" trait's downside from "- Carry Weight" to something else (for example, "Normal Damage Resistance" -10%; don't forget to change the description)
- 1.4) remove all perks that improve "Carry Weight" from the perk list (so the player wouldn't be able to pick "Strong Back" and "Pack Rat" with this tweak enabled)
- 1.5) BUG - picking up prohibited objects:
- • it's possible to (manually) loot parts of bookshelves and bookcases (PIDs 148,150,154,156)
- • although in "gl_g_highlighting.int" they aren't highlighted (key: SHIFT) and in "gl_ptyop.int" they aren't automatically looted (key: T)
- 2) Unlimited trunk (gl_g_trunk_space):
- 2.1) remove size limits (since items have both weight and size)
- 2.2) to fix this tweak being a cheat, make an option in the *.INI to:
- • unlimited_trunk_after_upgrade = 1/0 - Fallout 2: if 1, make the space unlimited only after the car upgrade from T-Ray (in the Chop Shop in New Reno)
- • to make the car more useful even when unlimited_trunk_after_upgrade = 0, x2 initial trunk space (before the upgrade)
- 3) Ammobox (gl_g_ammobox):
- 3.1) if weapon has no ammo:
- a) don't show the box
- b) or show an empty box
- c) or show the box with "-" symbol instead of the ammo name
- 3.2) instead of displaying full ammo name (which sometimes doesn't fit in the window, for example: "12 ga. Shotgun Shells"), display ammo DR and DMG ("DR: 0, DMG: 1.35") or ammo type ("JHP", "Normal", "AP")
- 4) Party Level Match (gl_g_party_level_match):
- 4.1) make it compatible with F1.5 Resurrection mod (5 new companions: Mutt, Keri, Gabriel, Lystra, Floater):
- • note #1: companions in F1.5 don't have different *.pro-files for each of the stages - they use 1 file and each new stage updates this file (with bonuses to stats/resistances)
- • note #2: companions in F1.5 get 1 levelup per 2 player levelups (instead of usual 3), so should max out at player level 13
- 5) Party Orders (gl_ptyop):
- 5.1) in the latest version dude auto-looting (** PC auto-loot ON **) works much slower than in the previous versions (from http://www.nuclear-city.com/index.php/topic/161-fallout-15 repack):
- • dude waits about 1 second before and after looting a corpse (and this time isn't affected by Sfall's SpeedMultiX setting) - remove this wait time (or make it optional)
- • dude loots corpses in unordered manner: instead of looting the close ones first he choses the corpses randomly, sometimes running long distances (back and forth) because of that
- 5.2) texts:
- • texts - problems:
- • SwitchKey:
- • problem: none, but all other messages (look below) when switching dude/party functionality (ammo type, burst) should be like these 2 (red/green float)
- • AmmoTypeOrderKey:
- • problem: all float messages are dark blue and hard to see - change color to red/green
- • problem: all float messages (1900; 1901; 1910; 1911) are in the form of talking to the party - change them to OFF/ON (without companion names)
- • burst_key:
- • problem: all float messages are dark blue and hard to see - change color to red/green
- • problem: all float messages (float_off; float_on) are in the form of talking to the party - change them to OFF/ON
- • problem: duplicate messages (display_on; display_off) in log window - remove them, float messages are enough
- • texts - make them consistent:
- • SwitchKey:
- • 0 - float message (red) = ** PC auto-loot OFF **
- • 1 - float message (green) = ** PC auto-loot ON **
- • AmmoTypeOrderKey:
- • 0 - float message (red) = ** PARTY ap ammo OFF **
- • 1 - float message (green) = ** PARTY ap ammo ON **
- • burst_key:
- • 0 - float message (red) = ** PARTY bursts OFF **
- • 1 - float message (green) = ** PARTY bursts ON **
- 5.3) make it possible to change the party stance during combat (at least "Stay Close" command):
- • party_combat_stance_stay_close = [key_scancode]
- • party_combat_stance_on_your_own = [key_scancode]
- 5.4) companions never attack fleeing enemies even with ranged weapons (if Distance="Stay close to me"):
- • either make an option in the *.INI to force them to attack those enemies
- • or add a new key to be able to command them to do it during combat
- 5.5) companions shouldn't move away from the player if Distance="Stay close to me":
- • happens all the time with NPCsTryToSpendExtraAP > 0 (companions move 1-3 steps towards enemies)
- 6) Damage Mod (gl_g_damage_mod):
- 6.1) create excel damage calculator using your damage formula (preferably with all 4 damage formulas: default, Glovz, Haenlomal, yours):
- • it seems that all non-critical damages are about 2 (sometimes 3-4) times less than in default formula (JHP and Leather/Metal armors)
- • damage range is much wider than in default formula: 1-3 points of damage aren't rare now (10mm pistol JHP vs Leather Armor)
- 6.2) make it possible in the *.INI to change how much ammo DR modifier influences ammo Damage multipliers:
- • jhp_ammo_dmg_mult = [1.00-3.00]
- • ap_ammo_dmg_mult = [0.00-1.00]
- • an example 1:
- • ammo_dr_modifier = 35% (JHP)
- • mod default:
- • ammo_dmg_mult = 1 + (0.35) = 1.35
- • mod new (configurable):
- • ammo_dr_modifier > 0 -> jhp_ammo_dmg_mult is used
- • jhp_ammo_dmg_mult = 1.43
- • ammo_dmg_mult = 1 + (0.35*1.43) = 1.50
- • an example 2:
- • ammo_dr_modifier = -20% (AP)
- • mod default:
- • ammo_dmg_mult = 1 + (-0.2) = 0.8
- • mod new (configurable):
- • ammo_dr_modifier <= 0 -> ap_ammo_dmg_mult is used
- • ap_ammo_dmg_mult = 0.42
- • ammo_dmg_mult = 1 + (-0.2*0.42) = 0.92
- • reasons:
- • as was told in 5.1, lowering all ammo dmg modifiers may have been a bad idea, since ranged damage is about 1,5-2 times lower than with default formula
- • the main problem with ranged attacks in F2 were armor bypassing criticals (look change 5.6 below), not normal shots
- • implementing this change won't hurt your damage in any way - you can always set jhp_ammo_dmg_mult and ap_ammo_dmg_mult to 1
- • not to write any more explanations here, here's a nice post at NMA forum from, as it seems, a weapon expert (interesting, that a lot of his and yours ideas are similar: ammo DR is a mult, influences both armor DT and DR):
- • nma-fallout.com/threads/f2-damage-calculation-change-a-fix-v3-by-my-count.200361/page-4#post-4083252
- • additional cosmetic change - display ammo damage mod in logwindow/inventory as decimal fraction:
- • for example, 1.35 instead of 27/20
- • or at least 135/100 instead of 27/20
- 6.3) fix new ammo added in F1.5 Resurrection mod (if there is any...)
- 6.4) make it possible to fine-tune (decouple) combat difficulty even more in the *.INI:
- • new_combat_difficulty = 1/0 (1 - enable fine-tuning and use in-game "combat difficulty" setting to determine only enemy AI <its likelihood of using aimed shots>)
- • combat_damage = [1-3] (75%, 100%, 125%)
- • combat_tohit = [1-3] (-20, 0, +20)
- 6.5) rename "only_party" setting to "only_enemies" and switch its behaviour (0 <-> 1), so that when it's set to 0 - vanilla behaviour is used, 1 - from your mod:
- • reason: it's only logical that when something in the mod is set to 0 (like with all the other "fo2tweaks.ini" settings) - it's not activated (default behaviour is used)
- 6.6) make it possible to change Armor Bypass (DR, DT) and Armor Penetration (DT) multipliers (currently = 0.2) in the *.INI (from 0.2 to 0.5):
- • target_dr_mult = [0.2-0.5]
- • target_dt_mult = [0.2-0.5]
- 6.7) make perks that give DR not be reduced by Armor Bypass:
- • F2: Toughness x3 (10%) / Die Hard (conditional 10%) / Implants x2 (5%) / Prizefighter (5%)
- • F1.5: Hide of Scars (10%)
- • main idea: since only Armor Bypassing criticals pose a serious threat to the player, it's currently absolutely impractical to take any of DR perks, because they get (almost) completely negated by Armor Bypassing effect; with this change they will become much more valuable
- 6.8) hard cap the number of bullets in a burst attack from an enemy that can become critical:
- • no more than 33% of bullets (rounded down, but no less than 1), including the first one, can become critical
- • an example 1:
- • an enemy fires a burst attack with 10 bullets in it
- • all of the bullets hit the player
- • max number of critical bullets in this burst = max(1;roundDown(10*33%)) = max(1;3) = 3
- • bullets 1 and 2 are normal
- • bullets 3-4-5 are critical
- • after the 3rd critical bullet all remaining bullets (in this burst attack) can't become critical (crit_chance = 0 until the burst attack ends)
- • an example 2:
- • an enemy fires a burst attack with 2 bullets in it
- • max number of critical bullets in this burst = max(1;roundDown(2*33%)) = max(1;0) = 1
- • main idea: even if enemies have very low critical chance, it's still only a chance, and sooner or later the player will be killed by a burst attack with a lot of armor bypassing critical hits in it; to prevent criticals that score hundreds points of damage to the player (no matter the chance), a hard cap to enemy bursts should be applied
- • the % and the minimum can be made configurable in the *.INI:
- • burst_criticals_cap = 0.33 [0.1-1.0]
- • burst_criticals_min = 1 [0-999]
- 6.9) improve the Sniper perk for the player's burst attacks a bit:
- • instead of Sniper perk working for the first bullet only, make it work for 20% of the first bullets (rounded down, but no less than 1)
- • an example 1:
- • the player has a Sniper perk and fires a burst attack with 16 bullets in it
- • all of the bullets hit the target
- • max number of bullets that roll LK*10 in this burst = max(1;roundDown(16*20%)) = max(1;3) = 3
- • the first 3 bullets are affected by the Sniper perk (roll LK*10 for being critical)
- • bullets 4-16 are not affected by the Sniper perk (roll LK+More_Criticals)
- • an example 2:
- • the player has a Sniper perk and fires a burst attack with 2 bullets in it
- • max number of bullets that roll LK*10 in this burst = max(1;roundDown(2*20%)) = max(1;0) = 1
- • main idea: Sniper perk only influencing the first bullet in the player's burst attack makes burst attacks inferior to aimed single shots, that have very high armor bypassing chance, especially with burst-only big guns that usually have lower damage than single-shot small/energy guns (besides weighting a ton and eating bullets like no tomorrow); this change makes the Sniper Perk more useful for burst-only weapons too
- • the % and the minimum can be made configurable in the *.INI:
- • sniper_burst_criticals_cap = 0.2 [0.1-1.0]
- • sniper_burst_criticals_min = 1 [0-999]
- 6.10) preferably, changes 5.8 and 5.9 should be made universal - so they would work for all creatures (instead of 6.8 for enemies and 6.9 for player only)
- 7) HP over head (gl_g_hp_over_head):
- 7.1) display HPs only during player's turn:
- • HP information isn't needed during non-player turn (allies, enemies)
- • since all critters except the player stand still (except knockbacked targets), there won't be any problems with delays in numbers updating
- 7.2) add an ability to display non-critical damage a player can inflict upon a target next to the aim cursor (where it shows hit probability), taking into account target's resistances:
- • display_damage_to_target = 1/0
- • display damage per bullet (not per burst)
- • example:
- • if 0: "95%"
- • if 1: "95% (11-24)"
- • similar thing is proposed in a Better Awareness mod, but when target is the player
- 8) Healing revision (gl_g_healing_revision):
- 8.1) TEXT TYPO: infowindow - "Critter_Name healed for x HP" - missing dot (.) at the end of the sentence
- 8.2) uncap First Aid and Doctor's autoheal efficiency from 100% (otherwise there's no point in increasing the skills)
- 8.3) medicine efficiency should be based on target's EN:
- • Healing Powder: 10+EN HP +(11-20)
- • Stimpack: 15+EN HP +(16-25)
- • Super Stimpack: 45+EN*3 HP +(48-75)
- • Hypo: 60+EN*4 HP +(64-100)
- • Antidote: -(15+EN) Poison level -(16-25)
- • RadAway: -(15+EN) Radiation level -(16-25)
- • Rad-X: 30+EN*2 Radiation resistance +(32-50)
- 8.4) furthermore, healing can be made % based:
- • Healing Powder: 10+EN % HP (11-20%)
- • Stimpack: 15+EN % HP (16-25%)
- • Super Stimpack: 20+EN*3 % HP (23-50%)
- • Hypo: 40+EN*6 % HP (46-100%)
- 8.5) or even combined:
- • Healing Powder: 10+EN HP + 10+EN % HP
- • Stimpack: 15+EN HP + 15+EN % HP
- • Super Stimpack: 45+EN*3 HP + 20+EN*3 % HP
- • Hypo: 60+EN*4 HP + 40+EN*6 % HP
- 8.6) or it can just act as a coefficient for all medicine effects [+20% for every point above 5: coeff = max(1; EN-5)]:
- EN(1-5) EN(6-10)
- • Medicine Coeff.: x1.0 x1.2-2.0
- • preferably for all critters, not just the player
- 8.7) number of stimpacks (normal, super, hypo) allowed to use per day should also depend on EN:
- • number of stimpacks (except healing powder) per day = EN
- • that way super stimpacks and even healing powder will become much more valuable
- • if this tweak is enabled, there should be a way to check how many stimpacks the player can still consume
- • for example, same infobox as ammobox (gl_g_ammobox)
- 8.8) alcohol/drug addiction and withdrawal times should also be based on target's EN:
- • variant 1 = -0,1*EN + 1,5:
- • EN 1: 140%
- • EN 5: 100%
- • EN 10: 50%
- • variant 2 = -0,15*EN + 1,75:
- • EN 1: 160%
- • EN 5: 100%
- • EN 10: 25%
- • don't forget that "Chem Reliant" trait also reduces addiction/withdrawal duration
- 9) Expanded highlighting (gl_g_highlighting.int):
- 9.1) BUG - "Floor Safe":
- • color settings (color_items / color_corpses / color_containers) don't have any influence on them
- • they are highlighted with color 16 (bright yellow) even if they are empty and skip_empty=1
- 9.2) make an option in the *.INI to select outline color for empty containers and critters (same as sfall's EmptyOutlineColor):
- • color_empty_corpses = 4
- • color_empty_containers = 4
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- Fo2Tweaks - additions (new mods):
- ================================================================================
- 1) Better Inventory Management:
- 1.1) Unlimited Containers:
- • remove weight and space limits from all containers (desks, bookcases, chests, lockers...)
- 1.2) Auto Weapon Unload:
- • when the player puts a weapon from any weapon slot into own inventory, the weapon should be automatically unloaded
- • when the player is in a barter screen with another character, all weapons in that character's inventory should be automatically unloaded
- • [Party Orders] when the player (key "T") or a companion (key "G") loots corpses, all looted ranged weapons should be automatically unloaded
- 2) Better Interface/Controls:
- 2.1) Info Window:
- • make it possible to change in the *.INI what color the numbers in the info window are:
- • color_log_names - (default: white) critter/object names
- • color_log_default - (default: green) default text color
- • color_log_damage - (default: red) damage dealt to any critter/object, including healing fails
- • color_log_healing - (default: blue) amount of HPs healed to any critter
- 2.2) Character Screen (key "C"):
- • if stats (SPECIAL) are temporarily lowered (by drugs, alcohol, radiation...), then change their value color from White to Red
- 2.3) Inventory Screen (key "I"):
- • if stats (SPECIAL) are temporarily lowered (by drugs, alcohol, radiation...), then change their value color from Green to Red
- 2.4) Free Awareness:
- • even without "Awareness" perk the player should be able to see exact HP values and weapons of his companions (as if he had this perk)
- • at the game start give the player 2 free perks: "Awareness" (optional: if PE >= 5) and "Empathy" (optional: if PE >= 7, IN >= 5)
- • these perks don't change the game balance in any way (same as "Friendly Foe" perk in F1) - they act as GUI improvement and aren't worth 1 perk point
- • make it optional in the *.INI which perk to give, if perk stat requirements should be taken into account and if awareness should be used when expecting companions:
- • party_awareness = 1/0 (1: works as if the player had Awareness perk, but only when examining party members)
- • give_awareness = 1/0
- • give_empathy = 1/0
- • perk_requirements = 1/0
- 2.5) Combat Speed Control:
- • automatically adjust game speed when in a combat; example *.INI options (replaces Sfall's SpeedMultiX):
- • combat_speed_multiplier = [50-1000]
- 2.6) No Idle Reloading:
- • disable weapon reloading animation and sound when the player is idle
- 2.7) Bright Transition Areas:
- • disable the darkening effect of green area transition zones so that they're clearly seen even during night (always bright green)
- 3) Better Awareness:
- 3.1) improve it by giving additional info (in the lower-left infowindow):
- • normal (non-critical) damage range (against player's armor)
- • critical damage range (against player's armor + armor bypass + max critical multiplier):
- • if https://falloutmods.fandom.com/wiki/Critical_hit_tables#Player is correct (and is the same in every mod) and enemies don't have "Better Criticals" perk (their max critical roll = 100 -> effect 5), then max Dmg multiplier with Armor Bypass = 3 (eyes, torso, groin, legs)
- • example (in info window): "[normal Awareness info]. Damage range: min-max (critical: min-max)."
- • example (shorter version): "[normal Awareness info]. Damage: min-max (min-max)."
- • enemies with burst-capable weapons - assume that:
- • chance to hit for all bullets in a burst = 100%
- • chance to crit with each bullet:
- • if you implement hard cap for bursts in damage mod (look above: damage mod, part 5.5) and damage mod is installed/activated: = burst_criticals_cap
- • otherwise: = 100% (just to be prepared for the worst)
- • the main purpose is to inform the player how much damage an enemy can inflict (if an enemy can kill the player with 1 attack - very useful in ironman game) without the need to manually calculate potential damage (which is possible but very tiresome, considering that there're different damage formulas...)
- 4) No Player Instakill:
- 4.1) remove all Death effects (with or without the stat check) from all criticals against the player:
- • if https://falloutmods.fandom.com/wiki/Critical_hit_tables#Player isn't correct, or a mod uses a modified table, or there's even a single enemy (with "Better Criticals" perk) that can roll critical effect 6 against the player, then it's absolutely imbalanced and game-breaking, since there's absolutely nothing the player can do against it except hoping for better random roll
- • all other effects and damage multipliers should be left alone - only the instakill effect should be removed (cancelled)
- 5) Retroactive Player Hitpoints:
- 5.1) if Strength and/or Endurance is increased/decreased (doesn't matter how: permanently, with drugs or items/power armor), player's Max Hitpoints should be immediatelly recalculated:
- • ST+1 -> gives [1 HP]
- • ST-1 -> removes [1 HP]
- • EN+1 -> gives [Lvl*1 HP (if EN becomes an even number) + 2HP (Initial bonus at character creation)]
- • EN-1 -> removes [Lvl*1 HP (if EN becomes an even number) + 2HP (Initial bonus at character creation)]
- • HP per level from EN should be considered retroactive against level 1
- • "Lifegiver" perks (+4 HP/lvl) should be considered retroactive against level 12 (when they can be taken)
- • "Brutish Hulk" perk (x2 HP/lvl) should be considered retroactive against level 12 (when it can be taken) [Fallout 1.5 only]
- • in other words:
- • MaxHP - player's max hitpoints value at current level
- • HP_Initial - hitpoints gained during character generation (at level 1)
- • HP_Per_Lvl - hitpoints gained per each level up
- • Lvl - player's current level
- • Lifegiver_Lvl - level requirement for the perk
- • Lifegiver_Num - number of times the perk is taken
- • Brutish_Hulk_Lvl - level requirement for the perk
- • Brutish_Hulk_Num - number of times the perk is taken
- • MaxHP = HP_Initial + HP_Per_Lvl
- • HP_Initial = 15+ST+EN*2
- • HP_Per_Lvl = HP_EN + HP_EN_Lifegiver + HP_EN_BrutishHulk + HP_EN_LifegiverBrutishHulk
- • Lifegiver_Lvl = Lifegiver_Lvl_Requirement-1
- • default Lifegiver_Lvl_Requirement = 12
- • -1, since it's retroactive for the level it's taken
- • Brutish_Hulk_Lvl = Brutish_Hulk_Lvl_Requirement-1
- • default Brutish_Hulk_Lvl_Requirement = 12
- • -1, since it's retroactive for the level it's taken
- • note: perk lvl requirement should be taken from game files (or from the *.INI), it shouldn't be a constant, because any change to the requirement (in another mod) will make HP calculation incorrect
- • HP_EN = (Lvl-1) * (2+roundDown(EN/2))
- • HP_EN_Lifegiver = max(0; (Lvl-Lifegiver_Lvl)) * (Lifegiver_Num*4)
- • HP_EN_BrutishHulk = Brutish_Hulk_Num * (Lvl-Brutish_Hulk_Lvl) * HP_Per_Lvl
- • HP_EN_LifegiverBrutishHulk = Brutish_Hulk_Num * max(0; (Lvl - if(Brutish_Hulk_Lvl > Lifegiver_Lvl; Brutish_Hulk_Lvl; Lifegiver_Lvl) )) * (Lifegiver_Num*4)
- • MaxHP change:
- • if MaxHP is increased (+), then CurrentHP isn't changed
- • if MaxHP is decreased (-) and if CurrentHP > MaxHP, then CurrentHP = MaxHP
- 5.2) pros in retroactivity:
- • not taking HP related perks (Gain EN, Lifegiver, Brutish Hulk) as soon as possible won't lead to (major) lost HP - it'll be possible to postpone them until later, if needed, giving more choises in character building
- • using ST and EN enhancing drugs (buffout) before battles will become meaningful, since they'll temporarily increase player's MaxHP (if ST/EN <10), increasing the chance to survive:
- • they won't increase CurrentHP, so medicine will be needed to bring CurrentHP to new MaxHP
- • such use of drugs and medicine (before combat) will be a good money sink
- • drug withdrawal/addiction and radiation effects will also become more serious, since decreasing ST/EN will immediately lower the player's MaxHP
- • in terms of game balance, there is no difference between Hitpoints and other derived stats (for example, Agility -> AC/AP; Stats -> Skills...); all derived stats should behave retroactively - it's only logical (and makes Endurance a bit more important stat even for non-hardcore players)
- 6) Skill Point Storage:
- 6.1) make it possible to store >99 SP:
- • preferably, widening SP field in the character screen to 3 digits
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