Recent content by bratmanntoffel

  1. bratmanntoffel

    My attempt to fix FO2 damage formula ("Vanilla+" Ammo Mod)

    One more thing about the ammo modifiers. I came to the conclusion that while AP is mostly more effective, it becomes superior when also reducing targets AC. This leeds to the situation when it becomes the better choice even against soft targets with its ability to enhance hit chance. Also this...
  2. bratmanntoffel

    My attempt to fix FO2 damage formula ("Vanilla+" Ammo Mod)

    Well you are right. This thread is about the damage formula. Forgive. But to answer your question, my goal is similar to yours "to make non-standard builds more viable (Barter, Throwing, Melee, Repair, etc.)". With enabling trade runs a diplomatic character (trader, doctor, talker, pacifist...
  3. bratmanntoffel

    My attempt to fix FO2 damage formula ("Vanilla+" Ammo Mod)

    Fair enough. I highly value your decision to base your mod on the vanilla formula. I must admit that I did't had the chance to look into your new 0.9+ mod files. Especially the option to tweak or disable the DT calculations seems to be an optimal solution, making it optional. I also noticed...
  4. bratmanntoffel

    My attempt to fix FO2 damage formula ("Vanilla+" Ammo Mod)

    For the ridiculous critical-damage-while-bursting-problem I used following approach, which I find quite simple but effective: As critical hits are often converted into armor piercing everyone knows that JHP ammo benefits the most and can create ridiculous amounts of damage up to several...
  5. bratmanntoffel

    My attempt to fix FO2 damage formula ("Vanilla+" Ammo Mod)

    Dear @phobos2077, I'm a great Ecco Mod lover and want to share my oppinion (and mod setup) for the game. I started to use the Fallout 2 Weapons Redone Mod before your's and came to very satisfying results by using the vanilla damage formula and just tweaking weapon, ammo and armor stats...
  6. bratmanntoffel

    Fallout 2 mod Changing critter name

    Great thanks! Man you are quick. That helped for the name. But how to set neutral proto gender flag? Proto Manager just lets me change male or female..
  7. bratmanntoffel

    Fallout 2 mod Changing critter name

    Hello fellow dwellers! I managed to put the the RP Fruit fly critter into wasteland encounters. Therefore I and want to change its name into Giant wasp (because the way it looks and due to the fact it has a sting) but no matter what I do, it still refers to "Fruit fly" in the message window...
  8. bratmanntoffel

    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    Yes, all cities are covered. I updated my post for that. But NCR and especially San Fran mostly got local melee/unarmed weapons on discount the gangs in the area are using in my custom settings. Thank you really, I will consider putting the formula on topic.
  9. bratmanntoffel

    Fallout 2 mod EcCo Gameplay Overhaul (new version for RPU)

    Hi Sagez, I was asking me exactly the same and took a look into the hs_barterprize.int just realising they are totally off. So I started to tweak them for the aim to make them consistent and lorewise natural and to make a trader char work. These are the key points: + selling value does not go...
  10. bratmanntoffel

    Fallout 2 mod Can anyone recommend an ammo mod for FO2?

    Well these edits can be easily changed by just re-swapping the protos. Besides the mod does a very nice work in enabling some death animations like the wakizashi blade laser slice or adding throwing to some melee weapons. It also does some good changes to the worldmap, however it still does...
  11. bratmanntoffel

    Fallout 2 mod Can anyone recommend an ammo mod for FO2?

    Definitely the Fallout Weapons Redone Mod FWR by Magnus. Gives the best results in terms of consistancy with bigger weapons and armor and takes minimal effort by usage of the base formula.
  12. bratmanntoffel

    [Collection] Inventory FRM edits

    That's an interesting idea. Guess a regular shoe with a hidden blade would do for the first. But I couldn't get myself towards the idea of a powered shoe without having a powered movement or anything similar though.. Looks like all we need now is some FOOTage heh heh hugh
  13. bratmanntoffel

    [Collection] Inventory FRM edits

    Well, one (maybe the only) thing Fallout Tactics does good are the unarmed and melee weapons it has. Also red888guns_deviantarts.com and Fallout Nevada contain nice ideas. Here is a selection of some weapons I use in my personal wip-mod: Punch Dagger (FOT) Mace Gauntlet (FOT) Punch Gun (FOT)...
  14. bratmanntoffel

    Working on a combat overhaul project (FO2)

    Hey @Slaughter Manslaught, my CANGED_PERKS_AND_TRAITS.rar is basically a mod that attempts to deal exactly with that point. Inside you'll find a complete small mod which tries to put all perks and traits I could manage to deal with into better use and balance. In addition it adds a few new ones...
  15. bratmanntoffel

    Working on a combat overhaul project (FO2)

    Wow, quick, kind and sophisticated answer. How can I like comments btw? Just know the option to give rads or report... :) Yes, consistancy is key. For whatever goal one is aiming for (be it for the power-armor-is-tank or the weapons-always-must-hurt party or any else..). Anyway, cool thing so...
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