CF3 - Work in progress

Discussion in 'Fallout 3 and New Vegas Modding' started by MathieuG89, May 24, 2009.

  1. MathieuG89

    MathieuG89 First time out of the vault

    18
    Nov 17, 2008
    Classic Fallout 3 last update: may 30th, 09

    This will be the official thread for the Ultimate Fallout project. Keep in mind this is still a work in progress for the time being though every features listed bellow have been completed and thoroughly tested. I will regularly update the post with the latest additions/changes.

    Character specialization_____________________________________________________________
    Tagged skills increases at double the rate of an untagged skill and receives an initial 20 point boost as in Fallout.

    Derived statistic____________________________________________________________________
    Completely revised derived statistic heavily based on Fallout 2. The racial perk rate for human is 3, which means you can pick a new perk every 3 levels. Fewer hit points means harder fights. Healing rate makes a return but don't count on it for major wounds.
    • Action points: 50 + (AG / 2)
    • Carry weight: 25 + (ST * 25)
    • Poison resistance: EN * 5
    • Radiation Resistance: EN * 2
    • Healing Rate: EN / 3, with a minimum of 1 point
    • Hit Points: 150 + ST + (EN * 2)
    • Melee and unarmed damage: ST - 5, with a minimum of 1 point
    • Perk rate: 1 perk every 3 levels
    Completely redone chems system_______________________________________________________
    They way Fallout 2 handles chems has been completely rewritten. Chems have the same immediate benefits, later disadvantages, and withdrawal effect as in Fallout 2. Chance of addiction are calculated in an unpredictable way and withdrawal will severely affect the character attributes and skills alike. Additionally stimpak were also completely redone, as in the original Fallout, when used, there is an immediate healing of minor wounds randomly ranging from +5 to +20 Hit Points. However, stimpaks cannot heal crippled limbs.

    Crippled limbs_______________________________________________________________________
    As in Fallout 2, limbs becoming crippled are a great issue which can turn the tide of battles if you're not careful.
    • A crippled head causes -5 to perception.
    • A crippled torso causes -5 to endurance, and reduces max carry weight by 50.
    • A crippled arm causes unarmed, melee and all weapons skills to lower by 25.
    • A crippled arm causes unarmed and melee damage to lower by 2.
    • A crippled leg reduces speed down to 50%. Two crippled legs reduces speed down to 25%.
    Minor gameplay changes_______________________________________________________________
    A few tweaks were made to bring your game experience a step closer to Fallout.
    • Training is no more required before you can equip power armor.
    • Morphine was replaced by super stimpak which is an advanced, very powerful chem. Due to the powerful nature of the chemicals used it will cause a small amount of damage after a period of time.
    Completely redone skill system_______________________________________________________
    With well over 600 lines of coding, the skill system has been completely remade from ground up. Every skills uses the Fallout 2 calculation sheet. Attributes points significantly affect their related skills and their distribution becomes increasingly important as you can no longer rely on base modifiers.
    • Skill points: 5 + (2 x IN)
    • Small guns base skill: 5% + (4 x AG).
    • Big guns base skill: 0% + (2 x AG).
    • Energy weapons base skill: 0% + (2 x AG).
    • Unarmed base skill: 30% + (2 x (AG + ST)).
    • Melee weapons base skill: 20% + (2 x (AG + ST)).
    • Explosives base skill: 5% + (2 x (PE + AG)).
    • First aid base skill: 0% + (2 x (PE + IN)).
    • Sneak base skill: 5% + (3 x AG).
    • Lockpick base skill: 10% + (PE + AG).
    • Science base skill: 0% + (4 x IN).
    • Repair base skill: 0% + (3 x IN).
    • Speech base skill: 0% + (5 x CH).
    • Barter base skill: 0% + (4 x CH).
    11 Canon-accurate traits_____________________________________________________________
    Select up to 2 traits for your character from a canon-accurate list of optional traits.

    38 Canon-accurate perks______________________________________________________________
    Every default perks have been either modified or replaced with canon-accurate perks from Fallout, Fallout 2, and Fallout Tactics.

    Modified radiation system____________________________________________________________
    Radiation poisoning drastically affects character attributes and skills alike. As in Fallout the more radiation damage, the more deadly the effect. Should the character be able to survive the maximum irradiation (1000 rads), the character has limited time to get themselves under 1000 rads or die anyway.
    • 150 Rads: Slightly fatigued (-1 ST)
    • 300 Rads: Vomiting does not stop (-1 ST, -1 AG)
    • 450 Rads: Hair is falling out (-2 ST, -1 EN, -2 AG)
    • 600 Rads: Skin is falling off (-4 ST, -3 PE, -3 EN, -3 CH, -1 IN, -5 AG)
    • 1000 Rads: Intense agony (-6 ST, -5 PE, -5 EN, -5 CH, -3 IN, -6 AG, -10HP/Sec)
     
  2. MathieuG89

    MathieuG89 First time out of the vault

    18
    Nov 17, 2008
    Now that the new skill system is completed and has been fully tested I have started redoing the addiction system from ground up. So far I've got an early version that works without flaws but it still need to be thoroughly tested before I add it to the first post.

    Would anyone happen to know though what addiction formula Fallout 1 / Fallout 2, were using? Right now I'm using a pretty straightforward one but the script is very flexible.

    Die Roll (100) + Luck > Addiction chance %
     
  3. MathieuG89

    MathieuG89 First time out of the vault

    18
    Nov 17, 2008
    You guys are in for a treat!

    Completely Redone stimpak system.
    As in the original Fallout, when used, there is an immediate healing of minor wounds randomly ranging from +5 to +20 Hit Points. However, stimpaks cannot heal cripped limbs.

    Completely Redone chems system.
    They way Fallout 3 handles chems has been completely rewritten. Chems have the same immediate benefits, later disadvantages, and withdrawal effect as in Fallout 2. Chance of addiction are calculated in an unpredictable way and withdrawal will severely affect the character attributes and skills alike.

    Added optional trait.
    Fallout optional trait are back! Select up to 2 traits for your character from a canon-accurate list of traits.

    And finally some pictures for you guys!


    Trait selection!


    Classic skills are back!


    Stimpaks - They're random! (Unless you're lucky, if you get what I mean :wink: )
     
  4. bhlaab

    bhlaab Where'd That 6th Toe Come From?

    463
    Oct 30, 2008
    I hate to break it to you, man, but there are mods for literally all of these things already :(

    Also, many of your formulas don't quite work as well in Fallout 3 considering changes (eg, skills only go up to 100)
     
  5. MathieuG89

    MathieuG89 First time out of the vault

    18
    Nov 17, 2008
    You're not breaking it to me at all. There are many mods but nothing like what I'm working on.

    Of course there is XFO or RttW already but none of them has anything to do with Fallout.
     
  6. Eternal

    Eternal Where'd That 6th Toe Come From?

    461
    Nov 4, 2008
    Interesting stuff, however like someone else said the TAGs really can't be done quite like it was done in FO1/2 until someone finds a way to break the 100skillpoint ceiling (which may not even be possible)

    As it is you can max out all of your skills by level 20 if you get all the skillbooks, increasing the effect of of TAG is gonna make it even worse.

    Other than that though, best of luck.
     
  7. MathieuG89

    MathieuG89 First time out of the vault

    18
    Nov 17, 2008
    Actually skills can go over 100 the only drawback is you won't see it when looking at the pipboy as it will still shows 100.
     
  8. Eternal

    Eternal Where'd That 6th Toe Come From?

    461
    Nov 4, 2008
    I've heard that it does go over 100 but it doesn't actually CHANGE anything in terms of its usage. The only reason it goes above 100 is so if you have items that increase your abilities over the maximum (example something that gives +10 to Small Guns) and then you get something that lowers your abilities (-15 to small guns) you will have the "extra padding" reduced first (end result is 95% small guns skill rating). But for actual "dice rolling"(rarely done) or damage modification, getting a stat above 100 doesn't do anything. (this is based off of information garnered from an interview with Todd Howard)
     
  9. MathieuG89

    MathieuG89 First time out of the vault

    18
    Nov 17, 2008
    It's a modification. What if I decided to include the following formula?

    (SmallGuns - 100) / 10 = DmgModifier
    DmgModifier * 2 = TotalModifier

    LeveledList(SmallGuns)Damage + TotalModifier

    Of course the syntax is all wrong but it's to make it shorter and easier to read for those who don't script. This would add +2 damage to every smallguns every 10 increment above 100.

    The point is, it's a modification... it's not meant to be played with the defaut game mechanic in mind!
     
  10. mrowa

    mrowa Still Mildly Glowing

    247
    Nov 22, 2008
    If it cant be showed on player statistic no point of making this prapobly would be more work than its worth it
    Better would be to balance its all in existing limit.

    As again for stims if u dont want to do completly new item or healing system, stims need to cure limbs unless player enjoy cripling thrugh half of wasteland to get to doc
     
  11. MathieuG89

    MathieuG89 First time out of the vault

    18
    Nov 17, 2008

    Well I was planning on working on a doctor bag that would work with the medicine skill. I want to keep the modification as close as I can to Fallout and Fallout 2 because... well that's the point of the mod. And I don't mind redoing stuff from scratch, I already did so for some of the features. :)
     
  12. mrowa

    mrowa Still Mildly Glowing

    247
    Nov 22, 2008
    You should consider redoing it from scratch thing if you dont want to end that mod in your late 70s :P

    Besides 100 skill points did good work in F1 a bit of adjustments to exsisting system can make wonders :)
     
  13. bhlaab

    bhlaab Where'd That 6th Toe Come From?

    463
    Oct 30, 2008
    Well what I mean is that the formulas need to be tweaked.

    Like I have a mod that changes the skill point formula from
    5 + (2 x IN) --- 200% max total
    to
    5 + (IN) ---- 100% max total

    though of course a more accurate formula would be
    3 + (IN)...
     
  14. MathieuG89

    MathieuG89 First time out of the vault

    18
    Nov 17, 2008
    Hey everyone, I'm bringing some good news. First of all, I decided to change the project name to Classic Fallout 3, it gives a better idea of the direction I'm going with the mod. Second, I rewrote most of my stuff and made sure it would be compatible with other mods such as XFO. I have also divided my mod into smaller "modules". Right now only 3 modules are fully rewritten and operational.

    CF3 - Radiation
    CF3 - Character skills and specialization
    CF3 - Traits and derived statistics

    Also, I changed the perk you were given when completing the radiation quest from Moira to something more... familiar :wink:

     
  15. Grave461

    Grave461 First time out of the vault

    40
    Nov 17, 2008
    This will be a nice mod... a one-stop-shop to revert back to the classic Fallout rules! I've been looking for something like this for a while now, but didn't find everything I was looking for.
     
  16. fajter

    fajter First time out of the vault

    1
    Jun 12, 2009
    Hi, it really look promising.
    Can you post link for download ?
    I would like to test it ASAP :)