Fallout 2 mod Economy and Combat Rebalance mod

Discussion in 'Fallout General Modding' started by phobos2077, Oct 3, 2010.

  1. earthdude

    earthdude First time out of the vault

    69
    May 11, 2008
    I agree that Doctor would certainly be far more USEFUL in the more "realistic" gameplay, it would also be more unrealistic to have acquired the ability to do surgery unless you grew up in Vault City or SF. And even then, doing surgery in combat conditions would be nigh impossible.

    Now, that all being said, a Combat Medic skill could be put in its place, which allowed restoration of hit points and maybe only temporary fixes to crippled limbs. Definitive correction could only be done in VC or SF, maybe Broken Hills and Redding.
     
  2. Oracle

    Oracle Water Chip? Been There, Done That

    920
    May 19, 2003
    yea kinda forget about first aid. I think such skill should give a bonus to stimpack or something like that. (maybe some penalty to someone with low first aid skill since he probable doesn't know how to inject probably)
     
  3. Smoke

    Smoke First time out of the vault

    7
    Apr 8, 2010
    So, is final version available to download or something? )
     
  4. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Hello everyone. Sorry for not posting so long... Is there still any interest in the mod?

    To make a release version of the mod, I must first playtest it through all the game, and I abandoned my last play (2 years ago or so) somewhere at first arrival to NCR ;)

    I was surprised to notice that there were no new version of RP mod, so current beta should still be compatible. I'll just double the link here
    v0.1 link, readme with all changes inside (same file as on previous page)

    If you don't want my mod to mess with critter stats, leave Proto/Critters folder alone. Other files are better to be installed altogether. If there will be demand on rebalance with only prices changed (and not stats of weapons, ammo, etc.) it can also be done, because all prices can be changed by single launch of a script...
     
  5. Oppen

    Oppen FIXT n°1 fan

    Dec 26, 2011
    There will likely be a new release in a few weeks.
     
  6. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Great news ;) I'll check for compatibility then
     
  7. Geras

    Geras Animal Friend

    115
    Oct 12, 2011
    I use your mod along with the RP and it is awsome. I would love to see new versions.
     
  8. ThwartAbyss54

    ThwartAbyss54 First time out of the vault

    20
    May 14, 2011
    Ill most likely use this mod with RP when its released soon then when Weapons Redone gets released ill try it out and see which one i like WR or this one. Yep thats right RP stays no matter what :twisted:
     
  9. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Thanks for the interest. As far as I can remember, I borrowed many things from WR mod anyway, like NPC stats changes, which are time consuming to do by myself.

    I will be heavily occupided by RL 'till the start of May. Hopefully, RP 2.2 will be available. Then I plan to continue playtest and balance tweaks.
     
  10. Geras

    Geras Animal Friend

    115
    Oct 12, 2011
    Good to hear that :) Good luck!
     
  11. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Does anyone wants to use this mod? Any suggestions for next version?

    I think I'm going to include 2 versions of mod:
    1) Economy and combat rebalance (+ misc tweaks like changing weight of some items to more reasonable values or critter tweaks)
    2) Economy only (barter script and prices of every item in game reduced).

    This next version will only be compatible with latest RP.
     
  12. Nevill

    Nevill First time out of the vault

    85
    Mar 14, 2007
    I like the economy and Mr. FixIt aspects of the mod. Combat rebalancing - not so much. Currently there are too many changes I am not overly comfortable with.

    Still better than the original, though. I like how AP ammo and throwing weapons see more use now.

    (Can shotgun burst sounds changed for those that don't fire more than 2 shots? Last time I installed the mod duplets sounded like triplets. I kept thinking people were armed with automated shotguns when they were just using new burst mode.)
     
  13. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    @ Nevill,
    thanks for your input. I'll look into that issue, maybe remove the duplet mode so it will not be so confusing.

    What did you mean by "Mr. FixIt aspects" ?

    EDIT: created this sound for duplet mode.
    There is another issue with duplet mode, when you shoot someone to death, in some cases the he plays death animation (and sound) like he is being shot with automatic fire, doesn't look good with duplet. Is it worth it or should I remove this feature?
     
  14. Geras

    Geras Animal Friend

    115
    Oct 12, 2011
    I very much like the economy rebalance part of your mod. As far as combat part is concerned, maybe make some weapons more usable? Like grenades? Maybe a perk related to the Throwing skill which increases grenade damage / splash damage?
     
  15. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    @ Geras,
    I already tweaked all grenades and molotovs to deal reasonable amount of damage. As for the increased damage per throwing skill, I think it's illogical that how you are good in throwing defines amount of damage from explosion. If there were "Explosives" skill in game, I could have tried to use sFall hook script to change damage based on skills, but there is nothing similar. Haven't thought about it before though...
     
  16. Wintermind

    Wintermind Vault Senior Citizen

    Jan 21, 2011
    It makes logical sense to a degree in that your better ability to throw the things means you throw it more accurately meaning you deal more damage. Just a thought.
     
  17. phobos2077

    phobos2077 Mildly Dipped
    Modder

    596
    Apr 24, 2010
    Ok, thanks for idea guys.. now I will try to implement the following feature (first scripting tests shows that it's possible):
    - throwing skill affects amount of damage dealt by throwing knife only (not more than 30-50% bonus, same for all below)
    - melee skill affects damage with melee weapons
    - maybe same for h2h ?

    What do you think guys? I like the idea, but I think it goes for a separate mod (it can be fully achieved with single script file), because the purpose of my "combat rebalance" was to make all weapons in game valuable and usable, sticking to the ideas of the original game. And this skill affecting the damage is something that is changing core concept of the Fallout.
     
  18. Geras

    Geras Animal Friend

    115
    Oct 12, 2011
    What I meant there was a perk related to the Throwing skill which increases damage, not the Throwing skill increasing damage itself :)

    This or other perk maybe would also increase the damage dealt by throwing knives, as you said, but when targeting head or eyes only or just buff critical hits dealt to those body parts. The name of it would be "Aim for the face" or "Ninja shuriken sudden assault face throw". Ok, the latter was a joke :) But you get the point.

    EDIT:

    And maybe, as far as Magnus who made the Weapons Redone mod is not around, you could make ammo more scarce, like his mod did? I liked that option.
     
  19. Nevill

    Nevill First time out of the vault

    85
    Mar 14, 2007
    I meant the inclusion of Mr FixIt at all. I can only speak from memory now, but it is, basically, a crafting mod, isn't it? I am in favor of that.

    Other than the sounds, and changes to Bozar (it is really easy to get due to it being swapped with Light Support Gun - bandits near new Reno often have them now. Just ride a caravan and you are almost guaranteed to get one ), I have no major qualms. Single shots make Bozar easier to handle at lower levels, since you don't need much ammo. For a supposedly ultimate sniper gun, it is too affordable.

    Do Molotov cocktails still require one more AP to use than grenades? Is there a justification for that?
     
  20. Geras

    Geras Animal Friend

    115
    Oct 12, 2011
    This reminded me that it would be cool if Molotov cocktails required a lighter in the inventory to lit them. And that would justify the +1 AP requirement.