Jim's Mods Version 1.48 (Now Compatible with RP & UP)

Discussion in 'Fallout General Modding' started by JimTheDinosaur, Aug 19, 2013.

  1. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013

    "Frank, killing giant ants was never this much fun, or was it?" "Not sure, Steve, not sure."

    Was about time I put something out, so here it is. It's probably magnificently bug infested and almost entirely devoid of balancing (so it's on par with the original in this department ), enjoy!

    Note for those two people who've played my old, old, old versions: almost nothing of it remains intact (so no morale, exhaustion, etc.), and the .ini customization that was in it is almost completely gone, sadly. A lot of the entries in JimsMods.ini are defunct and it's basically just a placeholder, so don't bother toying around with it. I'll try and introduce some customizability again in later versions.


    Installation Instructions:

    Step 1: Place the "Mechanics Overhaul Mod" folder in your FO2 directory
    Step 2: Copy the "Fallout2.exe" to the new mod folder.
    Step 3: Copy your sfall's "ddraw.ini" file to the new mod folder (so not the ddraw.dll: I'm temporarily using my own built version for the mod).
    Step 4: change, and if necessary uncomment (remove the ";" before the line), this entry in the ddraw.ini to the following:


    and uncomment the following lines:


    Step 5 (optional): If you want to install the Restoration Project, just do the manual download, and unzip into the new mod folder, not overwriting anything.


    The goal of this mod is to address what I consider to be a number of systemic shortcomings of Fallout 2. (In cursive are remarks on quirks/bugs or unimped features).

    The first problem is the lack of useful skills, attributes and perks: It's obvious enough that INT and AG are king, there's only a couple of useful perks, and only a handful of skills are worth investing in at all. Here's a list of the changes that are made to the attributes, perks and skills to alleviate this:

    - Carry weight. This used to be a stat that was more about convenience than anything else: how much would you need to manipulate your mules in the game? Now it's limited to what you carry in your active hand and wear as armor (the counter also shows what's in your inactive hand, but that one doesn't affect penalties). Exceed it and you get movement and THC penalties during combat. This means that having a low ST character will be no more annoying than a high ST one, but you'll only be able to wear light armors and weapons without penalties.
    - Weapon min ST reqs. This now only affects recoil: each gun has a min ST requirement per bullet fired, and if you already exceed this requirement for the very first bullet, the weapon costs additional AP's to fire as you spend time steadying it. For burst weapons, every additional round you fire adds up to the requirement, resulting in stacking THC penalties if you exceed it.
    - Melee Damage. This is now based on a weapon's weight (or, if unarmed, the "weight" of your punches is determined by your strength): each point of ST adds 10% of the weapon's weight to its damage, making ST much more relevant for heavy weapons like sledges than knives.
    - Blocking power. Against melee attackers, you can choose at what THC for the enemy you'll block, adding to your DR based on how much higher your ST is than your opponent. Note that a sufficiently skilled opponent can find a way to circumvent this block.
    - Resistance against knockdowns and weapon drops.

    - Sequence. This was a largely irrelevant stat because you'd almost always end up getting the drop on your enemies anyway: the real sequence in combat almost always worked out in your favor. Now the character with the highest sequence always gets the first turn: try aiming your weapon at a character with higher sequence (who also sees you pointing that weapon) and that character initiates combat. Note that this is definitely quite buggy... I left in an option to switch it off at the top of JimsMods.ini, just turn SequenceChanges=1 to =0.
    - Ranged Modifiers. Worked as a lame flat bonus in the original. Now each point of PE substracts 10% of a weapon's range from the per hex THC distance penalty. So maxed out PE with a 70 hexes range weapon gives a 70% lower distance penalty. Scopes additionally multiply your effective PE by 1.5.
    - Unused AP's defence bonus. If you can see the opponent attacking you and he's standing nearby you, each unused AP is spent focussing on his next move, giving you a defence bonus (due to something weird, I had to set the base "AC" to 1 rather than 0, in case you're confused about that).

    - Hitpoints. This mod introduces fixed HP, meaning that you won't end up with as much of an infinite supply of HP you would regardless of your EN. A low EN character will be very vulnerable throughout the game.
    - Rad resistance. This mod has radiation zones on the world map, and increases the effect of EN on rad resistance. You can spot rad zones by either having a geiger counter in your inventory or by asking somebody where the nearest rad zone is located.
    - Poison resistance. Poison now affects you every turn in combat and every few seconds outside of it, making it more of a short-term threat. Additionally, Needler pistols now do poison damage.
    - Resisting knockouts, missed turns, and crippling hits.

    - Number of party members. Same as always, but the Leadership stat should make them more interesting (see below).
    - One minor addition is that it now affects the likelihood of characters accepting a drink or drugs from you (and the number of intoxicants they accept before turning hostile).

    - Skill Points. Nerfed somewhat by moving the start of increased costs down from 100 skill points to 75 and increasing base skill points per level from 5 to 10.

    - Aiming bonus. AP is now set at a constant 10, unaffected by AG. Unaimed and aimed shots cost the same amount of AP (unaimed shots are now simply defaulted torso shots), and you can spend additional AP's to increase your chance to hit. Each point of AG increases the percentage that gets added to your effective weapon skill by 20%, up to a maximum of 400%, meaning a maxed out AG character can spend 2 AP aiming for a 200% skill bonus per AP.
    - Movement speed. AG now only affects the cost for the first hex moved. Every second point of AG reduces that cost by 1, going from 6 AP for the first hex moved at minimum AG, to 1 AP at max. The cost of the first hex moved is additionally raised by large weapons (1 for sledges/rifles, 2 for big guns), armors (1 for leather, 2 for metal/combat and 3 for power) and for moving to a hex either diagonally or straight behind you. This of course all in all highly complicates the peak-around-the-corner exploit. Moving during your turn now also gives a defense bonus against ranged attacks.
    - Dodge bonus. If you aren't blocking an attack, you gain a dodge bonus against melee attacks based on your AG.

    - Damage. There are no longer criticals in the form of damage multipliers. Instead, LU affects the likelihood of hitting higher values in your damage range (e.g. with a weapon that does 15-40 damage, a high LU character would have a higher chance of getting 40 than a low LU one).
    - Armor Piercing. The same principle applies to armor piercing, which is now based on your weapon's upper damage range. There's always a roll made to see how much you actually pierce, and LU determines how high this ends up.
    - Special effects chance (knockdowns, knockouts, cripplings, etc.)

    Concerning skills, in general your starting attributes have a much greater effect on them: they all have a base value of 10%, to which 40% can potentially be added through relevant stats. Skills have also been capped at 200%, and the first increment of increased cost now comes from 75-100%, rather than the original 100-125%. Now for a list of the changed skills:

    - The six combat skills have been changed to One-handed small arms (pistols and smg's), Two-handed small arms (rifles), Big guns, One-handed melee (clubs and knives), Two-handed-melee (spears and sledges), and Unarmed. Skill simply depends on which animation is used for the weapon, so grenades use the unarmed skill, and throwing knives the One-handed melee skill. You also get a defense bonus based on your "relevant" melee skill (so, if your melee attacked while carrying a rifle, your ability to use that rifle as a tool to block an opponent's attack depends on your Two-handed melee skill).
    - Gambling has been changed to Leadership, which raises the skills party members gain per level. Party members no longer gain levels at random, but every time you level up. Note that the old gambling checks still use this skill, will eventually change these to basic luck rolls.
    - Traps now lets you set traps yourself by entering Sneak mode and dropping either a spear or an explosive on the ground. The value of the item used to make a trap and the type of material of the tile you're placing it on determine how much trap skill you need to place it. How the traps (especially the explosives) work during combat is still a bit of a mystery to me, ymmv).
    - First Aid and Doctor have become more relevant with Stimpaks only being able to be used sporadically (see below), and automatic rest healing being removed. You now need either First Aid kits or "Improvised Healing Materials" to heal HP's during rest, and Doctors Materials to heal crippled limbs, also during rest. So be very, very careful with using the "heal until rested" option, lest you get stuck, just don't use it actually.
    - Outdoorsman now affects world map travel speed (mostly useful when traveling through rad zones), and the quality of the Improvised Healing Materials you find (which affects up to how many HP's you can heal with them during rest).
    - Stealing has gotten an additional barrier: the more allies of the target can see you, the harder it is to even see inside the inventory of your target, let alone steal or plant.
    - Stealth has additional uses because of how enemies will be on the lookout for assassins if their buddies step on your traps, and that all unlocked containers are now "guarded" by characters that can see them, and who will warn you not to touch them (they won't automatically enter combat though; if they're weaker than you, they'll simply cause you to lose town reputation). Also, if characters can "hear" you (partially determined by the surface material you're walking on), they'll turn in your direction unless you're stealthy enough, making a stealthy thief more useful at pickpocketing. This turning effect only applies in certain towns for now, because for some reason towns like Den and Reno have lots of scripts forcing characters to look in one single direction.

    As to Perks, the problem was of course that the vast majority of them simply weren't viable as 1 per 3 levels picks. My solution is to have perks every level, and nerf (or remove) the more overpowered ones. Also, perks are no longer tiered according to level (meaning you had an ever-increasing number of obsolete low-level perks populating the list): att. and skill requirements only govern which perk you can have. These requirements are also more flexible now with regards to multi-rank perks, meaning that the first rank might cost 40% of a certain skill, and the second 80, etc. You can find a list of perk and trait changes here (bolded means implemented, cursive in the case of traits):

    Note that for some reason the new perks don't show up until you've scrolled a bit.

    The second problem is the game's lack of combat difficulty and complexity. The point is to give you some more options other than eye critting your opponents continuously. There's a couple of issues with combat this mod tries to address:

    - Limiting inventory time. Ostensibly tough fights became a breeze once you have enough HP's because you can simply wait until low on damage, then enter inven and fully heal. However, Stimpaks can now only be used once every 30 minutes. Also, inventory use AP cost has been raised significantly, and you can only use one item in it before being forced to exit. Reloading now also takes substantially more AP's (8 for two-handed, 4 for one-handed).
    - Removing drug exploits. The addiction system could previously be easily circumvented, now addiction isn't chance based, but time based: after using a certain drug you have a number of days (determined by your endurance) before you can use it again.
    - Avoiding automatic eye-critting. To avoid higher skill levels resulting in almost automatic hits on even the hardest targets, I've nerfed THC at higher values (going from 0-10% THC will be much easier than going from 80-90%, especially in the case of hard to hit bodyparts or burst attacks). Because the mod makes it so that missing a targetted body part can still score a hit on an adjacent bodypart, the base penalties for aiming for certain bodyparts have also been reduced, meaning you should be able to aim for different bodyparts throughout the game now.
    - Giving more flexibility for bursts. As said, the amount you can stably burst depends on your ST, meaning you'll now be able to adjust the number of burst rounds through the interface. Additionally, if your burst rounds become less than 4, you now forego the regular burst cone for one that spreads based on your THC (so with high enough skill you can make all your bullets hit the intended target). AP costs are determined based on 5 or less = +1 AP, 5-20 = +2 AP and above 20 = +3 AP.
    - Giving more options during melee combat. You'll be able to choose when your character prefers to block rather than dodge, and in addition whether to attempt a counter-attack on a "succesful" block/dodge (to attempt to do so comes at a defense penalty however, counter-attacking is still unimped). Defense against melee attacks is now also partially determined by your own relevant melee skill.
    - Adjusting how many AP's are spent aiming.
    - Expanded secondary attack modes. All spears and knives can now be swung (for added base damage), thrusted (for more penetration), or thrown (swinging is unimped for spears). Sledges and unarmed attacks can either produce knockback (swings/ punch A) or not ("thrusts"/ punch B). Laser beams can be concentrated to add armor piercing and plasma bolts can be made less stable so they produce more splash damage.
    - Limited AI improvements. Not much I can do in this regard, but the AI chooses more smartly which bodypart to aim for rather than the random way it worked before.
    - Working AP bullets. AP was always inferior to JHP in the original game. Now AP bullets raise your upper damage range (meaning an increase in penetration) at the cost of a general reduction in damage.

    An overview of the new options integrated into a (temporary) UI made by the FoN team:

    Note that there's still some problems with the "tags" (Level up, sneak, etc.) popping up over the interface; I've removed them where I could, so pay attention when you level up.

    The third problem is that of weapon progression/variety. Replaying FO2, you notice that you always get weapons in more or less the same order, with many hard-to-find weapons showing up too late to be of any use. Too many weapons also play too similar, with no considerable difference between a sledgehammer or a knife, and a rifle or a pistol.

    My solutions to this are:
    - Gear randomization. You can probably already dream the place you're first going to encounter the Bozar by now, and this mixes it all up, generating weapons based on location, attributes and experience level. There's also more variation in terms of ammo load-outs, with powerful characters in rich regions having more chance of having more, and more powerful, ammo, while poor characters often have only a single round in the chamber.
    - More distinctive weapon types. Fallout 2 has a lot of different types of shotguns, but they're mostly indistinguishable from other rifles. So I introduce different types of shells which spread out in a "shotgun-y" way. Also, with reloading having become a bigger problem, pump action shotguns have less reloading to do, but cost one extra AP (for the "pump") to fire. Lasers will penetrate targets and potentially hit targets next in line. Plasma rifles do splash damage to nearby targets. Cattle prods produce more knockouts. There's a spasm gun that does damage based on the target's perception and intelligence. An electrorifle that does additional damage to additional targets if they are standing on a metal surface. Weapons using caseless ammo get an advantage when firing mini-bursts of 3 bullets or less, costing the same AP's as a single shot. Miniguns always use the same AP penalty for bursting, regardless of the amount (+2 AP).
    - Non-linear weapon progression. Having you automatically gravitate towards the pulse rifle is quite boring. Instead, different types of characters should benefit from different types of weapons. High ST likes sledges and heavy/burst guns, high AG likes pistols and knives, high PE scoped rifles and high LU weapons with wide damage ranges. Different weapon types should remain viable, rather than becoming irrelevant as the game progresses.
    - Less linear armor system. Having bigger armor should not be a no-brainer; it now costs you in terms of agility (indirectly: you get penalties to the AP spent aiming bonus and movement) and (if you're not strong enough) combat effectiveness. The armor system has also been changed so that DT doesn't (nearly) automatically takes off a huge chunk of your damage: it is now purely a threshold which gets ignored if your armor piercing roll (again, based on your weapon's upper damage range) exceeds it. So, almost all weapons and ammo will rarely do any damage against the strongest armors at full strength because they won't pass the DT. Characters with fast and weak weapons (knives, pistols) will therefor be required to aim for bodyparts that give higher chances of penetration. So the goal is that there aren't any "hard counters": if you can't pierce, there's always a way to bypass - it's just harder. Similarly, going around with a combat leather jacket shouldn't be impossible, just very hard because you'll need to place the emphasis on dodging attacks, and taking out enemies quickly.
    - Differences between one- and two-handed weapons. You'll now generally be faster both in movement and attack AP cost with one-handed weapons and be able to cheaply switch between hands, which you can no longer do with two-handed weapons to compensate for the shorter ranges and lower damage outputs.
    - Systematized weapon upgrades. Instead of having just a couple of different weapons that can have one type of upgrade, each weapon type can get a certain upgrade. So each rifle can be outfitted with a scope, each pistol with an enlarged magazine, etc. All of these upgrades will now have potential drawbacks attached as well: an enlarged magazine weighs down your weapon, possibly making it cost more AP to use, etc. You can have upgrades done at the usual suspects, but also yourself: Guns 'n Bullets magazines now increase the skill you have at improving weapons in combination with either Repair (for most guns), Science (energy weapons), or Outdoorsman (for most melee weapons). (Unimped)

    Finally, there's the issue of the economy. Like with combat difficulty, this starts out fine, with you scrounging for nickles to pay for that first leather jacket. It just goes off the rails pretty quickly, with barter becoming absolutely irrelevant soon enough.

    To fix it I've put together a pretty complicated economic system. As I see it, the problem is that you always end up amassing a lot of inferior items to buy the superior ones you actually need: you convert a stack of deagles into that plasma rifle you really want. Problem is, why does that high tec trader want all those deagles in the first place? I introduce a demand system based on different zones: certain wealthy zones just want premium goods and won't give you squat for inferior stuff - they also charge more for the stuff that's in demand in their zone. Same works vice versa: tribes won't trade all their livelihood for a plasma rifle they don't need.

    To make this work, I also had to deal with money: you could just sell your deagles for cash in one place, then exchange the cash for the plasma rifle in another. So I implemented inflation zones separate from the demand zones: here track's kept of the cash in the zone, and cash prices are adjusted accordingly. Here's a map of the various zones:

    Another "issue" was store inventories: they become a bit dull after your second playthrough, and have now been randomized based on the demand zone of the store/caravan/trader. Stores also now "realistically" stock restock based on the amount of cash they have and the cost of the items they want to buy. Note that these stores carry 100 first aid and doctor kits as a placeholder until I find out a way to make it work. Plus, only part of the stores have been changed because I'm still not a 100% sure on the implementation. Here follows the list of stores changed using the new system, so let me know if something's weird about them:

    den: tubby
    broken hills: liz
    gecko: percy
    klamath: ma buckner
    ncr: duppo
    new reno: renesco
    san fran: lao chou
    vault city: happy harry's

    A final issue for the economy was random encounters featuring two opposing factions: you'd have free reign to finish of the weakened victors. What I'll do is have enemies appear after so many turns during random encounters: basically the scenario of you stumbling upon two fighting factions will happen to you as well. (Unimped)
    Last edited: Apr 5, 2014
  2. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Last edited: Apr 5, 2014
  3. gvx

    gvx First time out of the vault

    Apr 4, 2008
    Is it compatible with either killap's Fallout 2 Restoration Project 2.2?
  4. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Nope, just UP. The reason is that the whole decompiling/recompiling routine doesn't work when the script has sfall functions in it (which the RP's Obj_Dude script does have, but the UP's doesn't).
  5. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    Jim, have you tried Nirran's decompiler?
    It should decompile scripts with sfall functions without any problem.
  6. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    I had not! Thanks! I should have now made it compatible, though I haven't tested it yet, not having RP installed (I did test the UP version briefly, and that looked fine).

    Of course, keep in mind that gear randomization only applies to the original maps for now.
  7. Thewaster

    Thewaster First time out of the vault

    Aug 5, 2013
    Jim, I have to say this might be the biggest technical breakthrough for Fallout since sfall!

    I was following your topic(s) closely from the very beginning and couldn't believe how you've managed to address nearly (make an option for Bozar sniper rifle?) every single issue or quirk I've had with Fallout... BUT it wasn't compatible with RP so I had to choose, not anymore it seems!

    Your work doesn't get anywhere near the attention it deserves, IMHO once finished, this should be an option in the RP.
  8. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Thanks for the kind words! But yeah, "once finished" is the (slightly ominous) key here. I'm really interested what'll come out of people being able to properly test these things for the first time, rather than the "running aimlessly from map to map trying stuff out" method I've used to test things up to now.
  9. Glovz

    Glovz Vault Dweller

    Sep 16, 2005
    Agreed! :D

    Great work Jim! :ok:
  10. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Thanks chief!

    One thing I'd forgot:

    I wasn't clear on this in the intro, but it's not just compatible with UP & RP, but with any mod that doesn't have a modified obj_dude script or sfall hookscripts. That includes Magnus's mod which makes the bozar into a sniper rifle (it does have a hookscript, but with changes already in my mods, so you can just overwrite that one).

    I'm personally not that big a fan of the Magnus mod because it decreases the regular sniper rifle's range in the process (I think), but you might like it.
  11. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Okay, hold the presses and don't play the thing yet unless you're not using the morale system. I completely forgot about the Vault13.gam changes I'd made for it and how that'd affect both RP and UP. I have to do some recompiling or you'd have some serious problems in all likelihood.

    edit: no idea why I didn't do this earlier, but I'm just going to put everything in a customizable ini file.
  12. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Took a while longer than I said, but I have a big, big new update so there's that. First, and most importantly, everything is now customizable through the JimsMods.ini file (viewable below): not only can you now change lots and lots of the values in the mods and have more control over which components to use, installation has become a lot more straightforward, without all the annoying separate folders (see the first post, or the readme, for new installation instructions).

    Second, three new features:


    Poison doesn't really do much in FO2 because (a) it's basically only radscorpions that dispense poison and (b) poison has such an immensely delayed effect that it's more an annoyance than anything else. This mod tries to address both these points: (a) Needler pistols now do poison damage: if the dart pierces the armor of the opponent, its regular damage becomes zero and a range of poison damage is done (lower for AP darts than regular ones by default, but all these values can be changed). (B) Poison works a lot faster now: outside of combat every five seconds (can be changed) a check is made against endurance to see if between all and 1/5 of the poison damage is taken. The same is done every combat round.


    Shotguns in FO2 never really felt like shotguns: their damage output was the same whether you were shooting a critter at maximum range or at point blank range. This mod makes them more shotgun-y by making long range shots less damaging than close range ones (how much so can be changed through the .ini).


    Earlier, I just had a formula for the HP of armor-wearing critters; now there's a lot more formulas. For one, armor-wearing critters get a formula for a variety of skills that they need for some features to work properly (armor repair, critical failures and healing rates), for which the values can be changed (in fact, all the formulas can be messed with a lot, see the .ini below). Non-armor-wearing critters get formulas for HP and DR/DT (to see examples in action go to the NMA thread in the first post).

    Finally, a copy of the spiffy new .ini file for your viewing pleasure so you can see all the things that can now be changed (I'll try and add more changeable stuff at some point):

    THE .INI

    ;//*****************************************************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.
    ;//*****************************************************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.
    ; 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.  
    ; 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.
    ;//*****************************************************Shotgun Changes*****************************************************;//
    ;This causes shotguns to do increased damage at close range, and decreased damage at long range.
    ;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.
    ;//*****************************************************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).
    ;//*****************************************************AP Changes*****************************************************;//
    ;This enables a simplified Action Point formula to overwrite the arbitrary ones of the original.
    ;//*****************************************************To Hit Changes*****************************************************;//
    ;A long, long list of changes meant mainly to balance things out properly.
    ;If above is enabled, the following adjusts the To Hit cap (set to 100% by default).
    ;The following enables the exhaustion system affecting to hit chances after a certain (endurance governed) amount of turns.
    ;//*****************************************************Gear Randomization*****************************************************;//
    ;Randomizes NPC's weapons and ammo reserves.
    ;//*****************************************************Fixed HP*****************************************************;//
    ;Fixes the player's HP. The formula can be changed through Stats.ini.
    ;//*****************************************************Drug Changes*****************************************************;//
    ;Stimpaks now mainly heal temporarily and SuperStims give a temporary higher max HP. 
    ;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 ammount of (temporary) max hp superstims increase (10 default). PsychoMaxHP does the same for Psycho (
    ;Non-party critters will now also attack you if you try to use stims on them and the following is enabled:
    ;To replace the time tested stimpak healing method out of combat, the following boosts your healing rate based on first aid skill.
    ;FirstAidMod modifies how much the First Aid skill is divided by to arrive at this (so, raising the number actually lowers the effect).
    ;//*****************************************************Critical Hit Changes*****************************************************;//
    ;Changes the way crit chances work.
    ;//*****************************************************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).
    ;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.
    ;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.
    ;//*****************************************************Passive Armor Repair*****************************************************;//
    ;Affects the usefulness of armor based on the wearer's skill.
    ;//*****************************************************Supply and Demand Mod*****************************************************;//
    ;Affects the prices of goods based on how many are in any particular map.
    ;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.
    ;//*****************************************************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.
    ;For armor-wearing critters the formula for HP is BaseHPMod+(Endurance*EnduranceHPMod)+(Strength*StrengthHPMod)
    ;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).
    ;For non-armor-wearing critters the formula for HP is (Experience Value/ExperienceHPMod)+(Endurance*EnduranceHPMod2)+(Strength*StrengthHPMod2).
    ;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.
    ;For non-armor-wearing critters the formula for DR is (Endurance*EnduranceDRMod)+(ExtraAC/ExtraACDRMod)
    ;Armor wearing critters get penalties to their agility: HeavyArmorAgilityMod for metal armor and upwards, LightArmorAgilityMod for lower.
    One more thing: because the mod invalidates the old difficulty system, the new mutable formulas can more or less be seen as (unconventional) difficulty sliders.
  13. Glovz

    Glovz Vault Dweller

    Sep 16, 2005
    I tried in the past to envision the implications of having all your mods turned on at once, but I had to keep jumping between their descriptions and reread. Now with the ini posted; while its still hard to get my head wrapped around it all, I'm getting closer to understanding how they all impact each other.

    But this is an achievement! I'm quite stunned.
  14. Josan12

    Josan12 Vault Senior Citizen

    Oct 15, 2007
    I've said it before but damn I want to say it again: I really like your thinking Jim! You must have substantial scripting experience to pull this stuff off ...
  15. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Thanks you two!

    Lots of free time is more like it.
  16. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Small new update to mainly fix another stupid morale system bug.

    Besides fixing that, you can now press "\" (sometimes press it a little bit longer if nothing pops up) to get your exhaustion penalty (what gets subtracted from your to hit chance, and added to the opponent's), and ";" to get your morale rating (very general, "your morale is high", that sort of thing). Both are displayed in the console.

    Also, Super Mutants now get super-human Endurance (they really should have that) by adding + 3 to their normal values.
  17. agris

    agris Still Mildly Glowing

    Jul 8, 2004
    hey Jim, I like some of the ideas you've put forward, especially the consistent localization and NPC gear randomization components. Have you considered making the reduced ammo stack (1/5) component independent of the randomization routine? I can see players who might want one without the other.

    The real purpose of my post though is to try and convince you to take on another system mechanics mod :lol: Seeing as how you have the knowledge and motivation to Get Shit Done(TM), I wanted to pitch you an idea .Pixote and I kicked around last year.

    The idea is armor conditions and lootable armor. At a high level, all armor should exist in 4 conditions: pristine, damaged, heavily damaged and broken. Pristine armor should be rare-ish, and sold in locations that make sense (pristine Leather and its variants in Modoc for example, since Balthias the tanner has a shop there).

    The player is able to loot armor off of enemies where it makes sense, except that the armor is almost always degraded. The level of degradation of NPC armor is determined by their death anim, to simplify tracking of armor condition. What distinguishes this system from others is that .Pixote and I actually discussed methods of implementation, scripting etc. That info can be found in here.

    .Pixote even made some art to go with the different armor conditions.

    Based on your technical expertise and difficulty-heightening mods, I think you'll appreciate the ideas regarding locations and repair, in addition to implementation strategies. I certainly don't expect you to take these ideas and create a mod 1:1 with them, but I'm hoping they are enough to get you interested in some sort of armor degradation / looting system. I especially like .Pixote's suggestion of tying armor condition to death animations, because it prevents 'the rich get richer' scenario wherein by the time you've got a plasma rifle and are liquifying everyone, it's also destroying their armor. It would certainly make me think differently about using the flamer, also.

    There's lots of cool things you could do with it and your localization mod- like making the location of a majority of the damage affect the state of the armor. Blow someone's head off? Enjoy some shiny armor. Minigun them down? Good luck... you get the picture.
  18. .Pixote.

    .Pixote. Antediluvian as Feck

    Sep 14, 2009
  19. agris

    agris Still Mildly Glowing

    Jul 8, 2004
    the file is marked private.

    also, does it reflect our discussion in that thread from 2012? I'm biased towards an amalgam of our ideas, rather than simply one or another :P
  20. JimTheDinosaur

    JimTheDinosaur Vault Dweller

    Mar 17, 2013
    Sounds fun, but have you guys made all the new protos for the armors? I could easily incorporate it in the randomization thing and write some script that "degrades" an armor based on which area was shot when killing him (anything more than that would be hard given that there aren't any consistent object pointers in the game).

    Will make it part of the next update. If anybody else has any requests for options, let me know.

    By the way, could a mod maybe put this stuff in my other thread (the one labeled "Discussions" :wink: )