Need help modding AC for weapon balancing - SOLVED

Discussion in 'Fallout General Modding' started by Zorchar, May 22, 2020.

  1. Zorchar

    Zorchar It Wandered In From the Wastes

    108
    Jun 18, 2018
    Hi guys.

    I want to balance the ammo for Fallout 2 for myself, to better account for AP, JHP, FMJ types and so on.

    I was thinking, for realistic purposes, making AP ammo have a certain AC reduction bonus, lets say -20 for 10mm AP ammo. However, I want the AC reduction bonus NOT TO EXCEED THE AC BONUS GIVEN BY THE ARMOR. For example: A critter has AGILITY 7, so it's AC = 7. The critter's AC is set to 25, so basically 18 AC bonus due to wielded armor, or proto bonus (either way). In this particular case, having a regular AC reduction of -20 in the ammo proto will result in final critter AC of 5, whilst I am looking for a way to make the final AC = 7, which is the AGILITY based AC, to act as a minimum.

    This is in order to not make the AP type ammo inherently more accurate, and only to make it more accurate as a representation of "the armor didn't manage to deflect the projectile"

    So, is there a way (of course there is) and a will (not to sure about that, though u always came through for me in the past) for any of you guys to help out? Also, feel free to share other thoughts on rebalancing ammo, but please keep in mind that it would really help me out getting an answer to my question.

    Edit: Goal reminder - looking for a way to make the final AC = 7, instead of 5 (in this particular example)

    Thanks.
     
    Last edited: May 22, 2020
  2. Zorchar

    Zorchar It Wandered In From the Wastes

    108
    Jun 18, 2018
    Also, what do u think the best way to make a gun more, or less, accurate. I'm thinking this may be very easy to fix with a hook script. How should I approach this?

    And can someone please explain about how hit percentage works? I always thought that the percentage shown when on target is calculated BEFORE armor class AC is reduced from the sum.
    So if I have 95% to hit a pig rat, then I actually have (95-pigrat AC)% to hit.
    I tried to see if it's true in RP, and it isn't so, it seems.
    Can Someone explain?
     
    Last edited: May 23, 2020
  3. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    No, the displayed percentage is the final value that already takes all elements (target's AC, negative effect from darkness, etc.) into account.
     
  4. Zorchar

    Zorchar It Wandered In From the Wastes

    108
    Jun 18, 2018
    Thanks.

    Another question. in here https://fallout.fandom.com/wiki/Fallout_combat it says

    BTW, they don't mean the weapon accurate perk(I think), which they later mention as giving a fixed 20% bonus.

    Is this true? How is it implemented? If I make a new gun proto which uses 12 ga., will it work? If I add another ammo type for shotgun, will it work then?
     
  5. NovaRain

    NovaRain Casual Modder Modder

    Mar 10, 2007
    Honestly I don't recommend checking the Fallout Wiki for engine internal work of older games.
    Weapon Accurate perk gives a fixed +20% bonus. You can check the pseudocode of to-hit calculation by Atom:
    http://www.mediafire.com/file/da41rwmj5i7prop/fo2calc_docs.rar
    * tohit2.c - vanilla.
    * tohit2_newfix.c - with Sharpshooter perk fix from sfall.
     
  6. Zorchar

    Zorchar It Wandered In From the Wastes

    108
    Jun 18, 2018
    Wow cool. Thanks. Where did u find this very impressive document?
    Edit: oh.. ok got it