Fallout 2 mod New Fallout2MechanicsMiniRework version

Discussion in 'Fallout General Modding' started by DeKRuS, Jan 9, 2022.

  1. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Updates can now be found here: GitHub

    Aimed misses
    Changes how misses work in a more "logical" way.
    - Expanded the area for hitting a random target in the path of a bullet / throwing weapon.
    - To hit the eyes and groin, it is now necessary that the target be turned to face you, now it will not work to hit the eyes by shooting in the back of the head. Successful aimed shot to the eyes while the target isn't facing attacker will always turn into headshot, the same happens if the target is lies face down. Instead of groin, shots and melee hits from the back or rears will hit the torso or one of the legs.
    - The position of body parts (and accordingly, the possibility of hit them) changes depending on the animation of the target (if target lies face up or down, lies on its side, etc.)
    - Misses of aimed attacks now have a small chance to hit an adjacent body part.

    Random bodypart hit
    NPCs will now use aimed attacks targeting different parts of the body against the player and other NPCs. The chance depends on the in game combat difficulty settings (5-7% Wimpy, 15% Normal, 25% Rough).
    - Alternate mode for the player can also be enabled, adding a chance to hit a random body part with unaimed attacks.

    Sneak
    Removes randomness from the sneak skill, now the detection area gradually decreases with increasing skill level and the general illumination of map.
    - Added low light condition penalty to NPC perception range: From -8%(Basement light) to -40%(Complete darkness).

    Sneak detection
    Color indication of sneak detection, that works for original and new sneak mechanics.
    As long as sneaking player is within the detection range of an watching NPC, that NPC will be outlined:
    - Green - Player not detected, safe to approach.
    - Yellow - Player not detected, but will be detected if approaching 4 hexes closer.
    - Orange - Player not detected, but will be detected if approaching 1 hexes closer.
    - Bright Red - Player has been detected.
    - Dark Red - (Steal mod only)Player has been detected, but the NPC will not notice an attempt to steal from other NPCs.
    - Gray - (Fog of War disabled) Player not detected, but will be detected if line of sight becomes unblocked.​

    Steal
    The original mechanics of pickpocketing did not take into account the perception of the target. And also the probability of unsuccessful pickpocketing did not depend on the skill and was always the same for both 85 and 300 skill levels approximately (~ 15%).
    New steal mechanic is a attempt to fix these "features".
    Basic moments:
    - The calculation of probability of a successful stealing is similar to the original formula with the addition of dependence on the perception of the target and steal skill of player.
    - If steal skill developed over 140%, then for every 10 points the maximum steal chance is increased by 1% (0,1% for 1 point) to a maximum of 99%.
    - When the skill exceeds 160 + (target's current perception x 5) then it becomes possible to steal weapons and items from the hands of the NPC.
    - To peep into a target's pocket, you need to meet minimum skill requirements.
    - In case of an unsuccessful attempt to use the theft skill, the target can sometimes become hostile, the presence of the Harmless perk significantly reduces this chance.
    Modifiers that increase the skill requirement and reduce the chance of a successful pickpocket:
    - the player stands in front of the target.
    - the player is seen by the target's nearby allies.
    Modifiers that reduce the chance of a successful pickpocket:
    - the weight and size of the item (if the "Pickpocket" perk is not taken)
    - the number of items stolen in a row.
    Modifiers that reduce skill requirements and increase the chance of a successful pickpocket:
    - Sneaking mode. Bonus depends on the sneak skill level + a significant increase in the bonus if the target can not see the player.
    - Low light conditions (caves, cellars, night, etc.) the darker the easier it is to get into your pocket, adjusted for the presence of the "Night vision" perk.
    - The target is unconscious / blinded (bonus depends on the severity of the condition).
    Additional settings:
    - The first attempt to steal will always have 100% if you have reached the minimum skill level. (workaround to reduce saves/loads)
    - Subsequent attempts, in order to avoid abuse of experience for stealing, will be calculated according to the formula.
    - Complication of stealing items depending on their cost, the more expensive the more difficult.
    - Complicated stealing from merchants.

    SwingThrustTweak
    With the setting enabled, swing attacks and thrusts with a knife will now have different properties.
    1.Swing attack:
    - Increases chance to hit based on target's agility and attacker's melee skill.
    - On lightly armored targets, a swing attack is more likely to deal maximum damage rather than minimum..
    2. Thrust attack:
    - Penetrates some of target DR and DT based on max knife dmg and attacker melee dmg stat.
    - Increases base chance of a critical hit by 1.5 times.

    Explosion injury
    Received damage from grenades (including plasma grenade, as well as EMP for robots), grenade launchers and other explosive weapons if it exceeds 15%(35% with explosive or 10% with EMP for robots) of the !current! health points can cause damage to the arms/legs/eyes.
    (The probability is configured in the ini file and also depends on some S.P.E.C.I.A.L. of the target).
    - Explosive hand injury can cause weapons to fall out of hand.

    Poison (Requires SpeedInterfaceCounterAnims = 2" in ddraw.ini)
    This is a rework of the original poison mechanics, designed to make it more dangerous for both the player and NPCs.
    - Now not only the player takes poison damage, but all creatures without poison immunity.
    - Poison damage triggers at the end of each of the poisoned creature's turns in combat, or every 5 seconds when out of combat.
    - Poison damage depends on the combat difficulty settings in the game.
    - If you (or NPC) accumulate more than 100 units of poison, instant death occurs.
    - Now tails of radscorpions can be used to apply poison to the player’s(or Сompanions') piercing and cutting weapons.
    - NPCs and Companions can apply poison to their weapons themselves if they have a radscorpion tail in their inventory.
    - Added new perk "Poison Mastery", available from level 6 and requiring science above 50 or naturalist skill above 70. This perk adds poison dmg when using Needler ammo and also increases the effectiveness of all poisoned weapons.

    Healing (Requires "SpeedInterfaceCounterAnims = 2" and "AllowUnsafeScripting = 1 or 2") in ddraw.ini)
    Replaces instant stimpak healing with healing over time.
    - Using a stimpack increases "healing rate" for 3 rounds. To start healing, the "healing rate" must be greater than 5.
    - Super Stimpak instantly restores up to 60 hp, while temporarily reducing the "healing rate" based on the actual HP restored. Also Super Stimpak can heals broken limbs(if enabled in ini file).
    - Some monsters have passive health regeneration: wanamingos/centaurs(if enabled in ini file).
    - Fire and Plasma damage temporarily reduces the target's regeneration rate and may even stop it completely.
    - Added a new bonus perk "Regeneration", which is automatically added if the player's base "healing rate" is greater than 5. This perk adds a "healing rate" based chance to heal crippled limbs when HP is restored.

    Medical Tools
    Сhanges the way how First Aid Kits, Doctor's Bag and Paramedics Bag are used.
    - The use of First Aid skill and Doctor skill without tools are unchanged.
    - First Aid Kit and Doctor's Bag kept their previous skill bonuses (+20% and +40% for upgraded versions).
    - Removed element of randomness in the number of uses of medical tools, now first aid kits and doctor's bag have an indicator of the remaining materials. First aid kit can be used 5 times until it is depleted, the doctor's bag 3 times. Upgraded versions (paramedic bag) can be used up to 10 times.
    - Removed daily limit on the use of medical tools. The number of uses is limited only by the remaining supplies in first aid kit/ Doctor's bag.
    - Each use of medical tools is guaranteed to restore a certain amount of health, ranging from the lowest possible (failed skill check) to the average and maximum values (successful skill check).
    - Healer perk adds extra 4-10(2-5 for et_tu) HP healed per level.
    - Healing yield no XP points. +50 XP points per healed limb.
    - Healing effectiveness is capped at 300% for both medical tools types.
    FA tools:
    - Can be used during combat. Also NPCs and companions can use it.
    - Costs 2 AP.
    - Healing efficiency equal to stimpack achieved at 80% First Aid skill.
    DOC tools:
    - Can be used during combat if equipped and doctor's skill is 50 or more. Also NPCs and companions can use it.
    - Costs 6 AP. Cost decreases as skill increases. (Costs 5 AP at skill 100%, 4 AP at skill 150%, and so on up to 2 AP at skill 250%).
    - The effectiveness of healing per AP/skill is higher than First Aid Kits. Аmount of healing also depends on maximum health and severity of injuries received.
    - The chance to heal an injury is calculated for each limb separately and capped at 100% ( 80% Doctor skill + 20% bonus from Doctor's Bag or 60% Doctor skill + 40% bonus Paramedics Bag).

    Latest release
     
    Last edited: Nov 23, 2022
    • [Rad] [Rad] x 8
  2. NovaRain

    NovaRain Casual Modder Modder Moderator

    Mar 10, 2007
    Check define_extra.h header in sfall modders pack.
     
    • [Rad] [Rad] x 1
  3. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Updated the script, and uploaded a new version of the script in the first post of the topic.
     
  4. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Added new scripts for targeted attacks and some edits for poisonmod script.
     
    • [Rad] [Rad] x 2
  5. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    I decided to more "realistically" (but not yet ideally) outline the areas in which attacker can hit the eyes and groin of target.
    And also added a zone in which, on a miss, a new random target can be selected to receive damage from the projectile.

    In the screenshot under the spoiler, a comparison of the previous version with the new one. The black line delimits the area for aimed hits in the eyes and groin. The zone in front of, around and behind the target between the red lines displays the zone in which a projectile flying past can hit a random target (depends on the distance to the initial target, the closer to the original target creature - the wider the cone, the further the initial target - the narrow the cone)

     
    • [Rad] [Rad] x 1
  6. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Added compatibility with Nevada and Sonora. And some more script performance improvements.
     
  7. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Now the modification has two versions every, each version works for both the player and the critters.
    -The first F2onlyPoisORonlyRegen in which you can choose ONLY ONE component (either the new poison mechanics, or the new stimpak healing mechanics).

    -And the second one! F2poisANDregen where poison and heals complement each other(and cannot be turned on separately) , now regeneration and poison ticks go simultaneously (and not one after another) and with a high healing rate(or after use some stimpaks) you can are not be afraid to die from poisoning while resting, using FA/DOC skills and moving around the global map .)

    fixes for all versions:
    -Fixed text messages when creatures die from poisoning.
    -Fixed a game freeze when using a save editor to increase the base healing rate above 5.

    Reuploaded F2poisANDregen -coz forgot to remove debug messages(
     
    Last edited: Feb 13, 2022
  8. agris

    agris Still Mildly Glowing

    263
    Jul 8, 2004
    Hi! These changes look very interesting, they could help make the combat more lethal beyond just pumping up damage/HP numbers.

    Question for you: currently in your mod, is it possible to fire an un-aimed shot at an enemy and randomly hit a specific body part? I don't think it is, but it may be a nice addition to what you've done here.

    Imagine this scenario: you have a 85% chance of hitting a target facing you with an un-aimed attack from the hunting rifle. Let's assume you make the hit, rolling an 85% or lower. Now that the engine has determined your attack is successful, there is additional subsequent chances that your successful attack (1) hits generally, without any specific body part damaged or (2) hits a specific body part. That specific body part could leverage your calculations used elsewhere in the mod, consider the animation / facing etc.

    I think it makes sense for an un-aimed attack that lands to *occasionally* hit a specific body part; what do you think?
     
  9. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Hello!
    I think exactly the same)
    Actually, this was the original idea to have non-aimed shots hit various body parts (just like in fonline2 with the fast shot trait), but I ran into a problem.
    Bursts, flamethrower, and grenades also began to hit specific limbs, constantly dealing incredible critical damage. But when I came up with a solution to this problem, I had already switched back to refining the poison / regen script.

    I see 2 approaches to hitting the limbs with non-aimed shot.
    First: A non-aimed shot is just a shot towards the target that can hit any part of it, and the chance to hit is about the probability of hitting the TARGET, not the BODY of the target.
    Thus, on a SUCCESSFUL HIT, the probability of hitting body parts will be a constant. For example: 55% - body, 15% - legs, 15% - hands, groin -10%, head -5%.
    Second: Aimed and non-aimed shots to the body aim exactly at the BODY, which means that if the bullet hits successfully, it will hit the body. And then the mod will work only in case of a miss!

    In the end, I did this:
    If aimed shot misses,a RANDOM part of the body can be hit(about 3-9%(determined by weapon skill) of missed shots can became hit).
    A non-target HIT hits a RANDOM part of the body. 70% - body, 11% - legs, 9% - hands, groin -7%, head -3% (and 2% of these 3% will hit the eyes if the target is facing the attacker) .
    I have already add this to scripts and today (or tomorrow) I will post it. But we need to understand that hitting any part of the body, except for the body itself, has increased chances of a critical hit, and although these changes work both for the player and for other creatures, it can happen if there is a fast shot trait (which is already a very strong trait) or other good perks, the balance will shift even more towards the player, so I made these changes toggleable in the ini file.

    any criticism and bug reports are welcome)
     
    Last edited: Feb 16, 2022
    • [Rad] [Rad] x 2
  10. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Reuploaded scripts with some bug fixes (and possibly adding new ones:-P) and new features.
    Poison/regeneration:
    - Fixed a bug that caused the character to die when entering the global map if the base recovery rate has been increased in the save editor to more than 5.
    - Fixed a bug that caused the death of party members when entering the global map if they were under the influence of a stimpack after game load.
    - Changed the behavior of poison damage and regeneration of party members. Until the player enters the global map, party members will regenerate health and take damage from poison in real time( and not, as before, take all damage and restore all life when moving between LOCAL maps)

    Aimed misses:
    - Added toggleable chance to hit adjacent parts of the body with successful non-aimed hits. 70% - body, 11% - legs, 9% - hands, groin -7%, head -3% (and 2% of these 3% will hit the eyes if the target is facing the attacker) .
     
    Last edited: Feb 16, 2022
  11. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Reuploaded scripts.
    Poison&Regeneration:
    - Added pop-up numbers with poison damage above the creature, which are displayed only during the combat, for some convenience in understanding which of the creatures is poisoned.
    - Improved the logic and fixed bugs of interaction between regeneration and poison damage. Now both mods can work both together and separately.
    Aimed misses:
    - Slightly reduced overall chances of hitting a random target on a missed shot.
    - Modified the check order when choosing a random target after a missed hit, now targets that blocking and/or standing close to the original target will have an increased chance of being hit, compared to other critter who are far from original target.

    Added NEW little tweak to change the effect when attacking with a knife depending on the selected animation(swing/thrust):
    1.When NPC or Player attacking with knife using the Swing animation:
    - Target's AC reduced by an amount equal to (target's agility+melee weapon skill/15).
    - On low armored targets swing with knife more likely to inflict max dmg, rather than min dmg.
    2.Thrust attack penetrates some of target DR and DT based on max knife dmg and attacker melee dmg stat, also increases the chance of a critical hit by 1.5 times.
    02.28.2022 fixed bug with displayed hit chance numbers with swing.
     
    Last edited: Feb 28, 2022
  12. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Healing mod:
    - Added a bonus perk "Regeneration", which is automatically added to the player if the base "recovery rate" is more than 5, allowing with a chance depending on the "recovery rate" to heal limb injuries during healing ticks, both in combat and out of combat.
    - Changed the mechanics of healing with the Super Stim:
    The Super Stimpak restores up to 60 hp, while temporarily reducing the "healing rate" based on the actual hp restored.
    If the amount of healing exceeds the available "healing rate", then after a minute the CC deals damage.
    CC Aftereffect damage now depends on the amount of health actually restored and the "recovery rate" available at the time of application. (If CC is applied to a creature with no damage or with a very high "healing rate" and low damage, no damage will be dealt.)
    Also now the Super Stimulator heals crippled limbs (both for the player and NPCs), while increasing the penalty to the "healing rate", and therefore the possible damage from the aftereffect, and slightly reducing the amount of HP restored, depending on the number and type of injuried limbs.
    -The presence of the trait "Fast Metabolism" increases the effectiveness of healing, reduces the penalties imposed by the stimpak and super stimpak.
    -Improved the effect of "healing rate" on the amount of health restored.
    - Added pop-up "floating" numbers with healing(and poison dmg) over the creature (healing - green, poison damage - red, total damage + healing - blue) (only in combat mode).

    Poison mechanics mod:
    - Added "Poison Mastery" perk, available from level 6 and requiring science 50+ or naturalist skill > 70.
    The perk increases the amount of maximum poison applied to weapons and the number of uses of the radscorpion venom gland.
    Reduces the chance of losing stacks of poison when attacking with a poisoned weapon and the rate at which stacks of poison are lost while the weapon is not active.
    Adds poison when firing with Needler ammo.
     
    Last edited: Mar 8, 2022
    • [Rad] [Rad] x 2
  13. Username

    Username It Wandered In From the Wastes

    169
    Sep 29, 2006
    I love the part about misses being able to hit other parts of the body.
    Especially since critters so rarely seem to target limbs of the player and so one almost never gets a broken leg (explosives/traps only) and I cant remember if I've ever been blinded by a critter. In conjunction with this, could misses of an un-aimed shot, especially for critters, have a chance to hit a body part other than the torso? This would certainly increase the the value of the doctor skill and of carrying a doctor bag for example.


    Also just to remind you if you can; balance that out with a higher miss chance overall, so it's not a general boost to the persons shooting. If this isn't possible, maybe "hits" could have a chance to "miss" and hit an other body part instead? edit: This seems to be incorporated as part of the solution to the un-aimed shot. Why not just make it for the aimed shot as well? Forget about misses and make hits diverge instead?


    edit: I see someone else already asked my question about un-aimedshots and that you thought about it too. Seems like a good solution.

    Honestly, I wish modders would make their critters do aimed shot more often!
     
  14. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    re-upload miss mod
    I added an option to turn non-aimed shots into aimed shots only for critters (or for both critters and the player)
    it's need to set "MissToHit=1" and BodyRndHit=2 in dek.ini
    70% of non-targeted attacks will hit the body, rest will hit other parts of the body.

    There is another way to increase the number of targeted attacks without using my mod.
    You need the latest version of sfall and Fallout - Proto Manager.
    Sfall creators have fixed the chances of aimed shots, but for this the critter must have a lot of intellect literally 8-10 and also in its AI pack "called_freq" must be 20 or less (the chance of an aimed shot is calculated as 1 / called_freq, and with called_freq = 2, every second shot will be aimed)
    BUT this can reduce the difficulty of the game! Critters have are very VERY! low combat skills and with a penalty from aimed attacks, critters will hit even less often, so I also advise you to increase their main combat skill by at least 10-20 points.
     
    Last edited: Mar 11, 2022
    • [Rad] [Rad] x 1
  15. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Changelog 03.16.22
    Poison&Regeneration:
    - Fixed experience gain when killing with poison.
    - Fixed a bug when using weapons with alternative animations (wakizashi, claws from Sonora) did not poison enemies.
    - Added Line of sight + Doctor skill check against creature perception when using a poison syringe to avoid being put into combat mode.
    - Increased number of uses of radscorpion tail.

    Aimed misses:
    - Reduced chances of hitting a head and eyes in "option that has chance to turn non-aimed attacks into aimed attacks" for small critters (ants, rats, small radscrops etc.).
    - Fixed amount of bonus hit chance for swing animation.
     
  16. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Found a way to reduce minimum duration of drugs from 1 minute to 15 seconds.
    But it may not be safe (requires the "AllowUnsafeScripting" enabled in ddraw.ini ).

    Changelog 03.19.22
    Poison&Regeneration:
    - Added an option to reduce the duration of the stimpack from 12 combat turns to 3 turns with a increase in healing efficiency. (same healing but 4 times faster)
    - Fixed rare NPC death animation bug after loading in combat mode.
     
  17. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    • [Rad] [Rad] x 2
  18. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    I just noticed this: "Also Super Stimpak heals broken limbs."
    Basically, doctor skill is even less useful with this mod than it was already before?
     
  19. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    The whole mod for healing looks controversial and it is worth turning it on only to try something new.
    Considering that in the original F2 there is an excess of super stimpaks, so as soon as they become available the doctor skill becomes not really needed.
    This SS feature has been added to heal damaged limbs in combat, to counter the increased number of targeted attacks from NPCs and crippling from explosions.
     
  20. DeKRuS

    DeKRuS First time out of the vault

    49
    Jan 9, 2022
    Fallout2MechanicsMiniRework mod is updated to v1.5
    Changelog 11.03.22

    - Added new module for alternative First Aid Kits/ Doctor's Bag usage.
    Medical Tools
    Сhanges the way how First Aid Kits, Doctor's Bag and Paramedics Bag are used.
    - The use of First Aid skill and Doctor skill without tools are unchanged.
    - First Aid Kit and Doctor's Bag kept their previous skill bonuses (+20% and +40% for upgraded versions).
    - Removed element of randomness in the number of uses of medical tools, now first aid kits and doctor's bag have an indicator of the remaining materials. First aid kit can be used 5 times until it is depleted, the doctor's bag 3 times. Upgraded versions (paramedic bag) can be used up to 10 times.
    - Removed daily limit on the use of medical tools. The number of uses is limited only by the remaining supplies in first aid kit/ Doctor's bag.
    - Each use of medical tools is guaranteed to restore a certain amount of health, ranging from the lowest possible (failed skill check) to the average and maximum values (successful skill check).
    - Healer perk adds extra 4-10(2-5 for et_tu) HP healed per level.
    - Healing yield no XP points. +50 XP points per healed limb.
    - Healing effectiveness is capped at 300% for both medical tools types.
    FA tools:
    - Can be used during combat. Also NPCs and companions can use it.
    - Costs 2 AP.
    - Healing efficiency equal to stimpack achieved at 80% First Aid skill.
    DOC tools:
    - Can be used during combat if equipped and doctor's skill is 50 or more. Also NPCs and companions can use it.
    - Costs 6 AP. Cost decreases as skill increases. (Costs 5 AP at skill 100%, 4 AP at skill 150%, and so on up to 2 AP at skill 250%).
    - The effectiveness of healing per AP/skill is higher than First Aid Kits. Аmount of healing also depends on maximum health and severity of injuries received.
    - The chance to heal an injury is calculated for each limb separately and capped at 100% ( 80% Doctor skill + 20% bonus from Doctor's Bag or 60% Doctor skill + 40% bonus Paramedics Bag).

    Poison&Regeneration:
    - NPCs and companions can now apply poison to their weapons during combat.
     
    • [Rad] [Rad] x 2