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Version 9.4 - feedback: changes for existing modules

Posted: Wed Jan 23, 2019 4:00 pm
by Sting
Unlimited carry weight.

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1) Unlimited carry weight (gl_g_carry_weight):
    1.1) make it possible to change max weight in the *.INI or just set it to 9 999 instead of 99 999:
        • max_weight = [0-99999]
        • main reason: 9999 looks better in character screen than 99999, since the latter extends beyond the interface borders a bit
    1.2) make it possible to disable showing max (but not the current) weight in the *.INI:
        • hide_max_weight = 1/0
        • main reason: firstly, there's no need for it with this mod enabled, secondly, it looks bad when using inventory filter mod (by Mr.Stalin) with "ShowWeight=1"
    1.3) to fix this tweak being a cheat, make an option in the *.INI to:
        • change_small_frame = 1/0 - if 1, changes "Small Frame" trait's downside from "- Carry Weight" to something else (for example, "Normal Damage Resistance" -10%; don't forget to change the description)
    1.4) remove all perks that improve "Carry Weight" from the perk list (so the player wouldn't be able to pick "Strong Back" and "Pack Rat" with this tweak enabled)
    1.5) BUG - picking up prohibited objects:
        • it's possible to (manually) loot parts of bookshelves and bookcases (PIDs 148,150,154,156)
        • although in "gl_g_highlighting.int" they aren't highlighted (key: SHIFT) and in "gl_ptyop.int" they aren't automatically looted (key: T)
        • reason: normally the player can't pick them up because they weight a ton (>1000), but with high enough carry weight it's possible

Version 9.4 feedback - changes for existing modules

Posted: Wed Jan 23, 2019 4:00 pm
by Sting
Unlimited trunk.

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2) Unlimited trunk (gl_g_trunk_space):
    2.1) remove size limits (since items have both weight and size)
    2.2) to fix this tweak being a cheat, make an option in the *.INI to:
        • unlimited_trunk_after_upgrade = 1/0 - Fallout 2: if 1, make the space unlimited only after the car upgrade from T-Ray (in the Chop Shop in New Reno)
        • to make the car more useful even when unlimited_trunk_after_upgrade = 0, x2 initial trunk space (before the upgrade)

Version 9.4 feedback - changes for existing modules

Posted: Wed Jan 23, 2019 4:01 pm
by Sting
Ammobox.

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3) Ammobox (gl_g_ammobox):
    3.1) if weapon has no ammo:
        a) don't show the box
        b) or show an empty box
        c) or show the box with "-" symbol instead of the ammo name
    3.2) instead of displaying full ammo name (which sometimes doesn't fit in the window, for example: "12 ga. Shotgun Shells"), display ammo DR and DMG ("DR: 0, DMG: 1.35") or ammo type ("JHP", "Normal", "AP")

Version 9.4 feedback - changes for existing modules

Posted: Wed Jan 23, 2019 4:02 pm
by Sting
Party Level Match.

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4) Party Level Match (gl_g_party_level_match):
    4.1) make it compatible with F1.5 Resurrection mod (5 new companions: Mutt, Keri, Gabriel, Lystra, Floater):
        • note #1: companions in F1.5 don't have different *.pro-files for each of the stages - they use 1 file and each new stage updates this file (with bonuses to stats/resistances)
        • note #2: companions in F1.5 get 1 levelup per 2 player levelups (instead of usual 3), so they should max out at player level 13

Version 9.4 feedback - changes for existing modules

Posted: Wed Jan 23, 2019 4:09 pm
by Sting
Party Orders.

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5) Party Orders (gl_ptyop): 
Moved here.

Version 9.4 feedback - changes for existing modules

Posted: Wed Jan 23, 2019 4:09 pm
by Sting
Damage Mod.

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6) Damage Mod (gl_g_damage_mod):
    6.1) create excel damage calculator using your damage formula (preferably with all 4 damage formulas: default, Glovz, Haenlomal, yours):
        • it seems that all non-critical damages are about 2 (sometimes 3-4) times less than in default formula (JHP and Leather/Metal armors)
        • damage range is much wider than in default formula: 1-3 points of damage aren't rare now (10mm pistol JHP vs Leather Armor)

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    6.2) make it possible in the *.INI to change how much ammo DR modifier influences ammo Damage multipliers:
        • jhp_ammo_dmg_mult = [1.00-3.00]
        • ap_ammo_dmg_mult = [0.00-1.00]
        • an example 1:
            • ammo_dr_modifier = 35% (JHP)
            • mod default:
                • ammo_dmg_mult = 1 + (0.35) = 1.35
            • mod new (configurable):
                • ammo_dr_modifier > 0 -> jhp_ammo_dmg_mult is used
                • jhp_ammo_dmg_mult = 1.43
                • ammo_dmg_mult = 1 + (0.35*1.43) = 1.50
        • an example 2:
            • ammo_dr_modifier = -20% (AP)
            • mod default:
                • ammo_dmg_mult = 1 + (-0.2) = 0.8
            • mod new (configurable):
                • ammo_dr_modifier <= 0 -> ap_ammo_dmg_mult is used
                • ap_ammo_dmg_mult = 0.42
                • ammo_dmg_mult = 1 + (-0.2*0.42) = 0.92
        • reasons:
            • as was told in 5.1, lowering all ammo dmg modifiers may have been a bad idea, since ranged damage is about 1,5-2 times lower than with default formula
            • the main problem with ranged attacks in F2 were armor bypassing criticals (look change 5.6 below), not normal shots
            • implementing this change won't hurt your damage in any way - you can always set jhp_ammo_dmg_mult and ap_ammo_dmg_mult to 1
            • not to write any more explanations here, here's a nice post at NMA forum from, as it seems, a weapon expert (interesting, that a lot of his and yours ideas are similar: ammo DR is a mult, influences both armor DT and DR):
                • nma-fallout.com/threads/f2-damage-calculation-change-a-fix-v3-by-my-count.200361/page-4#post-4083252
        • additional cosmetic change - display ammo damage mod in logwindow/inventory as decimal fraction:
            • for example, 1.35 instead of 27/20
            • or at least 135/100 instead of 27/20

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    6.3) fix new ammo added in F1.5 Resurrection mod (if there is any...)

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    6.4) make it possible to fine-tune (decouple) combat difficulty even more in the *.INI:
        • new_combat_difficulty = 1/0 (1 - enable fine-tuning and use in-game "combat difficulty" setting to determine only enemy AI <its likelihood of using aimed shots>)
        • combat_damage = [1-3] (75%, 100%, 125%)
        • combat_tohit = [1-3] (-20, 0, +20)

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    6.5) rename "only_party" setting to "only_enemies" and switch its behaviour (0 <-> 1), so that when it's set to 0 - vanilla behaviour is used, 1 - from your mod:
        • reason: it's only logical that when something in the mod is set to 0 (like with all the other "fo2tweaks.ini" settings) - it's not activated (default behaviour is used)

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    6.6) make it possible to change Armor Bypass (DR, DT) and Armor Penetration (DT) multipliers (currently = 0.2) in the *.INI (from 0.2 to 0.5):
        • target_dr_mult = [0.2-0.5]
        • target_dt_mult = [0.2-0.5]

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    6.7) make perks that give DR not be reduced by Armor Bypass:
        • F2: Toughness x3 (10%) / Die Hard (conditional 10%) / Implants x2 (5%) / Prizefighter (5%)
        • F1.5: Hide of Scars (10%)
        • main idea: since only Armor Bypassing criticals pose a serious threat to the player, it's currently absolutely impractical to take any of DR perks, because they get (almost) completely negated by Armor Bypassing effect; with this change they will become much more valuable

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    6.8) hard cap the number of bullets in a burst attack from an enemy that can become critical:
        • no more than 33% of bullets (rounded down, but no less than 1), including the first one, can become critical
        • an example 1:
            • an enemy fires a burst attack with 10 bullets in it
            • all of the bullets hit the player
            • max number of critical bullets in this burst = max(1;roundDown(10*33%)) = max(1;3) = 3
            • bullets 1 and 2 are normal
            • bullets 3-4-5 are critical
            • after the 3rd critical bullet all remaining bullets (in this burst attack) can't become critical (crit_chance = 0 until the burst attack ends)
        • an example 2:
            • an enemy fires a burst attack with 2 bullets in it
            • max number of critical bullets in this burst = max(1;roundDown(2*33%)) = max(1;0) = 1
        • main idea: even if enemies have very low critical chance, it's still only a chance, and sooner or later the player will be killed by a burst attack with a lot of armor bypassing critical hits in it; to prevent criticals that score hundreds points of damage to the player (no matter the chance), a hard cap to enemy bursts should be applied
        • the % and the minimum can be made configurable in the *.INI:
            • burst_criticals_cap = 0.33 [0.1-1.0]
            • burst_criticals_min = 1 [0-999]

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    6.9) improve the Sniper perk for the player's burst attacks a bit:
        • instead of Sniper perk working for the first bullet only, make it work for 20% of the first bullets (rounded down, but no less than 1)
        • an example 1:
            • the player has a Sniper perk and fires a burst attack with 16 bullets in it
            • all of the bullets hit the target
            • max number of bullets that roll LK*10 in this burst = max(1;roundDown(16*20%)) = max(1;3) = 3
            • the first 3 bullets are affected by the Sniper perk (roll LK*10 for being critical)
            • bullets 4-16 are not affected by the Sniper perk (roll LK+More_Criticals)
        • an example 2:
            • the player has a Sniper perk and fires a burst attack with 2 bullets in it
            • max number of bullets that roll LK*10 in this burst = max(1;roundDown(2*20%)) = max(1;0) = 1
        • main idea: Sniper perk only influencing the first bullet in the player's burst attack makes burst attacks inferior to aimed single shots, that have very high armor bypassing chance, especially with burst-only big guns that usually have lower damage than single-shot small/energy guns (besides weighting a ton and eating bullets like no tomorrow); this change makes the Sniper Perk more useful for burst-only weapons too
        • the % and the minimum can be made configurable in the *.INI:
            • sniper_burst_criticals_cap = 0.2 [0.1-1.0]
            • sniper_burst_criticals_min = 1 [0-999]

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    6.10) preferably, changes 6.8 and 6.9 should be made universal - so they would work for all creatures (instead of 6.8 for enemies and 6.9 for player only)

Version 9.4 feedback - changes for existing modules

Posted: Wed Jan 23, 2019 4:11 pm
by Sting
HP over head.

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7) HP over head (gl_g_hp_over_head):
    7.0) note: I haven't used this module, all propositions are based on the module's description
    7.1) display HPs only during player's turn:
        • HP information isn't needed during non-player turn (allies, enemies)
        • since all critters except the player stand still (except knockbacked targets), there won't be any problems with delays in numbers updating
    7.2) add an ability to display non-critical damage a player can inflict upon a target next to the aim cursor (where it shows hit probability), taking into account target's resistances:
        • display_damage_to_target = 1/0
        • display damage per bullet (not per burst)
        • example:
            • if 0: "95%"
            • if 1: "95% (11-24)"
        • similar thing is proposed in a Better Awareness mod, but when target is the player

Version 9.4 feedback - changes for existing modules

Posted: Wed Jan 23, 2019 4:13 pm
by Sting
Healing revision.

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8) Healing revision (gl_g_healing_revision):
    8.1) TEXT TYPO: infowindow - "Critter_Name healed for x HP" - missing dot (.) at the end of the sentence

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    8.2) uncap First Aid and Doctor's autoheal efficiency from 100% (otherwise there's no point in increasing the skills)

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    8.3) medicine efficiency should be based on target's EN:
        • Healing Powder:   10+EN       HP +(11-20)
        • Stimpack:         15+EN       HP +(16-25)
        • Super Stimpack:   45+EN*3     HP +(48-75)
        • Hypo:             60+EN*4     HP +(64-100)
        • Antidote:       -(15+EN)      Poison level -(16-25)
        • RadAway:        -(15+EN)      Radiation level -(16-25)
        • Rad-X:            30+EN*2     Radiation resistance +(32-50)

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    8.4) furthermore, healing can be made % based:
        • Healing Powder:   10+EN       % HP (11-20%)
        • Stimpack:         15+EN       % HP (16-25%)
        • Super Stimpack:   20+EN*3     % HP (23-50%)
        • Hypo:             40+EN*6     % HP (46-100%)

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    8.5) or even combined:
        • Healing Powder:   10+EN       HP      + 10+EN     % HP
        • Stimpack:         15+EN       HP      + 15+EN     % HP
        • Super Stimpack:   45+EN*3     HP      + 20+EN*3   % HP
        • Hypo:             60+EN*4     HP      + 40+EN*6   % HP

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    8.6) or it can just act as a coefficient for all medicine effects [+20% for every point above 5: coeff = max(1; EN-5)]:
                            EN(1-5) EN(6-10)
        • Medicine Coeff.:  x1.0    x1.2-2.0
        • preferably for all critters, not just the player

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    8.7) number of stimpacks (normal, super, hypo) allowed to use per day should also depend on EN:
        • number of stimpacks (except healing powder) per day = EN
        • that way super stimpacks and even healing powder will become much more valuable
        • if this tweak is enabled, there should be a way to check how many stimpacks the player can still consume
            • for example, same infobox as ammobox (gl_g_ammobox)

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    8.8) alcohol/drug addiction and withdrawal times should also be based on target's EN:
        • variant 1 = -0,1*EN + 1,5:
            • EN 1: 140%
            • EN 5: 100%
            • EN 10: 50%
        • variant 2 = -0,15*EN + 1,75:
            • EN 1: 160%
            • EN 5: 100%
            • EN 10: 25%
        • don't forget that "Chem Reliant" trait also reduces addiction/withdrawal duration by some value

Version 9.4 feedback - changes for existing modules

Posted: Wed Jan 23, 2019 4:14 pm
by Sting
Expanded highlighting.

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9) Expanded highlighting (gl_g_highlighting.int):
    9.1) BUG - "Floor Safe":
        • color settings (color_items / color_corpses / color_containers) don't have any influence on them
        • they are highlighted with color 16 (bright yellow) even if they are empty and skip_empty=1
    9.2) make an option in the *.INI to select outline color for empty containers and critters (same as sfall's EmptyOutlineColor):
        • color_empty_corpses = 4
        • color_empty_containers = 4

Version 9.4 - feedback: changes for existing modules

Posted: Thu Jan 24, 2019 10:09 am
by Magus
Let's see...

1.1) Can be done. I think the reason it's 99999 is because I actually went over 9999 sometime.
1.2) Not possible now, you can try to request it from sfall guys, but I doubt they'll be excited.
1.3-4) I could accept a pull, but not really interested in doing that myself.
1.5) Right, the only reason they can't be picked up in the original game is the weight. I'm not sure what can be done about this. Make them all weigh a million?

2.1) I believe that's what it does, removes size limit.
2.2) Car is already pretty useful. I don't see the need to change.

3.1) Yes, ammobox should be disabled when there's no ammo, or in case it's a melee weapon.
3.2) There isn't really an ammo "type", JHP/AP are just words in the description. I could display DR mod/DMG mod instead, but I'm not sure that'd be better. I'd like to gather some feedback before making a decision.

4.1) I think it should be compatible actually, only new NPCs needing to be added to the ini. Are you saying it's not?

6.1) There's an html/js calculator somewhere on NMA, it already has Glovz. I think it'd make more sense to add it there or use as a base for combined calc. But I'm not really interested in doing this myself.
6.2) Like I mentioned, there isn't really "AP" or "JHP", these are just words. It wouldn't be obvious what to apply and where. But the complaint about lower damage is noted, as I gather more feedback, maybe something will be done about it.
6.3) Not doing myself, will accept a pull.
6.4) I'm not sure what's the difference with the current system.
6.5) Maybe.
6.6) I don't see the need.
6.7) Not doing. Would probably accept a pull with an optional setting.
6.8) A lot of complication to prevent something that doesn't really happen.
6.9) Arguably, you can't really snipe while bursting, anyway. I played with heavy weapons, wasn't too bad. Pass for now.

7.1) I believe that flickering would become annoying.
7.2) Can't do.

8.2) Not sure about this. Who's gonna pump them, anyways?
8.3-8.8) Not interested in doing this, but could probably accept pulls.

9.1) Can you try them with the mod disabled? I think they are special somehow.
9.2) Why'd you need them in the first place?