FO2 + RP + EcCo + FO2Tweaks

Unlimited party, improved damage formula, better healing system, comprehensive highlighting and more.
darlingg
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by darlingg »

darlingg wrote: Mon Dec 16, 2019 3:11 pmOne thing is, though, I can't seem to find a feature I saw before with EcCo patch + Crafty's sfall, which allows the highest skill of the whole party to be applied to certain skill checks.
 
Magus wrote: Tue Dec 17, 2019 1:53 amI can't say anything about Crafty's sfall, I don't use it.

OK. I've opened an issue at https://github.com/phobos2077/sfall/issues/272 to add this feature to the main branch of sfall, and in the meantime, will carry on as above.
darlingg
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by darlingg »

Magus wrote: Tue Dec 17, 2019 1:53 amIn general, it would make sense to check user's science skill instead of player's, yes. But looking at the script, unfortunately that's not the case.

I'm back from https://github.com/phobos2077/sfall/issues/272 , and they seem to agree that this is an issue with the terminal's script, and so outside the mission of sfall--and, I suppose, FO2Tweaks?
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Magus
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by Magus »

FO2tweaks isn't restricted to any single scope. But this particular issue just doesn't bother me enough to care.
You can make the change yourself, though. It should be fairly simple.
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darlingg
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by darlingg »

OK, I'll decide later. Meanwhile, I've played several hours and no problems to speak of. Thanks for all your good work in this area.
darlingg
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by darlingg »

Hello again. After the above installation, including FO2Tweaks's own damage formula, I see these descriptions for ammo in my inventory:

(AC Mod, DT Mod, Dmg Mod) = 10 mm JHP (0,0,1/1); 10 mm AP (0,4,26/25); .44 Magnum JHP (0,0,1/1); .44 Magnum FMJ (0,5,21/20).

26/25? 21/20? Is that what these are supposed to be, and was the mod installed correctly?
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Magus
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by Magus »

0,4 is 104/100=26/25, which means that mod is working correctly. However, the actual ammo values are not right. They are supposed to be 0,35 (for JHP). Have you tinkered with them, by chance?
I can take a look at this, but I'll need your entire "data" directory zipped, as well as all ini files (see main game dir and "mods" dir).
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darlingg
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by darlingg »

Thanks! As described above, I have YAAM and your own damage formula both active.

See PM to my zipped files in both Fallout 2/ and Fallout 2/mods/ folders.
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by Magus »

No reason to PM, really, I don't think there's anything private in the ini files? Also, I asked for "data" dir contents, not just inis.
Anyway, I think I know what the problem is. It appears that I was wrong about the damage mod setting. YAAM changes ammo properties. Try setting DamageFormula in ddraw.ini to 0 (default), that should correct the values.
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darlingg
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by darlingg »

Thanks for getting back to me, and so promptly.

Nothing private, but likely nothing of general interest either. Anyway, next time I'll know to post the link here.

You did ask for zipped dir--sorry I missed that. Now added to that same folder, if you still need it.

I did suspect DamageFormula, but thought you might want to know as well, and confirm what ammo descriptions should be with your mod be with your mod.

With DamageFormula=0, the ammo values I previously mentioned become:

(AC Mod, DT Mod, Dmg Mod) = 10 mm JHP (10,0,1/1); 10 mm AP (-10,5,21/20); .44 Magnum JHP (10,0,1/1); .44 Magnum FMJ (0,5,21/20).

 
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Re: FO2 + RP + EcCo + FO2Tweaks

Post by Magus »

Nope, still not correct. DR mod should be same as vanilla: https://fallout.fandom.com/wiki/10mm_(Fallout)
And there shouldn't be a DT mod in the first place... Please share the data dir.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.
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