Sounds good and simple (if the game doesn't bug out because of such a high weight value).
My bad then. I just thought that trunk had both limits (weight and size).
I know that. On the other hand, what type an ammo is can be based solely on the ammo's DR modifier: negative - AP, 0 - 'normal', positive - JHP.
I think it would be even better that way. The main reason of displaying ammo name is to know what ammo type the player uses. And the only thing that is important about ammo is its stats (DR and DMG, not its name).
It's only useful to display the ammo's name if the player has a shortage of it - that way he'll (constantly) know what he uses right now. But in that case you should also give info about ammo quantity. For example, instead of "ammo_name" display "[ammo_quantity] ammo_name".
Can be made optional what to display.
It doesn't work without editing the INI. And I don't know what to edit and what values to put there (and how to get them). Besides, as I mentioned, in F1.5 companions don't have different proto's for different stages and they get a level up each 2 player's level instead of usual 3.
Haven't you done some calculations in Excel for yourself? If yes, sharing that file would be enough.
If you've downloaded my Excel file (but I guess you haven't: I won't be able to persuade you that it's without viruses), then you can see it on "Dmg_mod" sheet, cells O3:O7. Cell Q1 ("DR > 0") is "jhp_ammo_dmg_mult". Cell R1 ("DR ≤ 0") is "ap_ammo_dmg_mult". What ammo mult to use is decided only by the ammo's DR mod:
1) DR>0 --> jhp_ammo_dmg_mult
2) DR<=0 --> ap_ammo_dmg_mult
The main plus in adding these additional coefficients is that it would be possible (for players themselves) to chose, how much DR mod influences ammo's DMG mod without changing this same DR value.
Anyway, here's a simple (Excel-like) pseudocode:
Code: Select all
ammo_dr - ammo DR mod
ammo_dmg - ammo DMG mod
jhp_ammo_dmg_mult - ammo DMG mod coeff. for DR>0
ap_ammo_dmg_mult - ammo DMG mod coeff. for DR<=0
ammo_dmg = 1 + ammo_dr * if(ammo_dr>0; jhp_ammo_dmg_mult; ap_ammo_dmg_mult)
Current system (abbreviation: "Combat Difficulty" setting --> CD; "How often enemies use aimed shots" --> AI):
• damage_difficulty = 0 (CD determines <ToHit, AI, Damage>; settings below aren't used)
• damage_difficulty = 1 (CD determines <ToHit, AI>; Damage = 75%)
• damage_difficulty = 2 (CD determines <ToHit, AI>; Damage = 100%)
• damage_difficulty = 3 (CD determines <ToHit, AI>; Damage = 125%)
My proposition (also decouple ToHit and AI):
• combat_difficulty = 0 (CD determines <ToHit, AI, Damage>; settings below aren't used)
• combat_difficulty = 1 (CD determine only <AI>; settings below ARE used used)
• combat_damage = [1-3] (this setting determines enemy Damage: 75%, 100%, 125%)
• combat_tohit = [1-3] (this setting determines enemy ToHit: -20, 0, +20)
The biggest problem with combat in Fallout2 is a random Armor Bypass effect. With its default value (ignoring 80% of the armor) it makes it absolutely irrelevant what armor is used by the target (be it player, companion, npc or enemy). Even if it's APA Mk2, even if the target has 90% resistances - they don't matter with Armor Bypassing criticals (that ALSO have increased damage multiplier). It's almost as bad as instakills. And since it's random, there is no counter-measure.
I've been killed numerous times during my ironman F1.5 playthroughs: I played with 10 EN, I overleveled in random encounters (RE) with weak animals. As you understand, leveling up to level 20 on scorpions just to increase HP is rediculous (be it ironman playthrough or not). I had Combat Armor and almost 100 HP. I played on normal combat difficulty. And the only thing it took to end my game is some random encounter with bandits that had a hunting rifle or even a desert eagle. Two aimed shots with armor bypassing criticals at me (each one taking >50 HP) - and I'm dead. Like there wasn't any (combat) armor at all.
When armor doesn't matter, the only thing that matters is HP. And HP bloat is a horrible game mechanic. You've already adressed the worst type of criticals with your damage formula - armor bypassing bursts. So please add an ability to tweak (in the INI) Armor Bypassing coefficients (DT, DR) so that armor would actually matter even with AB criticals. And since extreme values could potentially brake damage calculations, make it possible to change it within a limit of [0.2-0.5]. Plus it won't affect melee AB criticals (which are fine and fair with 80% reduction), since you don't change it in your mod. And even if minority, I'm not the only one who would be glad to see that tweak.
More annoying than "delays in numbers updating"?
Then lower skill requirement for automatically getting Living Anatomy perk (living_anatomy_min_doctor=90). With the perk's bonus (+10) Doctor skill will become exactly 100. If you think that's too generous, then I object: it would still cost the player about 70 skill points to increase Doctor to 90 to get the perk (which just acts as a little bonus).
I've made some tests and found out something. First of all, there're 2 types of problematic safes: "an enormous black steel safe" and "Floor Safe". And secondly, there are 2 problems with them:
• problem #1: when using your "gl_g_highlighting.int", Key=42 in "sfall-mods.ini" should be set to 0, otherwise all floor safes will be highlighted even if empty (that's why I had them highlighted, I thought that Containers=0 and Corpses=0 in "sfall-mods.ini" was enough);
• problem #2: when cursor is on the floor safe, the safe gets highlighted even if it's empty (doesn't matter what settings "fo2tweaks.ini" and "sfall-mods.ini" have).
I don't know if these problems are in F1.5 (v1.5.9.30) only, since I haven't played F2 in a while.
Very useful when playing without your Unlimited carry weight mod - to see where it's possible to store own items. Again, it's up to the player what color he choses (in the INI) for empty corpses/containers or whether he disables them completely.
The more options, the better.