Unlimited party, improved damage formula, better healing system, comprehensive highlighting and more.
Sting
Posts: 28
Joined: Tue Jan 22, 2019 1:04 pm

Version 9.4 - feedback: changes for existing modules

Post by Sting » Thu Jan 24, 2019 4:10 pm

Magus wrote:
Thu Jan 24, 2019 10:09 am
1.5) Make them all weigh a million?
Sounds good and simple (if the game doesn't bug out because of such a high weight value).

Magus wrote:
Thu Jan 24, 2019 10:09 am
2.1) I believe that's what it does, removes size limit.
My bad then. I just thought that trunk had both limits (weight and size).

Magus wrote:
Thu Jan 24, 2019 10:09 am
3.2) There isn't really an ammo "type".
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.

Magus wrote:
Thu Jan 24, 2019 10:09 am
3.2) I could display DR mod/DMG mod instead, but I'm not sure that'd be better.
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.

Magus wrote:
Thu Jan 24, 2019 10:09 am
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?
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.

Magus wrote:
Thu Jan 24, 2019 10:09 am
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.
Haven't you done some calculations in Excel for yourself? If yes, sharing that file would be enough.

Magus wrote:
Thu Jan 24, 2019 10:09 am
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.
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)
Magus wrote:
Thu Jan 24, 2019 10:09 am
6.4) I'm not sure what's the difference with the current system.
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)

Magus wrote:
Thu Jan 24, 2019 10:09 am
6.6) I don't see the need.
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.

Magus wrote:
Thu Jan 24, 2019 10:09 am
7.1) I believe that flickering would become annoying.
More annoying than "delays in numbers updating"?

Magus wrote:
Thu Jan 24, 2019 10:09 am
8.2) Not sure about this. Who's gonna pump them, anyways?
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).

Magus wrote:
Thu Jan 24, 2019 10:09 am
9.1) Can you try them with the mod disabled? I think they are special somehow.
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.

Magus wrote:
Thu Jan 24, 2019 10:09 am
9.2) Why'd you need them in the first place?
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.

User avatar
Magus
Site Admin
Posts: 157
Joined: Mon Nov 21, 2016 9:13 am

Version 9.4 - feedback: changes for existing modules

Post by Magus » Thu Jan 24, 2019 7:49 pm

Sting wrote:
Thu Jan 24, 2019 4:10 pm
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.
There's also FMJ. And if you take another mod such as EcCo, you'll have a bunch of other calibers: BMG, buckshot, IC, etc. Just marking them all as AP/JHP seems lame.
As for displaying mods, "Ammo: DR mod 25%, DMG mod 135/100" is even longer than the name. Whereas "DR 25%, DMG 135/100" is kind of lacking context (not sure if it'll fit, too). For now I'll just wait for more feedback.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
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.
This is your chance to learn.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
Haven't you done some calculations in Excel for yourself? If yes, sharing that file would be enough.
I didn't.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
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.
I did. But, like I explained in the disambiguation topic, damage mod is designed to be simple. One idea, minimal changes to implement it. No arbitrary decisions.
I might merge optional additions if sent, but the core will keep true to original mechanics. So far I'm not quite convinced it's needed (maybe because I play on Hard, and the extra damage compensates). I will revisit it when I have the next run, but that probably won't be soon.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
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)
I'm not sure that's possible. In fact, I'm not even sure that AI is actually affected by this setting, or enemies are using called shots more often because they have the extra CtH.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
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.
I have ~250HP in F2 at level 20. So something's off. If you haven't taken Lifegiver, that was your consious choice. And if they cut Lifegiver from Resurrection, that's really just bad design on devs part.
I agree that someone might find this useful, and I'd probably accept a pull request for this, but myself, not really interested.
In general, I'd like to achieve some consensus before making change to damage mod. More feedback. Maybe try bugging Cyrus, he also had some ideas.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
More annoying than "delays in numbers updating"?
I think so, yes.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
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).
It's configurable in the ini.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
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 think it highlights with cursor even in vanilla. Anyways, this is a minor issue, but noted.
Sting wrote:
Thu Jan 24, 2019 4:10 pm
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.
I don't know, I just carry everything. Maybe.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.

Sting
Posts: 28
Joined: Tue Jan 22, 2019 1:04 pm

Version 9.4 - feedback: changes for existing modules

Post by Sting » Thu Jan 24, 2019 10:18 pm

Magus wrote:
Thu Jan 24, 2019 7:49 pm
I did. But, like I explained in the disambiguation topic, damage mod is designed to be simple. One idea, minimal changes to implement it. No arbitrary decisions.
Just set "jhp_ammo_dmg_mult" and "ap_ammo_dmg_mult" to 1 in the INI. That way the defualt behaviour of your damage mod won't be changed (ammo DR will directly influence ammo DMG), but there will be an ability for the players to tweak these 2 coefficients as they like by simply changing 2 values in the INI. It certainly won't do any harm, only improve your mod.

Setting combat difficulty damage to 125% has 2 drawbacks: it makes 'normal' ammo (DR=0) 25% stronger than it should be (including plasma weapons), and it's not as tweakable as having jhp and ap dmg_mult coefficients (try values 2,86 and 0,00 in Excel - Dmg_mod - Q2:R2 and you'll see what I mean: it will be possible to do that if someone wants to).

Magus wrote:
Thu Jan 24, 2019 7:49 pm
I'm not sure that's possible. In fact, I'm not even sure that AI is actually affected by this setting, or enemies are using called shots more often because they have the extra CtH.
It's ironic that not so long ago (1-2 weeks) I read something about how combat difficulty influences the likelihood of enemies using targeted shots - the higher the attacker's Intelligence (there were 3 gradations <3, 5, 7> + some random roll), the higher the chances that a targeted shot will be used - and I can't remember where I read that (on NMA or nuclear-city.com).

Magus wrote:
Thu Jan 24, 2019 7:49 pm
I have ~250HP in F2 at level 20. So something's off. If you haven't taken Lifegiver, that was your consious choice. And if they cut Lifegiver from Resurrection, that's really just bad design on devs part.
As I've said: "leveling up to level 20 on scorpions (from random encounters) just to increase HP is rediculous". I wasn't level 20, I was level 9-11. I'll repeat myself, it is possible to gain even 20+ levels in the starting locations and starting random encounters - but it will take a lot of hours and won't be a fun game anymore. The point here is that armor bypassing critical hits from enemies are pure random: you may play the whole game without recieving any of them, or you can get unlucky and get 2-3 AB criticals in a row, each dealing 50 raw physical damage at minimum even in Combat Armor. All of that because 80% is too much of a reduction.

Again, the same as with 2 additioanal ammo coefficients, I don't ask you to change the default value, I ask you to make DT and DR reduction values configurable in the INI. Add these 2 variables, set them to 0.2 - as they are in the default game. If the user wants to change these 2 variables - it will take him 10 seconds to change them as he sees fit. And whatever the values, it will still be fair - because these coefficients are used for all the critters in the game. No other damage formula gives that ability, so your mod will be unique in this regard.

Magus wrote:
Thu Jan 24, 2019 7:49 pm
It's configurable in the ini.
But don't you want to make 90 the dafult value in your INI then?

Magus wrote:
Thu Jan 24, 2019 7:49 pm
I don't know, I just carry everything.
With unlimited carry weight "Small Frame" trait becomes a real cheat, because it doesn't have any downsides. That's why I enable that script only when having companions or a car... Anyway, that is a minor inconvenience.

User avatar
Magus
Site Admin
Posts: 157
Joined: Mon Nov 21, 2016 9:13 am

Version 9.4 - feedback: changes for existing modules

Post by Magus » Fri Jan 25, 2019 3:18 pm

Sting wrote:
Thu Jan 24, 2019 10:18 pm
Again, the same as with 2 additioanal ammo coefficients, I don't ask you to change the default value, I ask you to make DT and DR reduction values configurable in the INI. Add these 2 variables, set them to 0.2 - as they are in the default game. If the user wants to change these 2 variables - it will take him 10 seconds to change them as he sees fit. And whatever the values, it will still be fair - because these coefficients are used for all the critters in the game. No other damage formula gives that ability, so your mod will be unique in this regard.
But like I said, it doesn't really bother me. You can take a shot at this yourself and send a pull, if you want.
Sting wrote:
Thu Jan 24, 2019 10:18 pm
But don't you want to make 90 the dafult value in your INI then?
I don't. In fact, originally I intended for all critters to get the bonus, not just the PC. But later it turned out that enemies can't have perks, which means it's not a very fair advantage to the player, so maybe I'll remove it in the next version.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.

Sting
Posts: 28
Joined: Tue Jan 22, 2019 1:04 pm

Version 9.4 - feedback: changes for existing modules

Post by Sting » Sat Jan 26, 2019 2:22 pm

3 new notes.

Code: Select all

Keymap (gl_g_keymap.int):
    • variables are in the [MAIN] sections instead of its own [KEYMAP] section (like all the other modules) - intentional?
    • worldmap_key=17 (W):
        • conflicts with ReloadWeaponKey=17 from sFall
        • is a cheat, since it's possible to enter Worldmap from any location
    • townmap_key=20 (T):
        • is a cheat, since it's possible to enter Townmap from any location

Code: Select all

Ammobox (gl_g_ammobox.int):
    • add second (optional) infobox that shows the most important weapon perks for equipped weapon (using abbreviations since the text space is limited):
        • Weapon Accurate       AC
        • Weapon Long Range     LR
        • Weapon Scope Range    SR
        • Weapon Night Sight    NS
        • Weapon Penetrate      PN
        • Weapon Knockback      KB

Code: Select all

Party level match (gl_g_party_level_match.int):
    • as expected, doesn't work with F1.5 after adding companions to the [party_level_maxstage] section (why - read my previous posts):
        ; Mutt
        513=6
        ; Keri
        563=6
        ; Gabriel
        595=6
        ; Drools
        596=6
        ; Lystra
        598=6

Sting
Posts: 28
Joined: Tue Jan 22, 2019 1:04 pm

Version 9.4 - feedback: changes for existing modules

Post by Sting » Sat Jan 26, 2019 2:59 pm

About script editor.
I've downloaded sFall Script Editor 4.1.3 Extended version and additional HEADERs.

And I have some questions:
1) any settings recomendations?
2) is it normal that decompiled scripts have their variable/argument names changed to generic ones (Lvar, arg)? For example:

Code: Select all

LVar6 := LVar6 * 0.20000;
instead of
target_dr := target_dr * 0.2;
or

Code: Select all

if (arg5) then begin
instead of
if penetrate then begin
3) can the next warnings be ignored (there's only 3 of them when I open "gl_g_damage_mod.ssl")?

Code: Select all

<Warning> <D:/Games/__fo2tweaks-9.4/source/headers/ExpPoint.h>:409: The macro is redefined
    #define EXP_CURED_FANNIE (500)
    from D:/Games/__fo2tweaks-9.4/source/headers/define.h: 17:    #include "..\headers\ExpPoint.h"
    from D:\Games\__fo2tweaks-9.4\source\gl_g_damage_mod.ssl: 1:    #include "headers\define.h"
    previously macro "EXP_CURED_FANNIE" defined as: #define EXP_CURED_FANNIE (1000) 	/* D:/Games/__fo2tweaks-9.4/source/headers/ExpPoint.h:398	*/

<Warning> <D:/Games/__fo2tweaks-9.4/source/headers/ArtFid.h>:110: The macro is redefined
    #define FID_MACYBR (16777291)
    from D:/Games/__fo2tweaks-9.4/source/headers/define.h: 22:    #include "..\headers\ArtFid.h"
    from D:\Games\__fo2tweaks-9.4\source\gl_g_damage_mod.ssl: 1:    #include "headers\define.h"
    previously macro "FID_MACYBR" defined as: #define FID_MACYBR (16777286) 	/* D:/Games/__fo2tweaks-9.4/source/headers/ArtFid.h:105	*/

<Warning> <D:\Games\__fo2tweaks-9.4\source\gl_g_damage_mod.ssl>:25: The macro is redefined
    #define NAME "gl_g_damage_mod"
    previously macro "NAME" defined as: #define NAME "fo2tweaks" 	/* D:/Games/__fo2tweaks-9.4/source/headers/fo2tweaks/fo2tweaks.h:9	*/
4) I've compiled and then decompiled "gl_g_damage_mod.ssl" from Source code and compared it to fo2tweaks.zip, and they aren't identical:

Code: Select all

• fo2tweaks.zip:
    • gl_g_damage_mod.int (2019.01.04 13:27)
• Source code:
    • gl_g_damage_mod.ssl (2019.01.03 22:25)
    • main difference - doesn't have "variable healing_revision;" and "variable la_min_doctor;"
Is this normal? What is the latest version - with or without the "healing_revision" in it?

User avatar
Magus
Site Admin
Posts: 157
Joined: Mon Nov 21, 2016 9:13 am

Version 9.4 - feedback: changes for existing modules

Post by Magus » Sat Jan 26, 2019 4:48 pm

Yes, I know map keys can be used as a cheat, it's mentioned in the readme. It's up to users how to use them. Putting them into main section is intentional, correct. I figured it doesn't warrant a separate one.
Infoboxes are limited, there's something like 6-8 slots total (and 3-4 of those busy already), so they should be used sparingly. I don't know if perk info is useful, anyway.
I might look into companions situation in F1.5 if/when I give it a try, but that won't be soon for sure.
Default settings should be fine if they work for you (scripts compile).
Yes, variable names get lost, which is why scripts shouldn't be decompiled, ever. The only excuse to do that is if the source isn't available (F1 scripts, for example).
Warnings may generally be ignored (but not always). Usually they mean duplicate defines, removing overlapping includes gets rid of that.
The latest version is what's on github. Each release has its source code published, too. Maybe differences stem from optimization setting, I usually enable Full (-O 2).
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.

Sting
Posts: 28
Joined: Tue Jan 22, 2019 1:04 pm

Version 9.4 - feedback: changes for existing modules

Post by Sting » Wed Jan 30, 2019 6:48 pm

Tweaked Damage mod - Changelog:
- - 0) Changed files: "gl_g_damage_mod.ssl", "fo2tweaks.ini"
- - 1) [ADDED] 2 new INI variables (bypass_dt, bypass_dr) - they define DT and DR Armor Bypass coefficients
- - 2) [ADDED] 2 new INI variables (jhp_ammo_dmg_mult, ap_ammo_dmg_mult) - they act as additional coefficients for Ammo's DMG mod (that depends on Ammo's DR mod)
- - 3) [ADDED] 1 new INI variable (constant_dmg_div) - it defines whether ammo DMG divisor should always be set to 100 (when inspecting ammo stats in the inventory)
- - 4) [BUG] Ammo_Mult and Ammo_Div values in the inventory are updated only after changing a map (instead of right away after the game load like in your script)
- - 5) Sfall Script Editor (v4.1.3.580 by Mr.Stalin):
- - - - • [BUG] Full Optimization prevents fo2tweaks_setting() from working correctly - see lines: 377-378 and 382-383 (in gl_g_damage_mod.ssl)
- - - - • [Useful Info] (External MCPP 1 + Watcom Preprocessor 0) compiles the same script as (External MCPP 0 + Watcom Preprocessor 0)
- - - - • [Useful Info] modderspack_4.1.4 Editor compiles the same scripts as Mr.Stalin's Editor (if the latter has Watcom Preprocessor 0)

Bonus:
- - Excel damage calculator for fo2tweaks "Damage mod" (with my changes)

"fo2tweaks_v9.5_TDV.zip" - Structure:
- - • "source\..."
- - | - • "_other\..."
- - - - | - • "_1_original\..." - unmodified "gl_g_damage_mod.ssl" (v9.4) from "Source code (zip)"
- - - - | - • "_2_original_compiled\..." - unmodified "gl_g_damage_mod.ssl" (v9.4) compiled with different settings with 2 Sfall Editors (Mr.Stalin's and Modder_Pack's)
- - - - - - | - • "script_from_fo2tweaks-zip\..."
- - - - - - - - | - • "gl_g_damage_mod.int" (v9.4) file from "fo2tweaks.zip"
- - - - | - • "_3_original_decompiled\..." - scripts from folder "_2_original_compiled" decompiled with 2 Sfall Editors (Mr.Stalin's and Modder_Pack's)
- - - - - - | - • "script_from_fo2tweaks-zip\..."
- - - - - - - - | - • decompiled script from "_2_original_compiled\script_from_fo2tweaks-zip" folder
- - - - - - - - | - • 2 decompiled scripts from "_3_original_decompiled" folder that have minimum differences (4) with the file above
- - | - • "headers\..." - headers from fo2tweaks, sfall and RP that I used
- - | - • "gl_g_damage_mod.ssl" - your dmg mod with my tweaks

"fo2tweaks_v9.4_TDV.zip" - Notes (obsolete):
- - • as you can see for yourself in "_3_original_decompiled\script_from_fo2tweaks-zip", no matter the setting/editors used, decompiled script isn't the same as the decompiled source script: there are differences at lines 23-24, 188-190, 522, 548-554
- - • that, most likely, means that v9.4 "gl_g_damage_mod.int" from "fo2tweaks.zip" wasn't compiled from a v9.4 "Source code (zip)"
- - - - • it has some redundant (?) check for "fake living anatomy"


Questions:
- - 1) I assume you have removed all overlapping includes in the Headers, so could you upload your version of Headers (fo2tweaks, sfall, RP) somewhere? Maybe on the Download page, naming it something like "Source code - non-fo2tweaks headers (zip)".
- - 2) ndebug messages aren't shown in "debug.log" with the "ddraw.ini" settings below - how to enable it (where is it shown)?

Code: Select all

[Debugging]
Enable=1
DebugMode=2
Init=1
Hook=1
Script=1
Criticals=1
Propositions:

Code: Select all

Ammobox (gl_g_ammobox.int):
    • add a new (optional) infobox that shows weapon's true damage (taking into account: Ammo Dmg, Bonus Ranged Dmg, CD) and its damage type
    • example (see "_FAQ_Dmg_calc.xls" --> "Dmg_calc" --> Cells B19:C19):
        • weapon:   (sniper rifle)  dmg 14-34
        • dmg_type:                 normal
        • ammo coeff:               50%
        • ammo:     (.223)          dmg mod 0.9
        • BRD perk: 2 ranks         dmg +4
        • CD:       rough           125%
        • DMG:                      (20.25)-(42.75)
        • ammobox info (rounded):   "Normal: 20-43"
    • especially useful to know what dmg type the weapon does
    • since other damage formulas work differently, enable it only when your damage_mod is enabled too (damage_mod=1)

Code: Select all

Better Endurance (new):
    • during attack target's EN reduces attacker's crit chance by EN:
        • (optional) works only if the target is the player
        • (optional) works only if the target is a companion
        • (optional) applies to Sniper perk too
        • minimum crit = 1%
        • crit_chance = max(1; crit_chance - EN)
Last edited by Sting on Fri Feb 01, 2019 5:12 pm, edited 5 times in total.

User avatar
Magus
Site Admin
Posts: 157
Joined: Mon Nov 21, 2016 9:13 am

Version 9.4 - feedback: changes for existing modules

Post by Magus » Fri Feb 01, 2019 3:49 pm

Indeed, it appears that compiled version in 9.4 doesn't match the source. Not sure how that happened. I released 9.5 to fix that and avoid confusion.

FOtweaks headers are uploaded. I didn't edit RP or sfall headers, they are vanilla from the corresponding github repos.
Messages work fine for me. Note that you also should add some lines to fallout2.cfg, as described in the ini.
Please do not PM or email me about my mods and projects. Use forums. Also, see our talk channels.

Sting
Posts: 28
Joined: Tue Jan 22, 2019 1:04 pm

Version 9.4 - feedback: changes for existing modules

Post by Sting » Fri Feb 01, 2019 4:58 pm

Reuploaded the files:
1) Tweaked Damage mod (added constant_dmg_div INI variable).
2) Excel damage calculator (added roundingDown for ammo dmg_mod: "Ammo" --> K3:K28).

You can consider it as a pull. I'm not putting it to GitHub since it doesn't support my browser (and I'm not planning to change it in the near future). All new INI variables are set to default (unmodded) values.

Magus wrote:
Fri Feb 01, 2019 3:49 pm
FOtweaks headers are uploaded
Where?

Post Reply