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NeRoN Hideous Freak of Nature

Joined: 15 Jul 2011 Posts: 8
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Posted: Fri Jul 15, 2011 10:44 Post subject: |
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Good day. I'm sorry for my bad english.
1) I can't disable weapon drop to critical hit. I'm disable drop settings to Damage.ini and On_Death.ini, but nothing changed. Maybe setting is somewhere else?
2) Slow animation Power Armor brotherhood of steel in Fallout Tactics.
3) Lags Broken Hills - 2 locations. Door's can't open from the first time (sound open playing).
4) Facing Attacker Bonuses can't disable. Power Armor brotherhood of steel->Back To Front->submachinegun (10mm)-> -115 hit-points
Thanks. |
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Tiek68 Hideous Freak of Nature

Joined: 26 Jun 2011 Posts: 21
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Posted: Fri Jul 15, 2011 14:57 Post subject: |
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| MIB88 wrote: |
| I have not added those other armors yet. If you want to add them, you would need to create new critters that use the art with either Fallout Utility for Critter tinKering or the official mapper. Then the new critter would need to be placed on a map using the official. It also means updating the critter.lst file to introduce the new art. Check this forum for a tutorial on creating new critters. |
Thanks MIB88. I have learned a little bit these days about the use of the mapper and other tools and I will try to "turn on" those animations ! If everything goes wrong I'll reset all and I'll reinstall the MegaMod ! However, still compliments for the mammoth amount of work done ! It must not have been easy to assemble all the various mods with personal changes and have them co-exist! For that matter I have a curiosity: in the file party.txt I noticed the party member n. 37, Diago from FFmod(?); who is this guy since I have not met yet ? This is a surprise? |
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NeRoN Hideous Freak of Nature

Joined: 15 Jul 2011 Posts: 8
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Posted: Sat Jul 16, 2011 13:25 Post subject: |
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Can't launch vertibird after the click.
Click here to see the hidden message (It might contain spoilers)
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Nirran Vault Modder

Joined: 15 Apr 2007 Posts: 1031
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Posted: Sat Jul 16, 2011 18:17 Post subject: |
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| NeRoN wrote: |
Good day. I'm sorry for my bad english.
1) I can't disable weapon drop to critical hit. I'm disable drop settings to Damage.ini and On_Death.ini, but nothing changed. Maybe setting is somewhere else?
4) Facing Attacker Bonuses can't disable. Power Armor brotherhood of steel->Back To Front->submachinegun (10mm)-> -115 hit-points
Thanks. |
1) fixed this is my mods a few days ago,to correct it in your settup download custom perks and copy only hs_combatdamage.int to data\scripts\ folder
2) same as above but copy hs_tohit.int to same folder
Nirran _________________ Fastest way for evil to triump is for good people to do nothing
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barbarian Hideous Freak of Nature

Joined: 16 Jul 2011 Posts: 32
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Posted: Sat Jul 16, 2011 21:31 Post subject: |
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Good evening. I'm sorry for my bad english. Too. ))
Nirran, thank you for your mode.
Im play russian version.
1. Lagg in SAD in begin. When i destroy gate lagg end.
2. Lagg in Broken Hills, second area.
3. Modoc.
if { miner in the well (digging tunnel to ghost farm) }
then not {Dynamite explodes in a toilet}
Modoc area dont change...
And i cant find watch.
4. i find reserved item 2. have now 3.
5.
DAMAGE system.
Imbalansed.
I have PA.
Destert Eagle hit on 20-30.
Combat Shotgun - 75 hit.
Without critical.
(in normal game in equal situation 10 Eagle, 15-20 Shotgun)
i sow Damage.ini
May be dividers=5 need do less? 2-3? |
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Nirran Vault Modder

Joined: 15 Apr 2007 Posts: 1031
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Posted: Sat Jul 16, 2011 21:42 Post subject: |
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| barbarian wrote: |
5.
DAMAGE system.
Imbalansed.
I have PA.
Destert Eagle hit on 20-30.
Combat Shotgun - 75 hit.
Without critical.
(in normal game in equal situation 10 Eagle, 15-20 Shotgun)
i sow Damage.ini
May be dividers=5 need do less? 2-3? |
yes i have not tried to ballance the damage script in ages,will work on that later,the other 2 fixes work?
your english is fine
Nirran _________________ Fastest way for evil to triump is for good people to do nothing
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barbarian Hideous Freak of Nature

Joined: 16 Jul 2011 Posts: 32
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Posted: Sat Jul 16, 2011 21:55 Post subject: |
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| Nirran wrote: |
| yes i have not tried to ballance the damage script in ages,will work on that later,the other 2 fixes work? |
I copy your files to folder.(i play 244)
IMHO nothing change. But i dont disable Faceshot. And combat Shotgun do near 75 dmg again. |
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NeRoN Hideous Freak of Nature

Joined: 15 Jul 2011 Posts: 8
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Posted: Sat Jul 16, 2011 22:00 Post subject: |
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Nirran
| Quote: |
1) fixed this is my mods a few days ago,to correct it in your settup download custom perks and copy only hs_combatdamage.int to data\scripts\ folder
2) same as above but copy hs_tohit.int to same folder |
thanks, helped.
Your mod is very very nice. Good work.  |
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Nirran Vault Modder

Joined: 15 Apr 2007 Posts: 1031
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Posted: Sat Jul 16, 2011 22:20 Post subject: |
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| barbarian wrote: |
| Nirran wrote: |
| yes i have not tried to ballance the damage script in ages,will work on that later,the other 2 fixes work? |
I copy your files to folder.(i play 244)
IMHO nothing change. But i dont disable Faceshot. And combat Shotgun do near 75 dmg again. |
you can disable it altogether,delete or rename or move hs_combatdamage.int and hs_tohit.int,fo2 will use vanilla code
Nirran _________________ Fastest way for evil to triump is for good people to do nothing
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barbarian Hideous Freak of Nature

Joined: 16 Jul 2011 Posts: 32
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Posted: Sat Jul 16, 2011 22:47 Post subject: |
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I try it. yes, dmg now as in original. But this not interest - bsce dmg is very low.
If i set this parameters to 1 game damage is equal as vanilla
BypassArmorDivider=1
ArmorPiercingAmmoDivider=1
WeaponPenetrateDivider=1
FullArmorPenetrateDivider=1
(I dont understood what they change),
What i need to change in damage.ini to double-triple damage? |
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Nirran Vault Modder

Joined: 15 Apr 2007 Posts: 1031
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Posted: Sat Jul 16, 2011 22:55 Post subject: |
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| barbarian wrote: |
I try it. yes, dmg now as in original. But this not interest - bsce dmg is very low.
If i set this parameters to 1 game dameage is equal as vanilla
BypassArmorDivider=1
ArmorPiercingAmmoDivider=1
WeaponPenetrateDivider=1
FullArmorPenetrateDivider=1
(I dont understood what they change),
What change in damage ini to double-triple damage? |
this would alter each shot if the ammo is armor piercing
ArmorPiercingAmmoDivider
it divides the armor by ArmorPiercingAmmoDivider
change these for double and tripple etc
| Code: |
;//*****************************************************Easy Setting Multiplier*****************************************************;//
;this sets the pecentage of damage not dont by the chosen one for all monsters on easy setting,vanilla is 75%
EasySettingMultiplier=75
;//*****************************************************Normal Setting Multiplier*****************************************************;//
;this sets the pecentage of damage for all monsters on normal setting,vanilla is 100%,the chosen one always has his/her damage calculated with this multiplier
NormalSettingMultiplier=100
;//*****************************************************Hard Setting Multiplier*****************************************************;//
;this sets the pecentage of damage not dont by the chosen one for all monsters on hard setting,vanilla is 125%
HardSettingMultiplier=125 |
found a bug in the fix,uploaded bug fix(crash bug),double checked that facing can be turned off
Nirran _________________ Fastest way for evil to triump is for good people to do nothing
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Last edited by Nirran on Sat Jul 16, 2011 23:09; edited 1 time in total |
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barbarian Hideous Freak of Nature

Joined: 16 Jul 2011 Posts: 32
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Posted: Sat Jul 16, 2011 23:08 Post subject: |
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| Nirran wrote: |
that should not change every shot,those are for armor bypass and weapon perks(shotgun has one),i will have to research
Nirran |
Ypu know what parametr makes less
ADR = armor damage resistance value
ADT = armor damage threshold value?
in that formula?
http://falloutmods.wikia.com/wiki/Fallout_engine_calculations
ND = (((RD+RB)*(X*CM)/Y/2*CD/100)-ADT)*((100-(ADR+RM))/100)
for normal shot (not critical-penetrate); |
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Nirran Vault Modder

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barbarian Hideous Freak of Nature

Joined: 16 Jul 2011 Posts: 32
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Posted: Sat Jul 16, 2011 23:48 Post subject: |
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If
| Code: |
BypassArmorDivider=5
ArmorPiercingAmmoDi5vider=5
WeaponPenetrateDivider=5
FullArmorPenetrateDivider=5
|
Normal shot from desert Eagle was near 20-30.
dont see criitical.
If i change for
| Code: |
BypassArmorDivider=1
ArmorPiercingAmmoDivider=1
WeaponPenetrateDivider=1
FullArmorPenetrateDivider=1 |
Normal shot from desert Eagle was near 3-8. average - 5.
Bcse i dont understund what do that parameters and how they stack in formula calculation of damage i ask u what change for double dmg.
ND = (((RD+RB)*(X*CM)/Y/2*CD/100)-ADT)*((100-(ADR+RM))/100)
I think -
| Code: |
ADT:=ADT / BypassArmorDivider
ADR:=ADR / BypassArmorDivider
if piersing shot -
ADT:=ADT / (BypassArmorDivider* ArmorPiercingAmmoDivider)
ADR:=ADR / (BypassArmorDivider* ArmorPiercingAmmoDivider)
if weapon have penetrate and poesring shot -
ADT:=ADT / (BypassArmorDivider* ArmorPiercingAmmoDivider * WeaponPenetrateDivider)
ADR:=ADR / (BypassArmorDivider* ArmorPiercingAmmoDivider * WeaponPenetrateDivider)
After all dividing
PA armor -
ADR = 20 / 125 = 0
ADT = 60 / 125 = 0 |
Have u PA or havnt - u take same damage.... |
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Nirran Vault Modder

Joined: 15 Apr 2007 Posts: 1031
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Posted: Sat Jul 16, 2011 23:53 Post subject: |
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yes,that is how it is coded,i argued with the person that was co-coding it,i am going to set it if_else_if_else preventing the "stacking" of the dividers
this is the code for threshold
| Code: |
threshold := GetThreshold;
//display_msg("before scaled " + threshold);
if ((Is_Not_Party(target)) or ((target != dude_obj) and (get_sfall_global_int(4306) == 1))) then
begin
threshold := threshold + get_sfall_global_int(2193);
end
//display_msg("threshold after scaled " + threshold);
if ((twelve == 1) and (threshold > 0)) then
begin
threshold := threshold / get_sfall_global_int(4263);
end
if (is_ap_ammo == 1) and (threshold > 0) then
begin
threshold := threshold / get_sfall_global_int(4264);
end
if (full_armor_penetrate == 1) and (threshold > 0) then
begin
threshold := threshold / get_sfall_global_int(4432);
end
if (unarmed_armor_piercing == 1) and (threshold > 0) then
begin
threshold := threshold / get_sfall_global_int(4433);
end
if (Weapon_Penetrate == 1) then
begin
threshold := threshold / get_sfall_global_int(4431);
end
return threshold;
|
and for resistance
| Code: |
resistance := (Get_Ammo_DR_Mod + GetResistance);
//display_msg("total resistance before modified " + resistance);
if (Is_Not_Party(target)) or ((target != dude_obj) and (get_sfall_global_int(4306) == 1)) then
begin
resistance := resistance + get_sfall_global_int(2192);
end
if(has_trait(TRAIT_TRAIT,attacker, TRAIT_finesse)) then
begin
resistance := resistance + 30;
end
if ((twelve == 1) and (resistance > 0)) then
begin
resistance := resistance / get_sfall_global_int(4263);
end
if (is_ap_ammo == 1) and (resistance > 0) then
begin
resistance := resistance / get_sfall_global_int(4264);
end
if (full_armor_penetrate == 1) and (resistance > 0) then
begin
resistance := resistance / get_sfall_global_int(4432);
end
if (unarmed_armor_piercing == 1) and (resistance > 0) then
begin
resistance := resistance / get_sfall_global_int(4433);
end
if (Weapon_Penetrate == 1) then
begin
resistance := resistance / get_sfall_global_int(4431);
end
//display_msg("before float " + resistance);
if(resistance >= 100) then
begin
resistance := 0.0;
end
else
if(resistance <0> 0) then
begin
resistance := 1.0 - GetFloatValue(resistance);
end
//display_msg("after float " + resistance);
return resistance;
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Nirran _________________ Fastest way for evil to triump is for good people to do nothing
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Nirran Vault Modder

Joined: 15 Apr 2007 Posts: 1031
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Posted: Sun Jul 17, 2011 0:04 Post subject: |
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decided this way,ap stacks with other dividers
resist
| Code: |
if(has_trait(TRAIT_TRAIT,attacker, TRAIT_finesse)) then begin
resistance := resistance + 30;
end
if (is_ap_ammo == 1) and (resistance > 0) then begin
resistance := resistance / get_sfall_global_int(4264);
end
if ((twelve == 1) and (resistance > 0)) then begin
resistance := resistance / get_sfall_global_int(4263);
end
else
if (full_armor_penetrate == 1) and (resistance > 0) then begin
resistance := resistance / get_sfall_global_int(4432);
end
else
if (unarmed_armor_piercing == 1) and (resistance > 0) then begin
resistance := resistance / get_sfall_global_int(4433);
end
else
if (Weapon_Penetrate == 1) and (resistance > 0) then begin
resistance := resistance / get_sfall_global_int(4431);
end
|
thresh
| Code: |
if (is_ap_ammo == 1) and (threshold > 0) then begin
threshold := threshold / get_sfall_global_int(4264);
end
if ((twelve == 1) and (threshold > 0)) then begin
threshold := threshold / get_sfall_global_int(4263);
end
else
if (full_armor_penetrate == 1) and (threshold > 0) then begin
threshold := threshold / get_sfall_global_int(4432);
end
else
if (unarmed_armor_piercing == 1) and (threshold > 0) then begin
threshold := threshold / get_sfall_global_int(4433);
end
else
if (Weapon_Penetrate == 1) and (threshold > 0) then begin
threshold := threshold / get_sfall_global_int(4431);
end
|
Nirran _________________ Fastest way for evil to triump is for good people to do nothing
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barbarian Hideous Freak of Nature

Joined: 16 Jul 2011 Posts: 32
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Posted: Sun Jul 17, 2011 0:14 Post subject: |
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| Nirran wrote: |
| yes,that is how it is coded,i argued with the person that was co-coding it,i am going to set it if_else_if_else preventing the "stacking" of the dividers |
Thank you for code. Interest.
When you fix stacking?
Interest. how play MegaMode other players. Each critical=death...
And thank you for your titanic work. |
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Nirran Vault Modder

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barbarian Hideous Freak of Nature

Joined: 16 Jul 2011 Posts: 32
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Posted: Sun Jul 17, 2011 0:41 Post subject: |
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Thank you.
And new question. Why you not add your Custom Perks to Megamode? |
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Nirran Vault Modder

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