Fallout 2 mod Economy and Combat Rebalance mod

Discussion in 'Fallout General Modding' started by phobos2077, Oct 3, 2010.

  1. kordi

    kordi First time out of the vault

    Aug 23, 2016
    Sniper rifle has short range penalty. I just checked. Do not care what is in the item specification. On short range I have 45% chance to hit with my 120 points in small guns. On long range I have 95% to hit as expected.

    As for Bozar Cassidy can use it but it changes absolutely nothing. As said. Ammo expensive and unavalable before NCR. Casidy has strength of 6, meaning he cannot handle it properly without drugs (which he cannot use for most of the game) or without power armor (which he will not get until San Francisco). On top of that he has an impressive Big Guns skill of 0 :) (checked it with save game editor).

    Edit:
    Ahahaha.... Bozar also has short range penalty. Just checked :).
    And as for Cassidy he can equip Bozar but in a fight he does not shoot with it. Stands still with it or runs away.
     
    Last edited: Sep 21, 2016
  2. J_Fred

    J_Fred Long time lurker

    Dec 22, 2013
    You need to actually check game files, though.

    However, I think the sniper does count as a "scope range" weapon, which does give it short range penalties. However you'll need to check the files to be sure.

    I would just add the ability to control your companions using the last sfall patch. I specifically haven't upgraded sfall because it did away with this, and I simply can't play Fallout 2 anymore without controlling my companions directly in combat.

    Or, use burn's bad-ass mod (I use it for unlimited party members with 10 CHA), which will also fix this problem.

    OR, just change the Sniper proto with F2wedit.

    So many options!
     
  3. kordi

    kordi First time out of the vault

    Aug 23, 2016
    Nah... you get me wrong. I will not do any of these. I played the mod. I liked it. I gave my 2 cents what I believe would make it even more enjoyable. That's it.
     
  4. burn

    burn Still Mildly Glowing
    Modder

    Apr 22, 2012
    You're right... I used the wrong folder to check. Well, one more thing to take care of in my mod.
    And bozar indeed counts as a big gun, which I think is a bug in Ecco.
     
  5. burn

    burn Still Mildly Glowing
    Modder

    Apr 22, 2012
    Is there any reason why Ecco is limited to RP only? What about UP, at least?
     
  6. phobos2077

    phobos2077 Mildly Dipped
    Modder

    Apr 24, 2010
    The reason is that I didn't played UP :D
    EcCo (later versions) was designed to fix some issues introduced in RP, like crazy loot in new locations, etc. Because of this and difficulties with Fallout modding in general, making it compatible with UP will take a lot of time (basically rebuilding every single script, remaking map changes, configs, etc.). Sorry.
     
  7. joedenver

    joedenver First time out of the vault

    Wednesday
    hi, could anyone please help me on how to apply this to other mod? (example fallout 2 megamod, fallout 1 fixt, or fallout 1.5) i know not all can be applied, but even just some part of it is okay, like nirran barter script is compatible with to other fallout 2 mod, etc
     
    Last edited: Jan 12, 2017 at 10:12 AM
  8. phobos2077

    phobos2077 Mildly Dipped
    Modder

    Apr 24, 2010
    Which parts to you want to apply?

    I think barter mod can be installed just about anywhere (where sfall version is not too old) and customized via barter.ini (TOWNDEMAND and NPC sections are game-specific).
    Basically you can apply any parts of the mod that is script based using the provided SSL sources.
    For example, modified Mr.Fixit can be used with only glfixit script but in this case you can only access crafting menu via hotkey. Also you will need to modify Mr. Fixit config for your target game.
    Some of the features are just single global script, but some are not. I planned to refactor the code and make it more modular using new sfall features whenever I got my hands on this mod again.
     
  9. joedenver

    joedenver First time out of the vault

    Wednesday
    i really want to play other mod with the rebalanced economy and combat, but i understand that not all part can be applied

    what i really like and think also needed in other mod are part that make the game a challenge like updated barter formula script, loot reduction (weapon, ammo, stimpack... maybe armor too), pack sizes of ammo, and tougher critters... how do i apply that parts to other mod?

    or maybe the features that are single global script? so its not really hard to do and can applied to other mods (modular)
     
  10. joedenver

    joedenver First time out of the vault

    Wednesday
    hi, when i check combat.ini i saw this lines

    ; set to 1 to enable reducing loot, 0 to disable
    reduce_loot=75
    ; set positive to reduce number of ammo (not including ammo loaded in guns) and/or drugs left in critters after death:
    ; 100 means remove all, 50 mean roughly 50% of ammo will be deleted, etc.
    reduce_ammo_percent=50
    reduce_drugs_percent=50

    is that supposed to be like that? (this is the default value when i choose 75% reduced loot when installing this mod)
     
    • [Like] [Like] x 1
  11. phobos2077

    phobos2077 Mildly Dipped
    Modder

    Apr 24, 2010
    No, that's a bug with installer. Thanks for reporting.

    Regarding using in other mods, if you don't know how to modify scripts, you can just use:
    1) hs_barterprice.int script along with barter.ini for barter mod (remember to modify properly as mentioned in my previous post).
    2) hs_ondeath.int along with combat.ini for reduced loot in dead bodies and other stuff (only the [ONDEATH] section will be used in this case).

    Ammo pack sizes and tougher critters will be harder, because this involves editing prototypes directly and each game/global mod has its own set of prototypes, so you will have to redo the changes yourself to given mod or use some binary comparison tool to help you (if you know how to use such tool).

    As a matter of fact, you can re-do ammo pack sizes feature quite easily. You will need F2wedit (awesome tool, btw!). Just modify all ammo (there shouldn't be more than 30-40 of those) with desired pack sizes, then install gl_update_map_objs_from_proto.int from my mod - it will check all maps on first enter and fix any inconsistency between prototype data and items in containers, NPC inventories and on the ground.