Fallout 2 mod Economy and Combat Rebalance mod

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

  1. phobos2077

    phobos2077 Mildly Dipped
    Modder

    Apr 24, 2010
    Пока занят другими проектами. Не знаю когда доберусь до мода, но вообще хотелось бы. Есть длинный список косяков которые нужно поправить и еще пройтись по балансу. Поработав над другой игрой (STALKER: Lost Alpha) приобрел кое какие навыки по балансу которые могут здесь пригодится.

    Учитывая большой перерыв и то что я за это время все забыл, первое обновление будет минимальным.

    English: I plan to get back to this mod, but don't know when. Considering that I've already forgot much about the mod and the game, It would take me some time before any big updates. First I'd try to address most important or easy to fix issues.
     
    • [Like] [Like] x 4
  2. burn

    burn Look, Ma! Two Heads!
    Modder

    Apr 22, 2012
    When updating, please take into account sfall 3.4/3.5 compilation issues, as discussed here. (I'd open an issue on github, but that feature is not enabled in ecco repo, so writing here)
     
  3. Hubal

    Hubal First time out of the vault

    Sep 11, 2014
    I just want to install this:
    New Crafting items
    (remember to press ctrl+z to open up mr. fixit in game. Also, you'll need the schematics given by crafters across
    the wasteland, just like phobo's original mod).

    Armor:
    Metal Armor
    Metal Armor Mk.II
    Combat Armor Mk. II
    Hardened Power Armor

    Ammo:
    .50 DU
    Micro Fusion cell/ Small energy Cell conversion and vice versa
    12 GA 4/0 Buckshot

    Weapons:
    Laser Pistol Mk.II
    Plasma Pistol Mk. II
    5.56/.233 Pistol
    Turbo Plasma Rifle

    from your mod.
     
  4. J_Fred

    J_Fred Long time lurker

    Dec 22, 2013

    Sorry I just saw your post.


    So this is all from memory, as I don't have my files on this PC, unfortunately.


    The main thing to change is the .txt file for crafting, titled " test0.txt". It is located in DATA\Text\English\Dialog In there you will notice a listing of items, like this for metal armor:
    Code:
    {3800}{}
    {3801}{002}
    {3802}{}{pcx/items/MetalArmor.pcx}
    {3803}{}{86071}
    {3804}{}{CRFT_LTH}                          # Leather armor schematics
    {3805}{}{291000}                            # 8 h 5 m
    {3806}{}{NO}
    {3807}{}{7}                                 # Armor
    {3808}{}{[TOOLS]}
    {3809}{}{236}                             # PID_COMBAT_KNIFE
    {3810}{}{308}                               # PID_SUPER_TOOL_KIT
    {3811}{}{[SKILLS]}
    {3812}{}{SKILL_REPAIR:90}
    {3813}{}{SKILL_SCIENCE:80}
    {3814}{}{[COMPONENTS]}
    {3815}{}{98:5}                               # PID_JUNK
    {3816}{}{277:5}                             # PID_golden_GECKO_PELT
    {3817}{}{379:1}                             # PID_LEATHERARMORMK2
    

    Quick explanations:
    3800 is the item number line. Do not have duplicates in whatever you do. 3801 is the item ID for Metal Armor, 3802 is the item image (you'll have to make this yourself, or if you don't want item images it can me blank). Line 7 is the number that puts this under the armor listings in the crafting list. 9 and 10 are the tools required (using PID numbers), and 12/13 are the skill checks. You can add more skills if you want. Finally, the last lines (15-17) are the required items, listed as item:quantity (98:5 is the id for Junk, and you need 5 here to make the armor).

    If you want metal armor you can just copy and paste this into your test0.txt file and you're good to go. Make sure the number 3800 item isn't already used (I don't think it is), and you'll either need a pcx pic or delete the MetalArmor.pcx reference if you don't care for an image in the crafting box. Making the pcx files has a rough learning curve if you want it to look clean, and isn't necessary for the mod to work IIRC.


    My full set of codes for the items you want are here (I don't have combat armor mark II. I made my own tesla combat armor and replaced mk.II with ranger armor from NV, so it won't work in an unmodded F2) :

    Code:
    {3800}{}{[ITEM]}
    {3801}{}{002}
    {3802}{}{pcx/items/MetalArmor.pcx}
    {3803}{}{86071}
    {3804}{}{CRFT_LTH}                          # Leather armor schematics
    {3805}{}{291000}                            # 8 h 5 m
    {3806}{}{NO}
    {3807}{}{7}                                 # Armor
    {3808}{}{[TOOLS]}
    {3809}{}{236}                             # PID_COMBAT_KNIFE
    {3810}{}{308}                               # PID_SUPER_TOOL_KIT
    {3811}{}{[SKILLS]}
    {3812}{}{SKILL_REPAIR:90}
    {3813}{}{SKILL_SCIENCE:80}
    {3814}{}{[COMPONENTS]}
    {3815}{}{98:5}                               # PID_JUNK
    {3816}{}{277:5}                             # PID_golden_GECKO_PELT
    {3817}{}{379:1}                             # PID_LEATHERARMORMK2
    
    {3900}{}{[ITEM]}
    {3901}{}{380}                               # PID_METAL_ArmorMKII
    {3902}{}{pcx/items/MetalArmorMkII.pcx}
    {3903}{}{78061}
    {3904}{}{CRFT_LTH}                          # Leather armor schematics
    {3905}{}{291000}                            # 8 h 5 m
    {3906}{}{NO}
    {3907}{}{7}                                 # Armor
    {3908}{}{[TOOLS]}
    {3909}{}{116}                             # PID_RIPPER
    {3910}{}{308}                               # PID_SUPER_TOOL_KIT
    {3911}{}{[SKILLS]}
    {3912}{}{SKILL_REPAIR:100}
    {3913}{}{SKILL_SCIENCE:90}
    {3914}{}{[COMPONENTS]}
    {3915}{}{2:1}                               # PID_Metal_Armor
    {3916}{}{533:5}                             # PID_fire_GECKO_PELT
    
    
    
    
    {4100}{}{[ITEM]}
    {4101}{}{232}                               # PID_HardenedPowerArmor
    {4102}{}{pcx/items/hrdPwr.pcx}
    {4103}{}{68064}
    {4104}{}{CRFT_LTH}                          # Leather armor schematics
    {4105}{}{291000}                            # 8 h 5 m
    {4106}{}{NO}
    {4107}{}{7}                                 # Armor
    {4108}{}{[TOOLS]}
    {4109}{}{116}                             # PID_RIPPER
    {4110}{}{308}                               # PID_SUPER_TOOL_KIT
    {4111}{}{73}                               # PID_BIG_BOOK_OF_SCIENCE
    {4112}{}{[SKILLS]}
    {4113}{}{SKILL_REPAIR:120}
    {4114}{}{SKILL_SCIENCE:120}
    {4115}{}{[COMPONENTS]}
    {4116}{}{3:1}                               # PID_power_armor
    {4117}{}{2:2|380:2}                         # PID_Metal_Armor or MetalArmor2
    
    {4600}{}{[ITEM]}
    {4601}{}{38:2}                               # small cell
    {4602}{}{pcx/items/smallcell.pcx}
    {4603}{}{54062}
    {4604}{}{CRFT_AMM}                          # Ammo schematics
    {4605}{}{72000}                             # 2h
    {4606}{}{NO}
    {4607}{}{8}                                # Electronics
    {4608}{}{[TOOLS]}
    {4609}{}{75|308}                            # PID_MULTI_TOOL | PID_SUPER_TOOL_KIT
    {4610}{}{[SKILLS]}
    {4611}{}{SKILL_SCIENCE:75}
    {4612}{}{SKILL_ENERGY_WEAPONS:80}
    {4613}{}{[COMPONENTS]}
    {4614}{}{39:1}                              # MicroFusion
    
    
    {4700}{}{[ITEM]}
    {4701}{}{39:1}                               # microfusion
    {4702}{}{pcx/items/microfusion.pcx}
    {4703}{}{47061}
    {4704}{}{CRFT_AMM}                          # Ammo schematics
    {4705}{}{72000}                             # 2h
    {4706}{}{NO}
    {4707}{}{8}                                # Ammo
    {4708}{}{[TOOLS]}
    {4709}{}{75|308}                            # PID_MULTI_TOOL | PID_SUPER_TOOL_KIT
    {4710}{}{[SKILLS]}
    {4711}{}{SKILL_SCIENCE:75}
    {4712}{}{SKILL_ENERGY_WEAPONS:90}
    {4713}{}{[COMPONENTS]}
    {4714}{}{38:1}                              # smallcell
    
    
    {4200}{}{[ITEM]}
    {4201}{}{241}                              # 5.56mm Pistol
    {4202}{}{pcx/items/223pistol.pcx}
    {4203}{}{93071}
    {4204}{}{CRFT_AMM}                          # Ammo schematics
    {4205}{}{180000}                           # 5 h 00 m
    {4206}{}{NO}
    {4207}{}{10}                               # Weapons
    {4208}{}{[TOOLS]}
    {4209}{}{308|75}                            # PID_SUPER_TOOL_KIT or tool
    {4210}{}{76}                              # Deans Elec
    {4211}{}{[SKILLS]}
    {4212}{}{SKILL_REPAIR:100}
    {4213}{}{SKILL_SCIENCE:75}
    {4214}{}{SKILL_SMALL_GUNS:100}
    {4215}{}{[COMPONENTS]}
    {4216}{}{10:1}                        # hunting rifle
    
    
    {4400}{}{[ITEM]}
    {4401}{}{402}                              # Mag Laser Pistol
    {4402}{}{pcx/items/lsrpist2.pcx}
    {4403}{}{90042}
    {4404}{}{CRFT_EL2}                                # craft electronics
    {4405}{}{180000}                           # 5 h 00 m
    {4406}{}{NO}
    {4407}{}{10}                               # Weapons
    {4408}{}{[TOOLS]}
    {4409}{}{228}                               # PID_TECHNICAL_MANUAL
    {4410}{}{308|75}                            # PID_SUPER_TOOL_KIT or tool
    {4411}{}{76}                              # Deans Elec
    {4412}{}{[SKILLS]}
    {4413}{}{SKILL_REPAIR:75}
    {4414}{}{SKILL_SCIENCE:70}
    {4415}{}{SKILL_ENERGY_WEAPONS:90}
    {4416}{}{SKILL_SMALL_GUNS:75}
    {4417}{}{[COMPONENTS]}
    {4418}{}{16:1}                        # Laser Pistol
    
    
    {4300}{}{[ITEM]}
    {4301}{}{406}                              # PlasmaPistol2
    {4302}{}{pcx/items/PlasPist2.pcx}
    {4303}{}{80060}
    {4304}{}{CRFT_EL2}                                # craft electronics
    {4305}{}{180000}                           # 5 h 00 m
    {4306}{}{NO}
    {4307}{}{10}                               # Weapons
    {4308}{}{[TOOLS]}
    {4309}{}{228}                               # PID_TECHNICAL_MANUAL
    {4310}{}{308|75}                            # PID_SUPER_TOOL_KIT or tool
    {4311}{}{76}                              # Deans Elec
    {4312}{}{[SKILLS]}
    {4313}{}{SKILL_REPAIR:85}
    {4314}{}{SKILL_SCIENCE:80}
    {4315}{}{SKILL_ENERGY_WEAPONS:100}
    {4316}{}{SKILL_SMALL_GUNS:85}
    {4317}{}{[COMPONENTS]}
    {4318}{}{24:1}                        # plasma Pistol
    
    
    {5300}{}{[ITEM]}
    {5301}{}{233}                              # Turbo Plasma Rifle
    {5302}{}{pcx/items/turboplasma.pcx}
    {5303}{}{170065}
    {5304}{}{CRFT_EL2}                                # craft electronics
    {5305}{}{190000}                           # 5 h 00 m
    {5306}{}{NO}
    {5307}{}{10}                               # Weapons
    {5308}{}{[TOOLS]}
    {5309}{}{228}                               # PID_TECHNICAL_MANUAL
    {5310}{}{308}                               # PID_SUPER_TOOL_KIT
    {5311}{}{73}                              # BIG BOOK OF SCIENCE
    {5312}{}{[SKILLS]}
    {5313}{}{SKILL_REPAIR:120}
    {5314}{}{SKILL_SCIENCE:120}
    {5315}{}{SKILL_ENERGY_WEAPONS:120}
    {5316}{}{SKILL_SMALL_GUNS:120}
    {5317}{}{[COMPONENTS]}
    {5318}{}{15:1}                        # PLASMA_RIFLE
    
     
    Last edited: Nov 7, 2017
  5. Hubal

    Hubal First time out of the vault

    Sep 11, 2014
    Thank You!
    I found your additions on Drobovik's Database. So as far as I understand the only thing I need to do is paste pcx files to appropriate folder and then add items to test0 file?
     
    Last edited: Nov 7, 2017
  6. J_Fred

    J_Fred Long time lurker

    Dec 22, 2013
    That's interesting. Do you have the link/location to my mods on Drobovik's database? I'd like to grab them so I can just use them on my next playthrough since I've lost my data. If not, no worries!

    To your thoughts on the pcx files - That's right, from what I recall. I don't think you even need the pcx files (I remember having a hard time finding them, and also getting the background color to match). Only need them if you want an image in the editor.

    One thing I forgot to mention - check out this here for making small energy cells:

    Code:
    {4600}{}{[ITEM]}
    {4601}{}{38:2}                               # small cell
    {4602}{}{pcx/items/smallcell.pcx}
    {4603}{}{54062}
    {4604}{}{CRFT_AMM}                          # Ammo schematics
    {4605}{}{72000}                             # 2h
    {4606}{}{NO}
    {4607}{}{8}                                # Electronics
    {4608}{}{[TOOLS]}
    {4609}{}{75|308}                            # PID_MULTI_TOOL | PID_SUPER_TOOL_KIT
    {4610}{}{[SKILLS]}
    {4611}{}{SKILL_SCIENCE:75}
    {4612}{}{SKILL_ENERGY_WEAPONS:80}
    {4613}{}{[COMPONENTS]}
    {4614}{}{39:1}                              # MicroFusion
    
    You'll notice the item number in line 4601 is 38:2. The 38 is the proto for small energy cells, the 2 is for how many of the item you'll create and/or need. In this case one microfusion cell (line 4614, 39:1) will make two small energy cells. For balance purposes you should make the cost and weight of one microfusion cell equal to two small energy cells if you have the item editor.

    And one final note - the reason you can't use the crafting mechanics I have for .50 DU, 7.62 AP, .308 FMJ, or even Ranger combat armor is because you'll have to create that item (the item editor is great for this), or I'd have to have the proto files for you, which I don't have on this PC. This endeavor is a bit time consuming, since you'll not only need to make the item and find the images for the weapons/ammo, but you'll also have to convert them to FRM format as well. It's fun, but a bit time intensive.

    Fortunately adding in existing weapons/ammo for crafting is very easy, thanks to Phobos' hard work.


    Let me know if there's anything else I can help with.
     
  7. Hubal

    Hubal First time out of the vault

    Sep 11, 2014
    There's is too much ammo types in the game anyway and ability to craft .50 DU would break the balance. It's just too powerful.
    I'll check out the rest.
    If memory serves me right there should be PA in Vault 15, but I can't find it now. If Phobos removed it thats good call. I think Vault 15 Raiders are too weak even with ECCO balances. Maybe at least Darion should wear PA?

    I was trying to increase game difficulty, by doubling HP of critters using Proto Editor, but it doesn't always work.
    Sometimes they have like 80/160. Also enemies have no means to heal while I am swimming in stimpacks.

    I was playing Fallout Nevada recently and It was really refreshing experience.
    Stimpaks are very scarce, making them really important. This makes First aid and Doctor skills more useful if not essential.
    There's pretty much nothing to steal. Or maybe it's now skill dependant.
    In Fallout 2 even with Steal -2 I can still steal shit with 50% of the time.
    Also there's a lot of experience points gained from quests making it really easy to be overleveled by the time you got to NCR .

    I would be gratefull if Phobos could adress those minor gripes with his mod.
     
  8. J_Fred

    J_Fred Long time lurker

    Dec 22, 2013
    Ahh, sorry, I thought you asked for the .50 DU mod. I balance it by making the Browning M2 really fucking heavy and requiring 10 STR to even use. It's basically a one shot kill on anything except maybe enclave guys. Though it's a very rare weapon. IIRC there's a 10% chance a random enclave crew will have one, and I might have dropped one at the Enclave base.

    For the PA, I don't recall there being a set in Vault 15. There's usually combat armor I think, but I replaced it with metal armor mk.II.

    For difficulty, you can just up it in game. I believe it increase enemy HP and damage. Though I personally never found that fair. I prefer about a 75/25 proportion of realism to game balance. There are plenty of times I'll get one shotted if not geared properly or prepared for the situation, even with companions. I usually increase damage of most weapons and explosives, and increase the penetration of energy weapon ammo (on top of Phobos' changes). It's hard to balance this game I think, but this mod gets really close, along with a few others in the forms.

    To enemy HP - I think the changes won't take effect until you start a new game. On top of that, make sure you're using the most recent critter editor. I've altered a number of enemies, and have never seen them at anything less than full health that I can recall. Maybe if you're changing base stats? But that would make it higher.

    I love the reliance on doctor/first aid. Stimpaks should also give you radiation, but that's never been the case for me... perhaps I installed something incorrectly. But yeah, stimpaks are for those "Oh, shit!" moments in combat. It's wasteful to use them outside of combat - and I love that.

    I personally don't mind any experience issues. With the powerful weapons and armor I've added (that NPCs can use), level doesn't matter as much as gear... which I prefer over level oriented difficulty.

    Anyway, glad you're enjoying this mod and the game. Fallout 2 is one of the best gaming experiences I've ever had, and it's a joy to share discuss that passion with others!
     
  9. Hubal

    Hubal First time out of the vault

    Sep 11, 2014
    Phobos I have installed Your Mod using the RUP. You added 2 books to the game but whenever I use Traps skill book you added to Vic's shack I get "that does nothing". Any idea what might be wrong? I have latest Sfall 4.0
     
  10. khai9999

    khai9999 First time out of the vault

    Nov 16, 2016
    Hubal, check your ddraw.ini whether BooksFile=books.ini is uncomment or not.
     
  11. Hubal

    Hubal First time out of the vault

    Sep 11, 2014
    Worked! Thank You!