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    FO2 Mechanics Overhaul Mod

    I stated my reason earlier in the thread, but to put it another way: 'to hit' NOT factored in: a bad guy is trying to decide whether to attack me or not, by looking at me he's believes I'm normal, but in fact I'm [whatever super hero you like most]. The bad only realizes after he's begun to...
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    FO2 Mechanics Overhaul Mod

    No, I missed something. :( I thought the "probably will get killed" formula was using DR. Sorry. I get the rational for the rest, but I guess I just need to do some play testing to see if my gut feel is off.
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    FO2 Mechanics Overhaul Mod

    Hmmm... this still just seems like the flip side of the 'to hit' coin. "can't damage" is another one of those things I can't see a critter being able to determine by sight (ok maybe if the critter is carring a pipe rifle and the player is wearing power armor), but still it feels the same as...
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    FO2 Mechanics Overhaul Mod

    Thanks Sduibek! Well, 'to hit' still feels like an incorrect factor to consider for fleeing. More thought: 1- Maybe town reputation and player reputation should factor in to fleeing 2- Maybe the number of people in your group should factor in to fleeing 3- The level of tech being used...
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    FO2 Mechanics Overhaul Mod

    @Jim Could you outline again what causes critters to flee? I'm trying to figure out why 'to hit' would factor into it at all. I would think the only reasons a critter should flee is: 1- if they are exhausted and don't have the ap to fight in any way 2- if their hp is too low (85% or...
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    Fallout 1 mod FO1 to FO2 conversion, for real

    Fallout 1's damage calculation is severely broken from what I remember, why would you want to force the Fallout 2 engine to be broken?
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    FO2 Mechanics Overhaul Mod

    Jim's mod doesn't modify pro files, but the damage type issue is not a pro file issue but an engine issue I believe. @Jim if you experiment with this, be sure to let us know the results.
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    I thought the cross platform support might help those trying to get Fallout to work on other platforms. Not sure though.
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    Hi-Res Patches for Fallout1&2 & the BIS Mapper

    Did you see this and is it useful?
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    Fallout 2 mod FO2 Engine Tweaks (Sfall)

    BTW, Timeslip in case you don't check your messages, I sent a link to an updated AmmoMod.cpp file. Thanks for everything! :)
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    NovaRain identified a few small issues, they have been fixed, file sent to Timeslip and I updated the assemblyCode_2.txt file linked to in the first post of this thread. Thank you NovaRain!!!
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    FO2 Mechanics Overhaul Mod

    Bonus HtH Damage --- adding the +2 to both min. and max. base damage (before damage calculation, if possible) should have more impact than adding 20% after damage calculation Comprehension --- you'll have to ensure somehow that changes are not lost when companions level up Living Anatomy...
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    Jim's Mods Version 1.48 (Now Compatible with RP & UP)

    @Jim Could you send me the source files? I want to examine to code for the Stat Changes specifically, so please let me know which files are specific to that. Thanks! :)
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    Weapons Mod

    You did awesome again! :ok: :notworthy:
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    I updated the first post with an alternate link to download the script Jim provided and made sure to credit Jim. ;)
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    Fallout 2 mod F2: damage calculation change, a FIX v5

    @Jim A thousand thanks!!! :notworthy: :ok: :clap: :salute:
  17. G

    FO2 Mechanics Overhaul Mod

    Glad to hear about the radscorps and there is more oddness in the proto files. Very few match up in values to what you would think by just looking at the critter's image. :)
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    Jim's Mods Version 1.48 (Now Compatible with RP & UP)

    @Jim I tried in the past to envision the implications of having all your mods turned on at once, but I had to keep jumping between their descriptions and reread. Now with the ini posted; while its still hard to get my head wrapped around it all, I'm getting closer to understanding how they all...
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    FO2 Mechanics Overhaul Mod

    @Jim The only critter's numbers I'm concerned about is the Radscorpion. You find many in the early part of the game and it's numbers might be too much. That's just a gut feel.
  20. G

    FO2 Mechanics Overhaul Mod

    Ok - I get where you're coming from now, but the final values would need to be checked for all critters (excluding humans and mutants assuming they are treated differently), I have a feeling the end values will not turn out well in some cases. That's why I was taking the approach of setting (or...
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