3rd-Party FIXT weapons/armor patch V0.1 September 15, 2013

Sduibek said:
I would disagree with the previous suggestions; Google Drive sucks but Mediafire is OK. Personally I'd suggest Dropbox.

I would use Mediafire for FIXT but can't due to size limit restrictions, so for smaller files like this I suggest:

1st - Gamefront
Mirror1 - Dropbox
Mirror2 - Mediafire.

The reason for that is Dropbox can do direct linking, so no CAPTCHA, waiting for download or any of that bullshit. Actually all things considered, Dropbox is strictly superior to all the hosts mentioned in this thread.

I would tentatively put Dropbox above Gamefront because the latter deleted my latest release of the patch...while keeping the older version.
 
I like what I'm seeing in the readme, I'll play around with this (finally... sorry) and let you know.

Even if I don't adopt it 100%, I think probably most of it will go into FIXT as default, the rest as optional. Definitely keeping most of the weapon stats, not sure about critter stats, that will require playtesting.

Thanks for doing this, by the way. Mods of mods (heh) are always fun.
 
The critter stats are optimizations relating to the way Weapon Penetrate works.

They're not strictly needed but the difference is felt earlier in the game when using them.
 
Sduibek said:
Even if I don't adopt it 100%, I think probably most of it will go into FIXT as default, the rest as optional. Definitely keeping most of the weapon stats, not sure about critter stats, that will require playtesting.
It would be nice if there's an installer option to keep the vanilla (aka broken) weapon/ammo/critter stats, at least for "patch only".

BTW, Long Range perk doesn't simply add a flat 40% to hit chance. It actually works a bit more complicate than that. Here's a pseudocode of ToHit calculation in FO2, remove the player PE nerf and scoped range check you'll get how FO1 works. I've written an awfully long list of ToHit calculation formulas of all possible conditions for both FO1&2 and verified them in game, but currently it's in Chinese.

And the penetrate perk only reduces DT by 80% (divided by 5), not ignore it completely.
 
NovaRain said:
Sduibek said:
Even if I don't adopt it 100%, I think probably most of it will go into FIXT as default, the rest as optional. Definitely keeping most of the weapon stats, not sure about critter stats, that will require playtesting.
It would be nice if there's an installer option to keep the vanilla (aka broken) weapon/ammo/critter stats, at least for "patch only".
Why would we keep vanilla stats of the clearly broken ones?

(For example some of the weapons that are clearly inferior)
 
Sduibek said:
Why would we keep vanilla stats of the clearly broken ones?
(For example some of the weapons that are clearly inferior)
Just though the patch only option in FIXT should be more or less like killap's unofficial patch, which doesn't touch most of weapon/ammo/armor even if they're indeed "broken" or unbalanced at the beginning (e.g. AP ammo). But I'm fine if you decide to integrate those changes. Even if there's no option to not install them, guess I can still remove/modify them manually.
 
NovaRain said:
Sduibek said:
Why would we keep vanilla stats of the clearly broken ones?
(For example some of the weapons that are clearly inferior)
Just though the patch only option in FIXT should be more or less like killap's unofficial patch, which doesn't touch most of weapon/ammo/armor even if they're indeed "broken" or unbalanced at the beginning (e.g. AP ammo). But I'm fine if you decide to integrate those changes. Even if there's no option to not install them, guess I can still remove/modify them manually.
Heh. More I'm just wondering why you would want to remove them. Do you like the current setup? If there's people who legitimately think it's fine as-is, then yes for sure I can make it all optional.
 
Sduibek said:
Heh. More I'm just wondering why you would want to remove them. Do you like the current setup? If there's people who legitimately think it's fine as-is, then yes for sure I can make it all optional.
Nope, there are some stuff in vanilla FO1 setup I don't like. But I would like to have only the weapon/armor/critter protos modified by myself in folders, not necessary to have some pre-installed weapon/armor mods in an "unofficial patch" kind of setup. Must admit I got strange opinions for some specific matters.
 
NovaRain said:
Sduibek said:
Heh. More I'm just wondering why you would want to remove them. Do you like the current setup? If there's people who legitimately think it's fine as-is, then yes for sure I can make it all optional.
Nope, there are some stuff in vanilla FO1 setup I don't like. But I would like to have only the weapon/armor/critter protos modified by myself in folders, not necessary to have some pre-installed weapon/armor mods in an "unofficial patch" kind of setup. Must admit I got strange opinions for some specific matters.
Understood, but you do have to understand there's a fatal flaw in this approach -- if you replace protos with your own, it can easily cause crashes when the maps were built using the other protos.
 
Sduibek said:
Understood, but you do have to understand there's a fatal flaw in this approach -- if you replace protos with your own, it can easily cause crashes when the maps were built using the other protos.
I know that, but since in FO1 there are fewer stuff than FO2, I usually only tweak some minor stats like weapon damage or AP cost. Didn't have any unusual crash (reproducible) so far.

Back on topic, I only use some of the changes on armors from dudejo001's patch in my game, since I'm not too fond of giving so many weapons the penetrate perk.
 
Yeah, nothing in FO1's damage situation is truly fixable without engine change (things like YAAM etc), because all of the ammo modifiers are ignored. I don't know how people have written that different ammos make a difference; they don't. Unless the game isn't reporting differences, I did extensive testing and the calculated damage and ToHit% are identical across all weapons using all ammos. It just takes the raw damage figure (e.g. 5-12 x #rounds) and applies to the target's DR and DT and AC, that's all.

Quite a shame, really. I'm amazed no one ever noticed this during beta testing.

Per's guide says they make a difference but I tried hard for many hours to reproduce this and I couldn't. I found no difference between any ammos, all the ammo mod fields are ignored by the game.

It's actually pretty easy to test. Change an item to a flat damage (say 100-100) and single shot, then equip one of them with AP and the other with JHP. Stand the exact same distance from a target and switch weapons. ToHit% won't change and you'll do the same damage with either weapon.

EDIT: The only possibility I see is that there IS a ToHit% change, but it's not displayed when targeting the enemy (which of course is total bullshit, I have no idea why they'd do it that way) but I need more testing to confirm that.
 
NovaRain said:
Sduibek said:
Understood, but you do have to understand there's a fatal flaw in this approach -- if you replace protos with your own, it can easily cause crashes when the maps were built using the other protos.
I know that, but since in FO1 there are fewer stuff than FO2, I usually only tweak some minor stats like weapon damage or AP cost. Didn't have any unusual crash (reproducible) so far.

Back on topic, I only use some of the changes on armors from dudejo001's patch in my game, since I'm not too fond of giving so many weapons the penetrate perk.

Which armor changes are you using, exactly?
 
I was doing some testing last night and its appears AP ammo may have a lower chance to hit that's not reflected in the percentage when targeting enemies. ... I can remove this apparently reduction, but I can't seem to reverse it. I can't seem to make it hit more often than JHP.

So, long story short, the best I can do, if this undocumented chance to hit modifier isn't just my imagination, is make AP the same as JHP. Le sigh.

TLDR: Ammo damage modifiers are always ignored, tohit modifier seems to only work as a reduction but not as a bonus.

I guess we could just swap the files, giving AP a higher chance to hit than JHP.
 
dudejo001 said:
So, if I understand correctly, the only functional stat on ammunition types is the AC mod?
From what I can tell, yes. But your ToHit displayed in game is indentical, currently it's only a theory based on firing 10 times per round over and over with different ACmod values and observing the % hits.
 
@dudejo001, Have your files changed at all since your last upload? I want to make sure I have the newest version.
 
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@Sduibek
The files are still the same since last time. For now, I'm waiting for feedback before working on them further.
 
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