Bonus value for critters HP

Mulligun

Still Mildly Glowing
Hello:-)

What are "HP Bonus" or "Extra Hp" values for critters in critters editors like Fallout mapper build-in proto editor or Cubik's Critter Proto Editor? Why do some critters have negative values?

thx. for help:-)
 
HP is based on the endurance attribute. Sometimes, because of this, critters are getting a very high or very low amount of hit points. You can adjust this with the bonus value.

Take the rats, as example. Originally, they have around 16 hitpoints. Not really tough enemies, but in a pack that's a little too much for a "young" player. Now due to the hit point modifier, the rats are down to 6 hit points, which is a lot easier to handle. In reverse, some critters are too weak, so they are getting a bonus on their hit points.

The "bonus function" also exist for any other character stat (the slaver has a too low small guns skill? Simply add +30% to it and be done).
 
Not that I know. I wouldn't even know why this would be needed for the pc.
 
I'm afraid i can't fully understand Your answer:-(
You said "HP is based on the endurance attribute" ok i got it, but how & when that stat can change for just as stupied critter like a rat? Is't it constant? And what You mean "in a pack"?
 
Mulligun said:
I'm afraid i can't fully understand Your answer:-(
You said "HP is based on the endurance attribute" ok i got it, but how & when that stat can change for just as stupied critter like a rat? Is't it constant? And what You mean "in a pack"?

"In a pack" is when there is a group of rats, together.
 
Lexx said:
Not that I know. I wouldn't even know why this would be needed for the pc.

Well that would have helped me years ago :p

I had started a mod for Fallout 2 designed to make it significantly harder, and wanted to nerf the barter skill, among others, making the player start the game with a negative %. Couldn't do that, dropped the mod.
 
Well, you could try to reduced the player skill on game start via script. Then you won't see the change while character creation, but after that.

Now with Sfall, you could also change the skill calculation formular. So if the first thing doesn't work, this one should.

Mulligun said:
I'm afraid i can't fully understand Your answer:-(
You said "HP is based on the endurance attribute" ok i got it, but how & when that stat can change for just as stupied critter like a rat? Is't it constant? And what You mean "in a pack"?

The hit points are automatically calculated from the critter attributes. The bonus value is there, so you can adjust the calculated value as you wish. In example, you can give Frank Horrigan 999hp, even though based on his attributes, he should never be able to get 999hp. It's like a cheat.
 
So, as i understand the formula is:

All the extra hp stats gained in game (NPC levels up, points from skills, endurance, strength etc.) are applied (possibly added) to base (normal) hp value and in the next step "HP bonus" value is added/subtracted to receive a total hp we can see using "awarnes" perk.

Am i rirght?
 
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