Fallout 2 mod Economy and Combat Rebalance mod

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

  1. Hubal

    Hubal It Wandered In From the Wastes

    186
    Sep 11, 2014
    Just curious. How do you know what Phobos intended?
    Don't get me wrong 30% cut in exp gain is dumb idea and on top of that it's not even working properly.
    It's optional so I don't see a problem here. There should be original version of ECCO mod somewhere so you won't be bothered with ticking/unticking exp cut gain box if that is driving you crazy.
     
    • [Rad] [Rad] x 1
  2. _Pyran_

    _Pyran_ First time out of the vault

    93
    Jan 31, 2017
    Reducing the exp at 30% - experimental and optional addition (added to the request).
    Original Version 0.6.2 has a number of nasty bugs, that are described above (run installer and read info-page)
    30% - according to some, it is considered the optimal variant (You may disagree, and add other options).
     
  3. Sagez

    Sagez It Wandered In From the Wastes

    111
    Oct 29, 2013
    @Hubal - that's true, I can't be sure what his true goal was, but Phobos did develop this mod for a long time and for some reason he didn't tweaked xp in this way. Well, he had a lot of opportunities to do so, but it seems he was busy with more important stuff, like making all skills worthwhile. Like adding new possibilities to the player, making more builds and weapons viable. You also have a point that if it is optional; I just saw changelog and got triggered.

    @_Pyran_ I am sorry. Even if I disagree, it is fine as long as it remains optional. I might check it in the future. Can I make a request too?
     
  4. _Pyran_

    _Pyran_ First time out of the vault

    93
    Jan 31, 2017
    All right :)
    Ready to listen, but don't expect much
     
  5. Doctor Sticks

    Doctor Sticks First time out of the vault

    1
    Jun 15, 2018
    Dear Phobos:

    I have been playing with your mod, and I have to say, it is quite good. The new types of ammo really liven things up, and the new damage formula helps a lot with making AP and JHP ammo useful.
    Your changes to the effects of drugs have also been wonderful, and things like Psycho and Mentats are actually useful in battle.

    Removal of Bonus Rate of Fire was puzzling at first, but it really prevents the player from becoming OP (Which i liked). I have had to rely on party members more (mind you, I use the setting that allows me to control them).

    I made a few changes of my own, as I think there were still some issues with balance. I have done the following:

    Burst size of most weapons reduced - Small Guns that used to burst for 10, now only fire 6 bullets per burst. Miniguns fire 20 (because 40 is just silly), while the HP 90k fires 8 (instead of 12). M60 unchanged.
    Reason: I think burst is OP in Fallout. Big guns can have large bursts, since that is supposed to be the point. But mid-tier small guns (like Assault Rifle) shouldn't be able to one-shot most enemies in the game just by bursting. With 6 bullets, it is a lot more fair.

    Shotgun Slugs damage modifier changed from 4/5 to 1/1 - At 4/5, slugs were totally useless, since Buckshot was +50% extra base damage, with only 4 less ammo penetration. This meant that buckshot was better even against heavier armor, when it is not supposed to be.

    Value of most weapons significantly reduced - While I like what you did with barter, purchasing weapons was almost a non-starter, due to their insane price. I would recommend making them all worth less, which means a lot less loot of the player, but also be able to actually buy a new gun without spending 10K+ cash for something like FN FAL, which is absurd. On a side note, the Barter is skewed a little too much, as even with CAssidy at 80 Barter, I was getting gouged like crazy. I think reducing the prices of guns, combined with a slight increase in modifiers of prices (so your stuff isn't as worthless) should keep things balanced.
    With this, I would also make weapons never explode, since I don't think this mechanic is necessary when guns are not worth as much.


    Otherwise, fantastic work. Really breathed some life into Fallout 2. I hope that any future mods that are made (like the upcoming Sonora) use your sort of reasoning when it comes to balance.

    Cheers.
     
  6. _Pyran_

    _Pyran_ First time out of the vault

    93
    Jan 31, 2017
    Hello.
    Phobos has not supported this mod for a long time.
    What is the mod version? 0.6.2.x or 0.6.3b?
    Trading scheme:
    (a) change the buyer-seller scheme.
    (b) I can offer the previous scheme.
    Destruction of weapons:
    (a) select the required multiplier.
    (b) leave, otherwise the money has nowhere to spend.
    Sonora - is unlikely.
     
  7. Mr.Stalin

    Mr.Stalin Agent of Enclave Modder

    281
    Oct 29, 2015
    Кстати что это за "хрень" ? я когда переделывал бартер ничего такого в скрипте измененного от тебя VS оригинал не увидел.
     
  8. _Pyran_

    _Pyran_ First time out of the vault

    93
    Jan 31, 2017
    Читай лучше, там об этом упоминалось. И ссылка давалась.
    Вот, из readme:
     
    Last edited: Nov 28, 2019