Fallout 2 Restoration Project (v1.1) Suggestions

Morticia said:
I think there is a hard-coded game engine limitation that makes it impossible to have more than 5 party members (and the Car makes 6 as it is considered an NPC)
...
Has anyone tried the Miria or Davin mod with RP? I'm stupid enough not to see any reason why it wouldn't be compatible, so I will try it once I play through again with Glovz ammo mod.

Party limit is not set by the engine. It is in the individual party NPC scripts. Those scripts check your charisma against how many people are already in your party. A few minor tweaks and this limit can go away. Or, as is the case with the Cult of Personality fix/mod, the limit is ignored if you have a certain perk. So, in my project you can run around with 13 NPCs and the car.

As for the Miria and Davin mods, you can't just add them after the RP and expect it to work. It won't. And no, it won't work if you add those mods first and then add RP. The Miria and Davin mods will not work without some work. Simple fixes, actually, but still work. Add RP first, then make the changes to the Miria mod before adding it to RP. For example, you would have to renumber the new protos for Miria's new levels (both in the file name and inside the file). Next, add those new numbers to the party.txt file. Compare dialog files between RP and Enhanced Miria. There are also a couple other text files to change. The hardest part is integrating Killap's version of mcmiria.int with the version in the Enhanced Miria mod. You would have to add the code that allows for her float messages and her new appearances when she changes armor. I swear, it's not difficult. Heck, I learned how to do it! :)
 
Feel free to insert it into the MEgamod :wink:

Though, if you do, I'd still like a way to turn those on or off. Not everybody would like to play with unlimited party.
 
Elitech said:
Feel free to insert it into the MEgamod :wink:

Though, if you do, I'd still like a way to turn those on or off. Not everybody would like to play with unlimited party.

Enhanced Miria is already in the Megamod. Enhanced Davin is already in the Megamod as well. I have no intention of adding the infinite party members. If you want an army of NPCs following you, then you have to have the Cult of Personality perk.
 
MIB88 ... You just jumped about 100 levels beyond my intellectual capability! So, on second thought, I will heed this advice from an expert modder and NOT try the Miria/Davin mod with RP.

I think the most greatest 'bestest' suggestion would be to base the MIB88 Megamod on the Restoration Project. What killap has created is an awesome work, but he admits he is not a mapper and not even a real modder (though he is now!) I think I remember reading that your Megamod incorporated killap's 'un-official' patch, so take it all the way.

My Barracuda had the idea that all these fantastic Fallout2 projects could be worked on together. That would mean no one person would be the God, but we players would have the very best that all of you Gods have to offer.

Yes, I know. "Good intentions pave the way to Hell" and "No good deed goes unpunished" "Make your wish in one hand and take a dump in the other, then see which is filled up faster"
 
Morticia said:
I think the most greatest 'bestest' suggestion would be to base the MIB88 Megamod on the Restoration Project. What killap has created is an awesome work, but he admits he is not a mapper and not even a real modder (though he is now!) I think I remember reading that your Megamod incorporated killap's 'un-official' patch, so take it all the way.
If I'm not a real modder (I never said this either), then what qualifies as one? :?

I can easily incorporate these mods into the RP, but the reason I won't is because by doing so I would be unable to give you guys the ability to pick and choose which options (mods) you want to play with. The more files a mod alters, the harder it is for me to give you the option to play with it, play without it, or play with it and other mods too. If you guys want to play all these mods together, then the MegaMod is your best choice.
 
Morticia said:
MIB88 ... You just jumped about 100 levels beyond my intellectual capability! So, on second thought, I will heed this advice from an expert modder and NOT try the Miria/Davin mod with RP.

I'm sorry, I wasn't trying to be difficult. I just wanted to point out that it is definitely doable, but it would just take a little work. It might sound complicated, but, if you read a couple tutorials and played around with the modding tools, you would see it really is kinda easy.

Morticia said:
I think the most greatest 'bestest' suggestion would be to base the MIB88 Megamod on the Restoration Project. What killap has created is an awesome work, but he admits he is not a mapper and not even a real modder (though he is now!) I think I remember reading that your Megamod incorporated killap's 'un-official' patch, so take it all the way.

Keep in mind, the Megamod was first created when there was no Restoration project. So, I can't really base the Megamod on Killap's work. At this point, to do that means starting over completely. No way!
But you read correctly: Most of Killap's patch is included. I say most only because there are some situations where his fixes would not apply because of changes from other mods. But, I fully intend to add the Restoration Project to the Megamod. The problem is just timing right now. While I have some time here and there to visit these forums, my modding time is limited. I find that after working long hours in this latest assignment, I don't really feel like modding. I would like to, but, by the time I finish work I am just mentally exhausted. So, I will try to do some modding, but I don't expect to have anything big ready before January or February. But, we'll see.

As for what Killap said above (yes, a true modder), he is actually a much nicer person than me. He gives people choices. Me, I just add the things I want to see, and if people don't like it... tough. They can always choose to not visit that new location I add. Besides, it really is harder to do what he does.
 
Can I make a suggestion that probrably would help the mod?

Make the Laser Pistol become a weapon to be recognised and feared.

Seriously. Even if you have a Leather Jacket, the Laser Pistol is just laughable. Try hitting a normal shot against a highwayman. Yeah, you do 16, 10 damage. With luck. Only aimed shots are really dangerous. It's as if you are being hit by the usual run-out-of-the-mill gun, not a powerful, hi-tech laser weapon. The .233 Pistol is much more powerful than that, you can score really nasty hits even with normal shots. And they're packed by some thugs that go around New Reno. It's ridiculous to think that a gang of stupid thugs could beat the Oh-So-Feared Salvatores. The way it is now... pfff. Salvatores are weaker than the Wrights, which somewhat breaks New Reno. Salvatores should scare people shitless and massacre other mobsters when bored. I can see a player that goes to Sierra Army Deppot not fearing the Salvatores anymore, but it simply does suck to see some n00b who just came to New Reno OWN the Salvatores.
 
Slaughter Manslaught said:
"Make the Laser Pistol become a weapon to be recognised and feared." etc.

Rest of reasoning - see above.

Definitely seconded. Though they shouldn't be too strong, they're still lowest lvl energy weapon... So how much dmg should they do Slaughter Manslaught?
 
Elitech said:
Slaughter Manslaught said:
"Make the Laser Pistol become a weapon to be recognised and feared." etc.

Rest of reasoning - see above.

Definitely seconded. Though they shouldn't be too strong, they're still lowest lvl energy weapon... So how much dmg should they do Slaughter Manslaught?

I was thinking...

The Laser Pistol is about 10-22 damage and that's pretty laughable. A shotgun can do as about as much damage. I think giving the Laser Pistol about 18-35 damage, weaking Laser Resistance (and DT, too) of Leather Armor, Leather Jacket (both should have no resistance to lasers) and Metal Armor (I think about -20% may be enough... 60% and 70% respectively is pretty overkill... 40% and 50% are pretty better, altrough you could make it 50% and 60%, too), increasing Plasma Pistol's damage to 20-40 and MAYBE we could weaken the leather' armors' plasma resistance to 00%. I think this all would do the trick, but I'm hoping for Killap's and other modders' opinions.
 
Yeah, I agree with the above posts. The laser pistols are whispered about in fear in new reno, the townspeople dread thier power. I rember the first time I went to kill the salvators, getting all ready for the fight of my life, in my cheap metal armour.... and getting hit for 5 damage from a laser pistol, and then getting hit for 15 damage from the barkeeps shotgun. I died a little inside. I mean, If the pistols are so feared, that, if memory serves, Mr. Write tells you that one salvatore could kill his whole family with just the pistol. And they failed to kills a mangy little dog with anger management issues.
 
I have a question to ask you: You say the laser pistol is too weak. What about the other laser weapons? Do you feel as though those need to be modified?

Changing weapon damages is easy. You get into a different realm altogether when you decide to also start tinkering with armor resistances/thresholds. You don't want to start messing with armor resistances and such if the other laser weapons are already balanced. The game does not consider resistances to armor based on the exact type of weapon. You cannot have, say, one resistance for laser pistols, and another for the Gatling laser. It's all the same.

Of course, one possibility is to give the Salvatore's a special laser weapon. It could dish out all sorts of damage and make them a formidable foe if/when the player decides to attack them. Upon their deaths, however, said special laser could be destroyed and replaced with the standard laser pistol that the player is used to.
 
Elitech said:
MIB88's suggestion sounds like the simplest solution...

How much work is that?

I probably should say that changing the damage thresholds/resistances is easy... just as easy as changing the amount of damage a weapon gives. It's just harder to maintain balance.

As for how much work to create/destroy the special weapon, that too is very easy. The picture can be the same as the pistol already used. Just need to create a new proto file with the desired stats. A few lines of code to two scripts would have the desired effect of destroying the weapon when the critter dies. Modify a couple of text files. Add the item to the Salvatores' inventory using the mapper. If the stats for the weapon have been reasonably thought through, this whole thing would take... well, if you consider a couple of breaks to surf the internet, and a little time glancing up at the television every now and then, well it might take about an hour and a half. (But it sounds like a lot, doesn't it? :wink: )
 
MIB88 said:
well it might take about an hour and a half. (But it sounds like a lot, doesn't it? :wink: )

lol :lol:

I might try doing that when the RP 1.2 comes out... Though I honestly doubt it.

How bout giving them y2k pistols which convert to laser pistol when they die? Takes that hour from the hour and a half :-)
 
Laser Pistol description states that it is a lower wattage civilian version. So there should be police/military version of the same weapon.
 
yk32 pistols are pulse and not laser.

MIB88 said:
Of course, one possibility is to give the Salvatore's a special laser weapon. It could dish out all sorts of damage and make them a formidable foe if/when the player decides to attack them. Upon their deaths, however, said special laser could be destroyed and replaced with the standard laser pistol that the player is used to.
This sounds like the only way of doing this so the game balance don't get fucked up.
I'm just wondering, if you have the awareness perk, wont you be able to tell it's not the same weapon?

cheers
 
Darek said:
I'm just wondering, if you have the awareness perk, wont you be able to tell it's not the same weapon?

Won't matter as long as it is given the same name and uses the same ammo type. The only potential problem I see is if the weapon is dropped on a critical failure and is picked up by the player. Then the player will have full use of said heavy-duty laser.
 
Morticia said:
Someone added:
"These are bugs in the February 22 release of v1.1. Don't report bugs unless you know you have a proper installation of this release (with all fixes and without any optional mods)."

What fixes?
Sorry, I added that. I had no idea the fixes were included in the Feb 22 installer. It'll be nice when v1.2 comes and all this confusion can go away. =]
Morticia said:
1. There WERE silent updates after 22 February.
I don't think so. Are you sure?
 
Good to see MIB888 opinion about it, I believe you guys can find out a better solution than me to turn Laser Pistols into those evil, mean, tools of laser death.

I have a question to ask you: You say the laser pistol is too weak. What about the other laser weapons? Do you feel as though those need to be modified?

Hmmm... I think they are a bit useless in the end, Gatling Laser could use some more staying power, but assides from that, not really. Laser Rifles are pretty fearsome when you are face-to-face with the Remants of the Master Army on the way to NCR. Not only the guy with the Rocket Launcher can easily tear you apart, the guy with the Laser Rifle shoots two times per turn, and that usually can kill someone in one or two turns. Laser Rifles are mean guns. I remember getting one with the Claim Jumpers on the way to Vault City and then pretty much owning everyone, and it was easy because these fools just ran towards you and THEN started shooting. I tried doing the Laser Rifle trick in Restoration Patch one of those days... TOTAL. EPIC. FAILURE. :lol:

And I think that uping the damage of the Laser Pistol is not so bad. I mean, Sierra Army Depot is just up there and there's a big, heavy, Plasma Rifle just waiting for someone to come and use it to melt people's faces and upgrade it to the killer Turbo Plasma Rifle with Algenon's help. It's not like as if fighting mobsters with a Turbo Plasma Rifle is balanced, anyway... or it is?
 
(She falls to the ground, unconcious, choking to death on her own tongue)

I'm very sorry, killap, and I apologise for writing that you were not really a modder. You made a comment that you were a programmer, first and foremost, and that putting this mod together was a big step into new territory for you. What I meant was that you were something more. Even your un-official patches are really mods, so I hope you can understand what I meant, and not hate me forever.

I twisted your statement into meaning something it didn't. I would rather have another strike for being a fucking idiot instead of offending you, killap.

@Elitech and Slaughter Manslaught,
Laser weapons would never really do as much damage as they do in the game. Leave it alone. Hit me in the eye and I could be blind. Anywhere else would be like a minor burn. "Ouch! Did someone touch me with a cigarette or was my arm just fried off?"

I prefer the Plasma and Pulse weapons that are pure Science Fiction. "Bzzt! = Bye bye asshole!"
 
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