Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

Discussion in 'Fallout 3 and New Vegas Modding' started by Dubby, Nov 20, 2008.

  1. bhlaab

    bhlaab Where'd That 6th Toe Come From?

    463
    Oct 30, 2008
    Yeah, I have. Not very far out, but far enough for traits to kick in, etc.

    EDIT you know what, I'm sorry, I forgot again about the distinction between in combat and out of combat. I've just been firing off a bunch of shots into the open air and wondering why nothing's happening. That's pretty confusing, tbh. Can't there be the same restrictions outside of combat?

    Equipping melee items not costing AP still not fixed, however.
     
  2. boundrose

    boundrose First time out of the vault

    37
    Oct 10, 2008
    It doesn't matter pretty much as long as further levels need MUCH MUCH more exp than low levels. This way you can advance a few basic level pretty quickly but then you need more and more exp for higher levels. Just like in old Fallouts.
     
  3. mrowa

    mrowa Still Mildly Glowing

    247
    Nov 22, 2008
    My point was that its a bit to high from the 2 version back which was to low i know its looks like im bitching ^^
    But considering that u get power armor fast lets say on 5-6 lvl ( with perk to use it) u can advence in lvl pretty quick then compeering lvling from 2-6 getting lvls 7-10 is a lot faster than 2-6 so that is my point ( this was tested on killing raiders only no quests and no discovering location exept 5 raiders camps= 500 exp)
     
  4. Dubby

    Dubby Where'd That 6th Toe Come From?

    445
    Nov 6, 2008
    Yeah but that requires FOSE, which isn't ready yet.

    How much more? While I haven't cracked the exact XP formula, I do know how it basically works, and how to adjust it in the way you're describing.

    Actually I'm planning on a change to power armor mechanics. You will no longer require training to equip power armor, but getting the training will considerably improve your effectiveness at wearing it. Power armor will also (through scripts) apply the strength bonus correctly, raising it to a certain number regardless, rather than just giving you +n strength.
     
  5. mrowa

    mrowa Still Mildly Glowing

    247
    Nov 22, 2008
    Maybe make lvls of this perk each will give +1/3 of actual bonus and maybe make them cost lots of money ( because after 10 lvl or a bit lower u will have nothing to spend money for and make them useless) and give lvl requirement and to make even harder each lvl of this perk can be learned from different paladins scatter around.
    As for str bonus i dont get it so if i got 8 str and power armour adds +4 str but only up to 8 str this make it worthless, especially for melee chars
    But if u really wanna add this take in consider cha penalty and script it the same as str.
    And almost the last one maybe add some little bonus when wearing power armour set like tesla armor + tesla helm
    Last one if u make training perks/traits add them to companions since they are great carrying mules with power armor :D
     
  6. quetzilla

    quetzilla First time out of the vault

    70
    Jul 7, 2007
    Erm, didn't the originals just give +X to STR?

    Anyway, if you want to do it like that you don't need scripts, just set up some CTDAs so its like:

    EFID IncStr
    EFIT mag 2
    CTDA getav STR = 8

    and so on, which would make it just give you 10 str. Just tweak the numbers to make it set str to whatever you want it to be.
     
  7. Dubby

    Dubby Where'd That 6th Toe Come From?

    445
    Nov 6, 2008
    Ah, good idea! That should simplify it quite a bit. I hope CTDA's are well supported in the GECK. Since you seem to be the expert on them, would you be interested in joining the F3C team? The project is going back into full-swing now, and there's a lot of catching up to do.
     
  8. Frederic

    Frederic First time out of the vault

    43
    Dec 4, 2008
    You know, i have some level designing experience, not specific to Oblivion but if the basics of the editor are simple, i could help out.
    I'm thinking about doing a DC vault-city.
    Maybe vault 76? :o
     
  9. Limbabnees

    Limbabnees Still Mildly Glowing

    243
    Jun 17, 2007
    Dont know if it's already be mentioned.

    Would be a good thing (like all Fallouts) to get experience point for stealing too (from NPG, not stuff in red lying around).
    Based on attribute weight or size.
     
  10. bhlaab

    bhlaab Where'd That 6th Toe Come From?

    463
    Oct 30, 2008
    I agree, but it should be a really really small amount. 1 xp, even.
     
  11. Necro-

    Necro- It Wandered In From the Wastes

    145
    Nov 10, 2008
    i think for xp the simplest and best way is to lower the amount u get for doing things rather than raising the xp per level.

    now sure of course your going to have to raise to xp per level but lowering say xp form lockpicking from say 50 for a hard to 10 or something will go a LONG way to slowing down fast leveling
     
  12. mrowa

    mrowa Still Mildly Glowing

    247
    Nov 22, 2008
    My last very hard lock was 15 xp :P
     
  13. co0ki3

    co0ki3 First time out of the vault

    8
    Nov 24, 2008
    I would <3 to see in F3C similar idea to this :

    http://www.fallout3nexus.com/downloads/file.php?id=834

    combined with

    http://www.fallout3nexus.com/downloads/file.php?id=1119

    It actualy fix the damn usless medicine skill - no more "magic beds" that heal all your wounds in matter of 1h, also fixin "o hai, did u lose sight ? Just stick a stimpack in your eye and all will be allllriteee!" thingy.

    To patch-up a crippled limb u need at last 30 med skill (would love to see 30 - can patch arms only/ 45 - +legs / 55 - +torso / 60 - +head). Witch separte ESP crippling effect become more often to see - at last 1/2 times per "dungeon". It also forcing player to buy medicine - making barter skill more usfull then before. Using HoT (heal over time) effect insted instant on stimpaks makes game even more realistic.

    Similar idea about fixin repair after GECK comes out - Repair kit allowing player not only to repair armour/weapons - but modding them with scopes/acc upgrades/laser pointers/silecers/extended mag packs/commbined mags lowering relod time etc. and camo packs/upraged armour - parts providing better protection for X part of body (need crippling effects similar to RI_Real Injuries).
     
  14. Frederic

    Frederic First time out of the vault

    43
    Dec 4, 2008
    Ok, i just started a new game using energy weapons and i must say they need a huge buff.The rareness of those for a good part of the game and the feeble amount of damage they do compared to the recently buffed small guns makes them worthless.
     
  15. Dubby

    Dubby Where'd That 6th Toe Come From?

    445
    Nov 6, 2008
    Energy Weapons are -special-. Conventional weapons just do... flat damage that is calculated against your damage resistance (armor!). Energy Weapons *don't* do this. They rely on a seperate, unique defense statistic that is -ONLY- present on high quality armors and a few... rare and powerful creatures (deathclaws for instance). The other advantage of Energy Weapons? There's two. First, laser weapons are incredibly accurate - far more than any (*any*) weapon in Small Guns. Their second advantage is if you advance far enough in the game, you'll encounter Enclave troopers with Magneto Laser Guns. Normal Laser weapons have a slight give in their accuracy - difficult to notice, but it's there. Magneto laser weapons have perfect accuracy. You can easily snipe with an unscoped laser weapon just because of how accurate the beam is. Second, PLASMA weapons. Plasma weapons are beefy, AP hungry, somewhat inaccurate, and monstrously devastating against opponents that lack large quantities of energy resistance. *especially* A3-21's Plasma Rifle. (Complete the "Replicated Man" quest with your speech skill after uncovering all the clues and he gives you his plasma rifle.) Right now, that plasma rifle is the best energy weapon in the game.

    Okay, my rant is over. Lol.

    ON A SIDE NOTE... I need help with flamethrower fx textures. I've re-engineered flamethrowers (no this isn't public yet) to create a finer, longer reaching channel of fuel that splatters over enemies and surfaces causing widespread collateral damage. And yes, it's kind of easy to kill yourself accidently if you get carried away. If you know how to make SPELL EFFECT GRAPHICS (like ones for oblivion) then please pm me as I could really use your help.
     
  16. Necro-

    Necro- It Wandered In From the Wastes

    145
    Nov 10, 2008
    i think beds should heal you but not fix any cripples, just pure HP
     
  17. chipk

    chipk It Wandered In From the Wastes

    109
    Nov 15, 2008
    Yeah, That's why I would like the doctor's bag put back into the game. Both Doctor's bag and 1st aid kit. I would imagine heavy stimpack use would lead to addiction or some crippling effect.

    I also remember fallout tactics had a limitation on how much first aid you can recieve before neeeding to heal by resting.
     
  18. bhlaab

    bhlaab Where'd That 6th Toe Come From?

    463
    Oct 30, 2008
    I think bring back the Doctor skill abilities, but keep it jammed into "Medicine". I never saw the point of having both, the first aid skill was useless.

    Is there a way to make it so the status screen rolls a dice for medicine and doesnt use a stimpack
     
  19. Ravager69

    Ravager69 Sonny, I Watched the Vault Bein' Built!

    Dec 21, 2007
    I'm sorry, but I don't have the time to chew through the whole 15-page thread, so I apologize if any of this was mentioned here before.

    First - block the ability to shoot in real-time. Shooting should come only via VATS. I suppose it would make the game more challenging. Secondly, make Super Mutants and Enclave soldier uber-tough and reduce their overall number, so they won't litter the world.
     
  20. Dubby

    Dubby Where'd That 6th Toe Come From?

    445
    Nov 6, 2008
    VATS is not robust enough to support full gameplay, sorry. :| Super Mutants are an infestation in the DC Wasteland, so... they really can't be trimmed down. The Enclave outposts depend on the respawn timer though, and frankly, in F3C, Enclave troopers are rather difficult.