Dirty Smuggler said:
There are only two threads about this project on here, but there seems to be a lot more happening with it behind the curtains. Is there any place we can keep tabs on this progress. Do you make use of your own mod specific website or forum or something like that?
Yes, alot is happening behind the curtains as you phrased it. Of course, it's the holidays right now, so not much is happening right at this time. Right now the only place to keep tabs on the project is this thread. As the project develops further, there may be better support from the forums for the project, such as a sub forum dedicated to the F3C.
boundrose said:
Found a bug in Andale:
When i enter the city and go to old Harris house he starts to flee when he sees me and if i try to talk with him i got a "...is fleeing".
Same with other Andale citizens except that i can talk with them if i catch them and press E. Then they stop and normally talk with me.
Edit: driven by a hunch i loaded a saved game and remove my power armour before talking. All is normal. Interresting
Thanks for pointing this out, it may be a vanilla bug but I've placed it on the known issues to-do (fix) list. My guess it has something to do with the combat style behaviors. I don't know yet if the future F3C's AI-hack could fix this or not.
JayTheGay said:
1. about doctors curing rads - the more advanced ones, from high-tech places, should be able to. hard to imagine a vault with a doctor who cant remove your rads, for example.
2. i also agree that PA should still give you a more classic ST bonus. or at least somethign like "if you suck at ST, PA will raise it to 5, but if you already have 5 or more, you will get the regular boost of 1 or 2 depending on how advanced your model of PA is"
Fallout's Power Armor is essentially the same thing as the
US military's powered exoskeleton project, which is progressing very well. The exoskeleton mechanics which primarily use aerodralics (versus hydraulics) because of the capacity to control speed, acceleration, and intensity better and more rapidly than hydraulics. The systems don't enhance the strength of the user, they replace the strength of the user. An elderly man with arthritis will have the same strength using the system as a fit and healthy 20 yr old man because the system can be gauged to respond to different meters of strength input. Proper training then, as represented by the perk, could then illustrate a slight strength difference for the player. (As in, getting 1 or 2 more ST with training versus without.) The only thing that makes reflecting this accurately a difficult task in fallout, is the stats are capped at an absolute of 10. However, I can see your concern and the validity of your suggestion. Improvements beyond 10 could be emulated with further enhancement of weight reduction while worn, and increase of unarmed and melee damage.
JayTheGay said:
wonder why the F they leave stuff out, to make the game even MORE arcade and boring?
My guess is it's for future DLC. The next release of F3C is not going to touch any of the vanilla items, but replace them with F3C-unique ones instead in order to avoid conflicts and make compatibility for DLC and 3rd party content easy and simple.
Dirty Smuggler said:
I think it may benefit the popularity of your mod greatly if you made it optional.
Action Points are used to represent the differences between a skilled and dextrous shooter, versus a slow-witted person with butterfingers. If a way is discovered to alter the time scales for the firing animations for just the actor shooting the weapon, then that method will be opted for instead of AP. But for now, AP is staying.
JayTheGay said:
edit: another idea from me, dont know if you alredy mentioned it:
lazer and palsma critical deaths look very very poor in vanilla, if not to say they are epic fail.
the guy/creature you ciritcally killed turns into a green/red ghost, and then melts. nevermind them melting, but turning into a glowing ghost because u have been shot into the face by a lazer?
plasma death of that style would rule if the dying creature still kept its opacity, so you would see his flesh turn to green goo.
but the way it is in vanilla made me completelly refuse nrg weapons just for sake of normal death animations.
how about making lazer ciritcally cut off your limbs on death or shoot through you, and plasma set you on fire, or set only the damaged limb on green, intense fire, or do whatever else, but not turn u into a glowing ghost?
Critical hits are going to be a little different. Partly because of how weapons do damage differently than in vanilla. What's different I've already stated in a previous post, but another thing that's different is it allows F3C to check WHERE the attack hit, and check for armor presence, and modify critical damage and the death animation based on that. One simple example is when using high velocity rifle rounds, such as the 7.62 NATO, an impact against a (human) unprotected skull will simply cause the skull to explode rather violently. This is because of the inertial physics behind kinetic energy. Against soft tissue, such as a limb or the chest, the round would simply pass through the body - causing significant damage, but it would pass through. The skull however, is hard and resists the energy from the bullet. Because of the energy from the high velocity rifle bullet being far greater than the energy the skull can absorb, the skull shatters and expands - it explodes. Which means yes, helmets will have added benefits.