Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

An exoskeleton doesn't add to the wearer's strength, it -replaces- the wearer's strength. This is because the exoskeleton is many MANY times stronger than the person is, and therefore any strength applied by the person is neglible compared to the exoskeleton's. This also means an elderly man with bad hips using an exoskeleton can apply just as much force to an object as a heavy-weight boxer using an exoskeleton.
 
Thats true, I never thought of it that way. It is more realistic then to implement it as it is currently.

But you COULD make it like it is in the first two right?
 
I don't know if anyone else is having this problem, but when I look up at the sky, It's like a cluster of textures have taken over the sky. When I disable the mod, the sky goes back to normal. It's weird. I'll send a screenshot when I get home.
 
OMFG dubby you must check this out:

http://fallout3nexus.com/downloads/file.php?id=3029

the guy says that for a credit everyone may include that mod in their own mod..and the models are really good! omfg omfg omfg! an axe! ENFIELD! G36! weird gauss" classic plasma! light support weapon! classic lazer pistol/rifle! ALL THOSE AWSOME WEAPONS!

..can you include all of that stuff? :D
 
question:

Dubby, any thoughts on implementing Critical Failures?
Self-damage, damage/jam/drop weapon and all that cool yet sorely missed stuff?
 
Dubby said:
An exoskeleton doesn't add to the wearer's strength, it -replaces- the wearer's strength. This is because the exoskeleton is many MANY times stronger than the person is, and therefore any strength applied by the person is neglible compared to the exoskeleton's. This also means an elderly man with bad hips using an exoskeleton can apply just as much force to an object as a heavy-weight boxer using an exoskeleton.

When speaking of an exoskeleton that increases the user's strength many times over, that explanation makes sense, but when speaking of power armor, I don't believe that it does. Power armor is not many times stronger than the person is, and by your own design implementation, some characters will gain nothing from power armor, and in fact may be able to exert more force than the exoskeleton itself, at least from a load bearing perspective.

Seems to me that the only way that design makes sense is to claim that the suit of armor weighs an extremely large amount, and can only support a couple hundred more pounds on top of its already heavy weight (2000 lbs or some such?), such that the strength of the human wouldn't even be a factor. Of course, if its done that way, some characters should actually lose strength.

Personally, I would argue that a society advanced enough to create a powered exoskeleton would be smart enough to use carbon fiber or some other light weight material to do so.
 
bubba0216 said:
Dubby said:
An exoskeleton doesn't add to the wearer's strength, it -replaces- the wearer's strength. This is because the exoskeleton is many MANY times stronger than the person is, and therefore any strength applied by the person is neglible compared to the exoskeleton's. This also means an elderly man with bad hips using an exoskeleton can apply just as much force to an object as a heavy-weight boxer using an exoskeleton.

When speaking of an exoskeleton that increases the user's strength many times over, that explanation makes sense, but when speaking of power armor, I don't believe that it does. Power armor is not many times stronger than the person is, and by your own design implementation, some characters will gain nothing from power armor, and in fact may be able to exert more force than the exoskeleton itself, at least from a load bearing perspective.

Seems to me that the only way that design makes sense is to claim that the suit of armor weighs an extremely large amount, and can only support a couple hundred more pounds on top of its already heavy weight (2000 lbs or some such?), such that the strength of the human wouldn't even be a factor. Of course, if its done that way, some characters should actually lose strength.

Personally, I would argue that a society advanced enough to create a powered exoskeleton would be smart enough to use carbon fiber or some other light weight material to do so.

Well, I though that an exoskeleton would reinforce the wearers strength and Dubby said that since it is many times stronger than any human the variation in strength in the wearer would count. But then to make things realistic the exoskeleton should increase str by about 30-40 not only 2 or 3, then if your character has 5 or 8 base strength it will not matter much. Think about the difference in effect power armor would have on the use of sledgehammers.

Also, the idea in using exoskeleton is in part for the wearer to be able to carry much more weight in armor, so it makes sense for the armor to weight 2000 pounds, but then the armor should weight so much that nobody would be able to carry it. Anyway think that the only way to make realistic power armor is to modify the special system so to make a possibility to have more than 10 str.
 
About the mod

I have installed and played the mod for about 1 hour. Of course, I need to play more to pass a decent judgment, but my impression is that the mod basically makes the game harder.

Combat is faster and deadlier, it depends on your reflexes more than in vanilla. Since RPG means that the character skill should matter in combat and not the player skill, then I got the impression that this game is more like a hard FPS with RPG elements, while F3 is an easy FPS with RPG elements. Leveling is very slow in this mod, I got the impression that it is even slower than in other pacing mods.
 
Yazman said:
Thats true, I never thought of it that way. It is more realistic then to implement it as it is currently.

But you COULD make it like it is in the first two right?

Yes, I COULD make it like it is in the first two. However, given the discussion on power armor's 'proper' effects, a line may need to be drawn -or- at least give the user an option of which version of the power armor replacement to install. One would increase strength as just a number, like in the first two. Another would increase strength to a set number, regardless of actual strength. And another would raise strength to 10 arbitrarily, and imply a scripted bonus to carry weight and melee damage based on your own strength & the suit's strength to 'emulate' the effect of an actual exoskeleton.

zag said:
question:

Dubby, any thoughts on implementing Critical Failures?
Self-damage, damage/jam/drop weapon and all that cool yet sorely missed stuff?

Yes, but only once FOSE is able to determine who the attacker (shooter) is. For now, critical hits don't even occur. This is a requirement of the damage changes, because for the equations to function *properly* they must replace the critical effect on all weapons. This is because the script function "GetHitLocation" will only operate in two cases. One, inside a perk; and two, inside the critical-hit-effect-script of a weapon.

Once I can get who the attacker is, then I can implement critical success AND critical failure.

Danilh said:
Question:

Dynamites?

Yes, I have plans for a new skilltype called "Chemistry" that allows creation of numerous useful (and oft interesting) compounds and substances. 'Chemistry' will be very useful with 'Explosives'.

José Cruz said:
I have installed and played the mod for about 1 hour. Of course, I need to play more to pass a decent judgment, but my impression is that the mod basically makes the game harder.

Combat is faster and deadlier, it depends on your reflexes more than in vanilla. Since RPG means that the character skill should matter in combat and not the player skill, then I got the impression that this game is more like a hard FPS with RPG elements, while F3 is an easy FPS with RPG elements. Leveling is very slow in this mod, I got the impression that it is even slower than in other pacing mods.

The currently available version of F3C is an old beta version, released last year before christmas. The new version is sadly still being worked on.

--------------------------------

JayTheGay said:
OMFG dubby you must check this out:

http://fallout3nexus.com/downloads/file.php?id=3029

the guy says that for a credit everyone may include that mod in their own mod..and the models are really good! omfg omfg omfg! an axe! ENFIELD! G36! weird gauss" classic plasma! light support weapon! classic lazer pistol/rifle! ALL THOSE AWSOME WEAPONS!

..can you include all of that stuff? :D

Wow, that's alot of meshes. Definately something I can use, that's for sure. Thanks for pointing this out.
 
That model looks ok from a distance but pretty poor up close.. very blocky.

**on second thought I think it might just need a better texture.
 
Yes this texture DOES make it look blocky. I did a quick and dirty here. and will be modifying the texture with more detail and taking out some mishaps. I will be adding a worn rusted texture.
 
I'm almost done with the damage formulas, and I need to know something from you all.

How important are critical hits? Right now, with these formulas, critical hits do not exist (and cannot exist). This should change in time, when FOSE gets more advanced. There is also no other way to manage these formulas, they MUST replace the critical-hit effect scripts on the weapons in order to work.
 
Critical hits are vital for a diverse combat. Without it, there 's no hope for finishing an uber tough opponent quicker and perhaps before he finishes off you - the whole excitement is gone. Combat would be just watching how the enemies health bar drops down gradually - teh boringz.
 
Dubby said:
I'm almost done with the damage formulas, and I need to know something from you all.

How important are critical hits? Right now, with these formulas, critical hits do not exist (and cannot exist). This should change in time, when FOSE gets more advanced. There is also no other way to manage these formulas, they MUST replace the critical-hit effect scripts on the weapons in order to work.

Dubby cant u make a simple critical dmg simulation i.e
formula = dmg x d = dmg

d would be determine by a simple randome script which would pick one of 10 numbers values from 0-3 would be 2 and from 4-9 would be 1 so if player wouldnt have critical d = 1 and if critical d =2 eventualy with critical perk warient of randome script numbers would be reduce to 7 insted of 10

that way u can have 2 types of dmg in sigle formula
 
Critical hits and the associated gore is one of the "pure fun" things in Fallout.. take them away and you're taking a pretty big risk imo. Only do it if you're absolutely sure they will be back and not relegated to the back burner for all time.
 
Back
Top