Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

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.
 
Dubby said:
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.

wow, i didnt know that, thanks. so the critical hits rely on the weapon and the perks, not the stats of the character? a character with Luck = 2 has the same critical chance with a rocket launcher that he would have if he had Luck = 10?

then whats the point of designing a character? all you need to do is collect the right items.
 
Yazman said:
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.

I came up with a way to add critical hits but only for the player. In order to give them to everyone else, I need to be able to determine who the attacker is - which currently is not possible.

As for the gore, that's actually scripted. Infact, it is likely you wouldn't be able to tell the difference, other than the fact that the degree of injury(gore) would be based on the damage to that body part. And bloody mess of course, being a unique trait just for the player, should also still work just fine.

zag said:
Dubby said:
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.

wow, i didnt know that, thanks. so the critical hits rely on the weapon and the perks, not the stats of the character? a character with Luck = 2 has the same critical chance with a rocket launcher that he would have if he had Luck = 10?

then whats the point of designing a character? all you need to do is collect the right items.

Critical %[percent] is actually an actor value, if I remember correctly, that gets modified by various perks and what not. It's based on the luck stat. Weapons have a critical % multiplier that can reduce the critical chance to 0%[always], raise it by 50%, double it, or increase it to 100%[always] chance. Right now, damage calculations are performed inside the critical hit effect's script slot, which is required because the script needs to be able to use GetHitLocation, which won't function properly unless it is processed in the same block as the weapon attack. Enchantment effects on a weapon are processed *after* the weapon attack is processed, so that function fails to work there. Effects on perks that alter the damage are also processed during the weapon attack 'block', which is primarily where GetHitLocation is used.

Like I said, I can make critical hits work but only if the target of that attack isn't the player. In other words, if the player attacks a raider, then that damage calculation would use a critical hit formula. Of course, if the raider attacked a deathclaw, then the raider's damage calc would use the same critical hit formula -too-. Of course if either of those enemies attacked the player, neither of their attacks would use the critical hit formula.

There may be a few ways to "trick" the script into only doing this for the player's attacks, but there is no garuntee of reliability. This is because the only way this would work would be to check if the target of the damage was NOT the player, and use the crit formula if that is true. The values in the formula would be based off of globals. Not a very clean solution, and I'm not fond of it either, but if criticals are that imperitive than this is the best solution I can offer right now.
 
thanks dubby for clearing this out, and for all your hard work.

sure, a player who can score criticals but is immune to criticals himelf is better than no criticals at all.
don't forget the critical misses! adds much fun and realism IMO.
 
would it be possible to implement criticals in a way that they hit a critical spot on the body/head instead of just impacting on the place all the non-crit bullets hit?

For instance;

A raider shoots the PC non-critically in the head; it hits one of his ears.
The PC responds in kind, and critically hits the raider in the head; It hits his face/eyes

I think that would both emulate the original PnP idea of critical attacks, as well as retain the "randomness" fun with critical hits.
 
Yeah, but I was hoping to wait to do that until I could determine the reference of the shooter, their location, and then triangulate where on the bodypart the victim is -actually- shot at... which would let me determine if they were (likely) hit in the ear from the front, thus grazing, or hit from the side, thus being a headshot and probably fatal.
 
Dubby said:
Yeah, but I was hoping to wait to do that until I could determine the reference of the shooter, their location, and then triangulate where on the bodypart the victim is -actually- shot at... which would let me determine if they were (likely) hit in the ear from the front, thus grazing, or hit from the side, thus being a headshot and probably fatal.

This sounds like it's getting awfully far away from the RPG nature of the series and turning it into even more of an FPS
 
Spoonfeed said:
would it be possible to implement criticals in a way that they hit a critical spot on the body/head instead of just impacting on the place all the non-crit bullets hit?

For instance;

A raider shoots the PC non-critically in the head; it hits one of his ears.
The PC responds in kind, and critically hits the raider in the head; It hits his face/eyes

I think that would both emulate the original PnP idea of critical attacks, as well as retain the "randomness" fun with critical hits.

I think the Critical hit chance should represent a solid head shot compared to a grazing blow. I think massive coding and modeling would have to be done to represent critical points for critical shots. You have the brain, heart, spine, kidneys, spleen, joints, solar plexus, right testicle, left testicle etc etc etc to represent. Using criticals can eleviate the pain of coding each critcal point.

However, I think critcal damage should improve level by level instead of staying static, which could represent a character's understanding of combat.

Don't get me wrong, I would love to see this. But Critical Hits have it covered and are important to the game.
 
I think it's best left up to a die roll based on luck and skill, the player's ability to aim in realtime should have nothing to do with it.

In fact, I'd be happy with removing all modular limb damage from realtime combat, if VATS is considered the equivalent of a targeted shot.
 
bhlaab said:
Dubby said:
Yeah, but I was hoping to wait to do that until I could determine the reference of the shooter, their location, and then triangulate where on the bodypart the victim is -actually- shot at... which would let me determine if they were (likely) hit in the ear from the front, thus grazing, or hit from the side, thus being a headshot and probably fatal.

This sounds like it's getting awfully far away from the RPG nature of the series and turning it into even more of an FPS

why?

you can hit people in the ear or in the eye in VATS as well, you know? you of course cant aim for the eyes, because, like the signature of one of the gyus here says, bethesda should die from sexually transmitted diseases, but the bullet still will most likelly NOT hit the eye if you aim from BEHIND your victim. so it still makes sence.

but yeah, i agree that realtime skill should be neglected, and focus on VATS instead
 
so I downloaded this mod and it's working perfectly thanks...
but I think the difficulty is stuck to hard mode or insane mode.
Cuz I just got shot by a simple hunting rifle and I almost died instantly.

I know the mod will make it more realistic and will do some other stuff too but I just honestly believe even if adjust the Difficulty mode to easy, my character still die by just one shot or two.

THANKS GUYS......
 
bhlaab said:
Dubby said:
Yeah, but I was hoping to wait to do that until I could determine the reference of the shooter, their location, and then triangulate where on the bodypart the victim is -actually- shot at... which would let me determine if they were (likely) hit in the ear from the front, thus grazing, or hit from the side, thus being a headshot and probably fatal.

This sounds like it's getting awfully far away from the RPG nature of the series and turning it into even more of an FPS

I was actually refering mainly to shots made in VATS..

Also, Along with the Weapon-mods mod. which looks really awesome, for that jagged alliance feel, I was wondering if MMM3, or MMM3 Increased spawns will be added; http://www.fallout3nexus.com/downloads/file.php?id=3211

Or if it is compatible, hadn't had time to test it yet in conjunction with F3C.
 
JayTheGay said:
dubby, sorry for now-tripple posting, but you MUST check this out!

http://fallout3nexus.com/downloads/file.php?id=3388

most awsome weapon modding stuff i ever seen!
can you include something like this?

How do they apply the weapon attachment in nifskope?

Edit: I'm building a "hitech" scope for the F3C laser rifle and I would like to know how to parent attachments to weapons in nifskope.

BTW: Is there a lead Artist for this project?
 
chipk said:
BTW: Is there a lead Artist for this project?

No there isn't, well, not yet anyways. I have artistic background myself, so at the very least I act as an advisor... but you already knew that. :wink:
 
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