Dravean said:
Yeah, I'd like to see the changes remain a bit more conservative. For instance, is there any evidence that the devs wanted to give the centaurs an attack like the one posted above? If not (and I don't think there is), then I'd rather not have it.
I want Fallout to remain Fallout. I love that you're fixing bugs, and making common sense adjustments to the game-play balance for the better (i.e. making poison and radiation a bit more meaningful). But on the other hand, I get a little concerned when you talk about making changes simply because you think it'd be cool. Like changing all the blue-jean critters to wear all black.
That's my opinion, anyway. This is your mod and of course you're free to do whatever you'd like.
No no I understand, I like feedback. Pixote mentioned about going overboard when he was doing some map work for the FO2 RP, I agree that if one is left alone to mod without feedback, things can go in funny directions.
So, yes, if you think something is ill-advised or stupid, please let me know. Whether it's something discussed
or something already implemented. Feedback is good, in case I go all crazy style and start doing stupid shit
This began as primarily for myself, but ultiamtely it's for the fans, and it wouldn't be very cool if I was the only one that enjoyed it
Ides for my future offshoot mod Fallout FIXT: Survival--
I had some fun ideas for Fallout FIXT: Survival while I was sleeping -- Enemies never flee in combat (ever, applies to all critters), Character has no ambient light at all, Canteen is *required* to prevent dehydration in Desert areas, otherwise you die, Childkiller kicks in after killing 1 child (current it takes 3 for some stupid reason), Steal is checked (with a Sneak check in addition, so a success on either is OK) when using it on someone, so no more freebie look-sees. Anyway just tossing out ideas. It'll be a while before I actually start work on it, but should be fun.
NIGHT VISION FIX?
Along those lines, the only fixes I could come up with for Night Vision will affect %ToHit for both the player and monsters... so I think Night Vision will have to remain broken
Another mod-related question I had earlier in the FIXT thread, moved to this thread now:
KARMA CHANGES IN THE MESSAGE WINDOW
Should I set it up so that any changes to Karma (the Reputation #) are displayed in the message window? Not sure if this would be considered useful, or just a reduction of realism.
MAP CHANGES/FIXES?
Maybe this is a stupid question, but what *map* changes/fixes/updates need to be made?
LISTING ADDICTION EFFECTS
Would it be useful to add the effects of addiction(s) to their description(s)?
For example after the blurb about RadAway addiction, it would list the effect on Radiation Resistance of said addiction.
HIT POINT CHANGES - UNSURE
In one of the most recent versions, Iincreased HP to more realistic and balanced for quite a few critters (50 to 100 maybe??) creatures that had ridiculous hit point values - i'm refering to Peasants and Children for example, which were many times a one-hit-kill or just very unrealistic/unbalanced comparatively and we don't like that. Also certain types of rats, the Crack Assault Paladins, radscorpions, etc.
Nevill said to me that this belongs in Fallout FIXT: Survival, not the normal FIXT. I think he's probably right. Any other thoughts?
Not sure if this one is my fault or from vanilla Fo1; need to follow up with user regarding my most recent crash fixes to see if they helped:
Kelldroth said:
I have just noticed another glitch.
The pipboy button goes black, and can no longer be selected... and will not reappear until I restart the game. Characteristic is independent of saved gamestate.
This is regarding the Weapon Drop Mod, which is included in Fallout FIXT as of .9995:
Sduibek said:
So what was the general verdict on these questions:
1) Drop second hand item slot?
2) Drop armor slot?
3) Drop on KO/Unconscious?
4) Drop on crippled limb?
My current implementation is just the main item (slot #1), but I think adding it to KO and Crippled Arm could be a good idea.
EDIT: I did some digging and I think it'll be best if I check both slot #1 and #2. Check if it's a non-unarmed, non-point-blank-melee weapon, and drop them. Otherwise leave it.