@Battlefieldisfun
Increasing chance of critters to make targeted shots is actually quite easy. AI.txt is what you're looking for, the
called_freq field -
http://falloutmods.wikia.com/wiki/AI.TXT_File_Format .
^^^ One unintended side-effect of that is lots of critters have mediocre % in their combat skill(s), so if you raise Called Shots high enough for everyone, it might result in a lot more misses and moderately more critical misses, which could actually make combat easier in the long run for the player. So it'd be all about finding a nice balance between calling shots and not missing all the time.
But you are correct, many critters are set called_freq so high that they effectively never do called shots, which is a shame.
Regarding ddraw.ini setting for that, I've never changed it so i'm not sure if it's just for player or for all critters as well as player.
I've fucked with the target settings in ddraw, and it looks like it affects all actors in the game, not just the PC. So it seems that setting called_freq=0.125 (also tried 1, 2, etc) means that each critter will always target their shots. However, it appears that they always prefer the torso, even with a lower value than other areas. I set the torso target bonus to negative 100 and booted the game, had a couple of blades gangers attack me with what was supposed to be a called shot every attack. It seemed that even though the torso was the worst of the hit chance (-100 while the rest were set to zero), they still targeted the torso every time, missing every single one of their hits. Is there an option somewhere that allows the critters to more randomly select where to attack? Even though the called_freq was edited in order to make them target shots every time, they still simply used their target to attack the torso and nothing else, effectively not different at all from just standard non-targeted attacking.
After a little more fiddling, I set the right leg target bonus to 400 versus everything else's 0. When I reloaded the game, I had some regulators attack me with 999 health. They critically hit me every time (the scars will make good party talk), about 15 times in a row, leading me to believe they were targeting my leg to great effect, but never breaking it. Is the chance of a limb breaking for the PC dictated by another input perhaps? Is there something that could be edited that would mean a targeted limb breaks every single time it is targeted? Also, if an NOc targets a limb like the leg, does it always say so in the combat log (you were hit in the leg for X points) or will it ONLY mention where you were hit if it cripples you (you were hit in the leg for X points, breaking your leg). I ask because NPCs might be taking targeted shots without any output from the battlelog, making it appear that they aren't when in fact they are.
edit 2: setting BodyHit_Uncalled to -99999 makes you critically miss every time, and the enemies to run away. This is a fine pail of fish.
edit 3: Set bodyhit_torso to -500, with everything else 1000. called_freq set to .00001. every time they would get a hit on me, it was a limb or head. most of the time they would miss, making me think that those misses were targeted shots to the torso, even though in game that is either 0 or -4~~ percent chance to hit. Why would the AI prefer a -4~~% chance over a +1000% one?
edit 4: bodyhit_torso and bodyhit_uncalled both set to -9999. Once again, the guards miss over and over until they hit a limb that isn't the torso. I reset bodyhit_torso to 99 and left uncalled at -99999. upon entering combat, the guards hit me every single time without a message about targeting a specific limb, leading me to believe that in the case where they missed and in the case where they hit, they were targeting the torso the vast majority of the time, regardless of their higher chance to hit other body parts. Where in any of the .ini files can it be edited to even out exactly where they target? Even with the torso made the absolute worst target of them all, they still prefer to aim for it no matter what. I flipped it and made uncalled 99 while making torso -9999, and once again they all critially missed every time, leading me to believe they were targeting the torso with the bodyhit settings instead of just general shooting, and that they were targeting torso the vast majority of the time. In order to make my dream of more broken limbs a reality, there must be a setting to make the NPCs prefer targeting the torso less, that has nothing to do with called_freq or bodyhit. If it's hardcoded, I'm crying in the rain.
How can one edit the combat preferences of critters?
EDIT 5!
Answered my own question by looking at DATA/FIXT/SCRIPTS. There are apparently files for each unique named NPC and general enemy NPCs, all in a .INT script file. Found the following
here:
http://falloutmods.wikia.com/wiki/Fallout_1_and_Fallout_2_scripting_-_commands,_reference,_tutorials
attack_complex void Combat
who (ObjectPtr)
called_shot (int)
num_attacks (int)
bonus (int)
min_damage (int)
max_damage (int)
attacker_results (int)
target_results (int)
Causes the current object (self – must be a critter) to attempt to attack a critter (who) with various parameters modifying the combat:
called_shot – 0/1/specific means none/random/specific (head, torso, etc.)
num_attacks – the # of extra attacks the self object gets before the target
bonus – the bonus to hit the target on the first turn only
min_damage – the minimum damage that will be done the first attack
max_damage – the maximum damage that will be done the first attack
attacker_results – what state the attacker ends in after the first attack
target_results – what state the target ends in after the first attack
So apparently, in order to get NPC targeting to behave randomly, the script of each character/type must be edited. I tried downloading the FSE application to edit scripts both on this website and on an external one, but the program no longer seems to exist for download anywhere I can find. Is there a general way to edit these .INT files?
EDIT 6: So as of February 2018, the teamx.ru site still has all tools needed to mess with the scripts. Now for the above mentioned called_shot line, "random" as a portion of the script fails, which means that there must be an integer to represent "random". The way the line is written makes it difficult to understand what integer to use to make random shots happen. For the following:
called_shot (int)
num_attacks (int)
bonus (int)
min_damage (int)
max_damage (int)
attacker_results (int)
target_results (int)
What do the integers represent? Is there any reference? I changed the first one to random(1, 20) and when I reloaded the game the Regulators did hit me in random places (groin, head, etc.) at first. However, as the combat went on they reverted to trying to hit the torso and critically missing. Now what am I missing? In reference to
called_shot – 0/1/specific means none/random/specific (head, torso, etc.), does that only dictate the opening attack, and continued attacks after combat is initiated are dictated by another command?
EDIT 7:
I've also been trying to use Dark Raven's Fallout Item Changer to change statso n certain weapons, I have all the directories correctly linked and when I edit the .PRO files in the Fallout Fixt folder it saves the stats, so when I reopen them they are still modified. However, this has no effect on the game, and the weapons stay with their stock stats despite the edits to the .PRO files. Any tips for why this is?