Fallout rebalance Mod - Metathread

Re: remove scaled NPCs

agris said:
What about removing the vast majority of leveled enemies? I hate how an assault rifle or SMG tears through the Super Mutants in DC. I'm level 8 and I fucking _know_ that the super mutants are scaled to be fairly easy to kill at my level.

In fallout 1, when you get to the water shed in the Necropolis, those super mutants are hard as hell using small gun SMGs from further than a hex or two away.

It bugs me that I feel like every enemy is just about tailored to my level. In fallout 2 you knew the raiders near VC would be well equipped and harder to kill (the mountain caves encounter), while the Slavers near klamath were your normal leather/metal pistol punks. Press Gangs near San Fran were static, hard if you were lower level, fodder for higher.

Perhaps it's nostalgia, but I miss that kind of structure. Right now I feel like the enemies are always very easily killable. Aside from some truly random encounters, I wish each area had its own suitable NPC difficulty ala Fallout 1 / 2.

This was excellently addressed in Oblivion with some leveling mods, and made it much much more interesting, so don't worry, F3 will get it's own leveling mod that works just like you stated :)
 
I had another idea about the bobbleheads: Can we replace/retexture them? So that they are like in F1/2? Some sort of microchip? A figure that boosts your stats like that is just silly and plain stupid. Maybe we can remove the skillbobbleheads (replace them with books if you must), and lower the amount of special boobleheads (4 or so like in f1/f2)? If possible we could also retexture the bobblehead machine into some sort of stasischamber were you can "implant" the chips? Sure this is more cosmetic then anything else but it would increase immersion and it would be more realistic and less silly. "Yay I found a little plastic statue and suddenly I am stronger" :<
 
Make the drugs withdrawl more intense, so you WILL really need to take a dose every time, and maybe make this in a way you only need one dose for a day to prevent withdrawl.
 
Wizard1200 said:
Roflcore said:
Further i thought that each skill is based in your suggestion on Luck + (the other ability x 1), which would result in an average starting score of 10. It seems you have removed the luck bonus from the skills completly, which makes luck too weak in my opinion.

Untrue. The luck bonus has been untouched. There is actually a base value designated for all actor stats, and a secondary base value that is added onto that first value, and a THIRD value derived from statistics and *gasp* FINALLY a fourth value derived from effects the actor has from "spells". Whew, a mouthful. Point is, I only altered the initial base value to a negative integer. Skills will start out at 5 normally, unless one attribute is very low, otherwise it is possible for one to start at 0. (But no extra skill points are needed to get it from 0 to 1, even if it was technically negative. which is a very good thing.) This just decreases the total skill points in skills by 60-130 depending on attributes, and helps concentrate the player's level up focus. I will however take your advice on 5+10 instead of 3+10.

agris said:
Super mutants are classified as creatures (CREA), which means they can be given more, or less health. But it also means their health is static, and their endurance doesn't affect the health they have. Most muties have around 250. There are however dozens and dozens, maybe a hundred, individual supermutant crea entries... and it would take time to edit them all.

cantuse said:

Stats higher than 10 are not possible, and stats must be integers - which means a stat can be 5, or it can be 6, but it cannot be 5.5. Sorry.

Gustavo Ganso said:
Make the drugs withdrawl more intense, so you WILL really need to take a dose every time, and maybe make this in a way you only need one dose for a day to prevent withdrawl.

I'm not going to edit withdrawal until a CS is available or a compiler - and i suggest others do the same. The reason is while there is a way to substitute the withdrawal effect, there isn't a way to cancel the withdrawal with this method by taking another chem, which violates the whole process. Scripting __will__ be necessary to make withdrawal work correctly.


As a side note, I have been experimenting with weapon values and effects, and have managed to create a plasma rifle that fires a dozen baseball-like plasma balls that bounce around and explode. (This is just for fun and testing to see what I can do though, so dont expect to see it in my plugin, Lol)
 
I know stats cannot be 5.5, but that doesn't stop using the true mean of 5.5 to derive a better system to calculate derived statistics.

And yes stats above ten are not possible at present, ... I'm looking at extra-FOMM methods of activating such behavior; hence my post on debuggers.
 
For a potential "fix" for the fatman, maybe instead of editing it out completely, the ammo could produce a constant radiation effect on you while carrying/near it. That way you could allow it to still exist, but unless you REALLY feel like you need it (ie. behemoths, armies of mutants, etc), you'd probably consider going without.
 
i'd like to see weapon condition and skill have more to do with accuracy, if im 90 in energy weapons i shouldnt be able to use (if at all) a fatman and hit a group of enemies when my big guns skill is like 15
 
Try the plugin I just released, the F3C. Accuracy is heavily based on skill and condition.
 
Erny said:
How about opening pipboy takes away all your AP? And using binds for meds take some APs too?
Or opening pipboy doesnt pause game (in combat atleast) - to remove the pipboy healing exploit, wich makes it impossible to die, like noted already

how about making opening the pipboy cost AP instead? when you don't have enough AP, you're pretty much done for...
should I VATS or heal hmmm
 
I got a little proposition for bubbleheads
They would add +2 to stat and would be "buy able from store" ( optional) eventually some special stores like scavengers guys( prices of course high, 2-5k, eventually to make it harder make them as schematic so player would need to get some special items for them or make a quest for them), player could use only one stat bubblehead at the time and 2 of skill bubbleheads + 1 for skill bubblehead from specialization perk. And now this is the hard part of my idea is the thing to make them changable at any time ( eventually at some special place + some price for change like exp or again some special items, ) so if player buyed bubblehead for str and dex, he uses str bubblehead but can change it and use dex bubblehead ( same go for skills bubbleheads) as this may be hard(immpasible) to do it may be solution to make a special equip slot for them. So that's it :D

And something game realistic :D
To set char primary value of carrig to low number like 40-50( or maybe lower) make it not to rise with str. But for it make backpack wich will add carry weight and it may rise with strenght and the same for carry perks wich would add extra weight limit to player with a backpak not for player alone and like above if ther would be a passibility to make a extra equip slot for it asa item eventualy add vizualization of backpack on player would make a game kinda harder :)

PS. very sorry for my crapy english :D
 
Glad to see other people want to 'nuke' the fatman as much as I do. Maybe we could re-purpose it into some sort of mini-MOAB launcher? Wouldn't have to change the mushroom cloud really, and it would be way less dumb than launching real nukes around.

(rant: I mean for christ-sakes, you can find a mini nuke in the barn right next V 101 before you even get to megaton. Dumb as hell.)

Ammo should probably be hand-placed in only military type installations.


I've been working on my own F1/F2 rebalance mod before finding this thread... Later I will post some of my changes to see what you guys think.
 
Roflcore said:
I don't know if or how you use the stims during vats, but currently everybody waits in a fight till they are extremly low on health, and then just hit tab and take as many stims as needed without any danger. thats kinda silly and it also means, once you obtained enough cash/stims you are virtually invincible. So I guess the best method would be to block them during the pipboy, but I do not know if this is possible and how to use stims during realtime.

You could do this in fallout 1 and 2. open the inventory and suck em down.
I think the best solution is to make opening the pipboy take AP

I don't like the one-shot vats. I also think many of the changes in the big MegaMod should be split up so individual portions can be left unchecked according to personal taste.
 
i think the best solution is allowing access to pipboy but costing ap for using stimpacks
 
Necro- said:
i think the best solution is allowing access to pipboy but costing ap for using stimpacks
wouldn't it be possible to just give the stimpack a -AP effect on use, thus give it a cost? There are items that give you AP (though temporarily) so having a item remove AP should be possible no?
 
Luchaire from the official forums came up with a relatively ingenious solution for the stimpacks-in-combat problem: Made them heal over time. So you can't just pop open the inventory and heal up all at once, you have to wait for one to finish healing before you can use another. Outside of combat this drawback doesn't matter much :P.
 
quetzilla said:
Luchaire from the official forums came up with a relatively ingenious solution for the stimpacks-in-combat problem: Made them heal over time. So you can't just pop open the inventory and heal up all at once, you have to wait for one to finish healing before you can use another. Outside of combat this drawback doesn't matter much :P.

I think too many people use stimpacks as a last second boost of HP for that to be a viable option.

The idea isn't to change how stimpacks are used, just prevent them from being spammed without penalty.

Making the pipboy cost AP is roughly the same system as in fallout 1 and 2, so I vote for that.
As for putting stimpacks on hotkeys, I don't know. Can't that simply be prevented? Or make it so you can only put one at a time on a hotkey, so that if you use it you need to go back to the pipboy and re-set it?
 
It can be set as status bonus like +5 hp regen per sec for 5 sec ( same as drug effect that no matter how much u take only 1 bonus will be applaied from that drug)

But as stimpack is a luxery merchandise and very rare or atleast what is saw from mod destription i dont think its instant heal should be changed for it to be usfull atleast :)
 
if you do add a over time thing, i highly suggest giving a amount of hp first and then the rest over time, say you heal 100hp it does 40hp then 60hp over a few seconds.
 
bhlaab said:
Making the pipboy cost AP is roughly the same system as in fallout 1 and 2, so I vote for that.

Well its actually not really, since their are no turns. You can just use stims with the last of your aps and then carry on with normal egoshooter fighting or getting into cover.

I vote for no pipboy access during battle and ap cost.
 
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