Ardent said:Pixote hasn't played the game yet, so he doesn't know...
The shame of it all...
Ardent said:Pixote hasn't played the game yet, so he doesn't know...
@Jim
BTW - the YAAM mod - while great uses modified proto files and because of this ahs two affects:
1- makes it at times incompatible with some mods
2- the changes do not take affect on those protos already on a map (if I remember correctly)
So you may want to look into how to recreate YAAM using solely sfall scripting methods.
Towards the step back exploit; I like the "Interruptions" idea, but some skill checks would need to be added in there to make this a little more appealing of a change.
I'm not totally sure, but I seem to remember that the modified protos aren't an essential a part of the mod (I'm pretty sure the DT/DR switch is made through Sfall), so the changes that are there I can easily do through scripts (I'll probably change them around a bit to account for the fact that the AC-mod no longer does anything).
The main formula changes are in sfall yes but for YAAM to work properly changes had to be made to DR mod values ammo has which YAAM uses as a DT mod value.
I would imagine you could use your proto inventory method, identify specific ammo protos and change the DR values as YAAM has them, all via script.
But to balance things correctly, values need to change in ammo and armor, and possibly weapons. You can see what I was beginning to play with here:
https://docs.google.com/spreadsheet...MzVPT1pMaDZtWnc&single=true&gid=0&output=html
You have to compare to original values yourself to understand where I was going, bare in mind I was thinking I could balance things this way in conjunction with may damage formula fix. I only gave up because I found out all proto files that I change would need to be updated on all maps or I would have to do it via sfall scripting which I had no skill at.
I'm not trying to sell you on my ideas, just hoping that my feedback helps in some small way.
if (get_proto_data(PID_10MM_JHP, 48) == 25) then begin
set_proto_data(PID_10MM_JHP, 48, 2);
JimTheDinosaur said:Hehe, "undermine my expertise", I've been modding for two months or something for god's sake (I mean, I have been doing so obsessively, but still).
My testing consists of a couple of steps, first checking if it works, then I used to check if the game doesn't melt after 15 or so map entries (this was necessary when I still used the "always on" global script type), then travel to Klamath and the Den and see how it works there.
I'm not sure how it would become a problem after a couple of hours/reloads because up to now, nothing new gets saved. Everything happens on an ad hoc basis in each new map, so ostensively, things should be the same on first load as in the last. I mean, I didn't test this, but it should in theory work just as well over any existing savefile you have as over any new game. Though of course I might be mistaken; how did your food/first aid systems work generally?
Also, sorry to you and Pixote for that mistake. I've just completely lost track of which of the things I know are common knowledge and which aren't.[/i]
*she's, actually.JimTheDinosaur said:Thanks! I sure hope Timeslip'd be proud; I think he's the only one who can help me out with the scripts.
Sduibek said:*she's, actually.JimTheDinosaur said:Thanks! I sure hope Timeslip'd be proud; I think he's the only one who can help me out with the scripts.
Timeslip (Fallout 2) and Wasteland Ghost (Fallout 1) are female.
Okay, please continue despite my derailment of the thread.
Sduibek said:I would reconsider the Agility drop with Power Armor, considering it's powered and all. The lore specifically says it's designed to not hinder mobility.
On the other hand, animation while running in power armor is slower than all other armors, so who knows.
.Pixote. said:Hey Jim
Is it possible to give (script) a high skilled (100+) unarmed character the ability to disarmed an armed critter...so imagine "Bruce" runs up to his opponent and does his fancy moves and flicks the weapon out of his opponents hands onto the ground, before attacking them. Now maybe it will need to be a targeted attack on the opponents hand, and maybe the weapon can fall a random number of hexes (1 - 5) away.
It would give unarmed skill a need boost IMO, what do ya think?...
Sduibek said:.Pixote. how hard would it be to remove some frames from the HAPOWRAT animation to make it appear like the running is faster? How labor intensive is that process?
Thanks for the help, but I still have a question:JimTheDinosaur said:Sorry for still not having added a readme (I have now by the way). I mainly didn't do so because I assumed most people don't play with a regular install anymore (it's incompatible with Restoration Project and Unofficial Patch until the final release comes out in a couple of weeks). On the off chance that you do have a clean install, this is what you do:
To install you can make a folder titled Patch000.dat in the game directory, use Dat Explorer or another program to extract the original Patch000.dat file in that directory, then put the .int files from the mod in the scripts folder. Now all you should do is write protect the "maps" and "proto" folders (right click on the folders and go to the permission options).
Edit: I mean I've added a readme now.