Hi Jim, I thought I would add my idea for derived DT/DR values here given if it were to be implemented, it would have to be by you or someone else. I have looked into the scripting and it's beyond me.
Anyway, the idea is below minus calling out which critter ids fall under which groups.
Rough idea for derived critter DT/DR stats
1- the critters would have to be grouped
GROUP A - armor wearing (humans and mutants [not including ghouls])
--- humans have a base DT/DR of 0/0 for most types of damage, immune to EMP damage type (immunity = 0/500)
--- mutants have a base resistance to Normal and Explosive damage types, base Normal 3/15, base Explosive 3/15, Fire 0/10, Plasma 0/10, Electric 0/10, Laser 0/10, immune to EMP 0/500
GROUP B - radiated mutants and experimental creatures (ghouls, floaters, centaurs, wanamingos, deathclaws)
--- all are better at resisting Normal damage and Explosive damage types; some have specific immunities or vulnerabilities (as per lore), base Normal 3/15 and base Explosive 3/15 for most, all else 0/0 if not otherwise stated
--- ghouls - immune to EMP 0/500
--- floaters - no resistance to Fire 0/0 and DT/DR cannot be increased, immune to Electical 0/500, Plasma (electrically charged gas that is also on fire) 25/0 however DR cannot be increased, Laser (light that burners) 5/0 however DR cannot be increased, immune to EMP 0/500
--- centaurs - Fire 0/5, Plasma 0/5, Electric 0/5, Laser 0/5, immune to EMP 0/500
--- wanamingos - Normal 6/30, Explosive 6/30, Laser 16/32, Fire 0/7, Plasma 5/14, Electrical 10/20, EMP 100/75 and DT/DR cannot be increased (lore suggests hive-mind thus EMP potential to disrupt/harm)
--- deathclaws - Normal 5/25, Explosive 5/25, Laser 8/15, Fire 5/15, Plasma 0/10 and DT cannot be increased, Electrical 0/10 and DT cannot be increased, immune to EMP 0/500
GROUP C - radiated evolved and regular animals (ants, mantis, radscorpions, brahmin, dogs, geckos, rats)
--- all immune to EMP 0/500
--- all Normal 1/5, Explosive 1/5
--- most else 0/0
--- Fire Geckos ONLY, immune to Fire 0/500, Plasma 25/35, Laser 0/25
GROUP D - plants
--- all immune to Electrical 0/500
--- all immune to EMP 0/500
--- all Plasma 10/25
--- all else 0/0
GROUP E - robots
--- all EMP 25/50
--- all Electric 16/20
--- all Laser 16/40
--- all Fire 40/60
--- all Normal 30/50
--- all Explosive 30/60
2- only for GROUP A; determined by how they are depicted
NO ARMOR
--- no additional DT/DR
ROBES
--- Normal 0/0
--- Explosion 0/0
--- Laser 0/5
--- Fire 0/5
--- Plasma 0/5
--- Electrical 0/5
LEATHER JACKET
--- Normal 0/10
--- Explosion 1/10
--- Laser 0/10
--- Fire 0/10
--- Plasma 1/10
--- Electrical 3/15
--- EMP 0/5
COMBAT LEATHER JACKET
--- Normal 1/15
--- Explosion 2/15
--- Laser 1/15
--- Fire 0/15
--- Plasma 1/15
--- Electrical 3/25
--- EMP 0/10
LEATHER ARMOR
--- Normal 2/20
--- Explosion 4/20
--- Laser 1/20
--- Fire 0/20
--- Plasma 1/20
--- Electrical 3/30
--- EMP 0/20
LEATHER ARMOR MK II
--- Normal 3/20
--- Explosion 5/20
--- Laser 2/20
--- Fire 1/20
--- Plasma 2/20
--- Electrical 3/30
--- EMP 0/25
METAL ARMOR
--- Normal 5/30
--- Explosion 15/30
--- Laser 10/25
--- Fire 5/15
--- Plasma 13/15
--- Electrical 0/0
--- EMP 0/0
METAL ARMOR MK II
--- Normal 5/30
--- Explosion 15/30
--- Laser 12/25
--- Fire 7/15
--- Plasma 15/15
--- Electrical 0/0
--- EMP 0/0
TESLA ARMOR
--- Normal 5/30
--- Explosion 15/30
--- Laser 15/35
--- Fire 10/15
--- Plasma 20/40
--- Electrical 20/60
--- EMP 0/100
COMBAT ARMOR
--- Normal 8/35
--- Explosion 18/35
--- Laser 13/20
--- Fire 18/20
--- Plasma 18/25
--- Electrical 18/35
--- EMP 0/50
COMBAT ARMOR MK II
--- Normal 10/35
--- Explosion 20/35
--- Laser 15/20
--- Fire 20/20
--- Plasma 20/25
--- Electrical 20/35
--- EMP 0/55
BROTHERHOOD ARMOR
--- Normal 12/40
--- Explosion 22/40
--- Laser 17/25
--- Fire 22/25
--- Plasma 22/30
--- Electrical 22/40
--- EMP 0/60
BRIDGEKEEPER'S ROBES
--- Normal 13/40
--- Explosion 23/40
--- Laser 18/25
--- Fire 23/25
--- Plasma 23/30
--- Electrical 23/40
--- EMP 0/100
POWER ARMOR
--- Normal 16/45
--- Explosion 26/45
--- Laser 21/30
--- Fire 26/30
--- Plasma 26/20
--- Electrical 26/25
--- EMP 0/75
HARDENED POWER ARMOR
--- Normal 18/45
--- Explosion 28/45
--- Laser 23/30
--- Fire 28/30
--- Plasma 28/20
--- Electrical 28/20
--- EMP 0/75
ADVANCED POWER ARMOR
--- Normal 18/50
--- Explosion 28/50
--- Laser 23/35
--- Fire 28/35
--- Plasma 28/25
--- Electrical 28/25
--- EMP 0/80
ADVANCED POWER ARMOR MK II
--- Normal 20/60
--- Explosion 30/60
--- Laser 25/40
--- Fire 30/40
--- Plasma 30/30
--- Electrical 30/30
--- EMP 0/80
3- each group would need four sub-groups
increases are to all damage type DT/DR unless there is a specified vulnerability or immunity
BOSS
DT=DT+(ST/3)
DR=DR+(EN)
DT=DT+(10-15) (AND/OR) DR=DR+(18-25) OR 80 (whichever is less)
STRONG
DT=DT+(ST/3)
DR=DR+(EN)
DT=DT+(3-7) (AND/OR) DR=DR+(7-15) OR 80 (whichever is less)
NORMAL
DT=DT+(ST/3)
DR=DR+(EN)
DT=DT+(0-1) (AND/OR) DR=DR+(2-5) OR 80 (whichever is less)
WEAK
DT=DT+(ST/4)
DR=DR+(EN/2)
DT=DT-(1-2) (AND/OR) DR=DR-(2-5) OR 80 (whichever is less)
(FRANK HORRIGAN unfortunately may need to be excluded because I believe he is treated by the game engine as specail; there may be others like this as well, FRANK needs to be investigated)
Calculation would work something like:
1- set all the base DT/DR values for each group of critters
2- take the critters in GROUP A and add the appropriate armor DT/DR values as needed
3- take groups, split them into the subgroups and add DT/DR values that are based on ST and EN values (unless the critter has a specified vulnerability or immunity), second; this part is tricky, random pick if the critter will get a bonus to DT, DR, or both (neither should not be an option), then randomly choose the value from the assigned range and add it or subtract it from the DT and/or the DR value, the final DR value should not exceed 80 (if total greater than 80 then set to 80)
Thus you have derived DT and DR value, helping to make each critter unique. The only issue I have with this is I'm not sure it can be applied to all; as in the case of Frank H., or if this can be applied to the player and companions.
Thoughts?