How modable is Fallout2?

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I am interested in making a mod for fallout 2. This is because there is alot of items and game mechanics I would like to modify. At first I thought I would just use an editor and redesign the items. Then I thought, maybe minor game mechanics changes could be done with the aid of a programmer/hacker interested in assisting me. Then I started thinking, how far can I go? Both with easy to use editors, and with the help of a good programmer?

Would I be able to change what items are found on a particular map, without alot of hassle?(just an editor basically) For mechanics these were some of the things that were on my mind:

1)Strength gives a higher damage bonus
2)Damages bonuses are added to the minimum and maximum
3)At very short ranges, there is a limit to how low your chance to hit can go with a ranged weapon.
4)Hitpoints from perks, levels, and starting stats are all modified.
5)A further bonus in addition to different armor, hitpoint, and damage values, is easily being able to change where you get X weapon or armor. Without this, there is less I can do.

Probably some other things too.
 
1) Not really. You could probably change all the ennemies' scripts damage_p_proc function and verify that the player is using no weapons, melle or unarmed weapons and apply a modifyer to the damage inflicted, but that'd be kinda nuts :)

Anyway the game already grants bonuses with a good unarmed skilled when using no weapons.

2) No, see 1 (about the damage_p_proc bit).

3) No, you can't change your to hit chances in scripts, though you could make it do extra damage as in 1)...

4) Yeah you can do anything you want and add new perks, but keep in mind that new perks would need to aither have a instant effect (ie: add some points to various stats) or be scripted in game to do something (a bit like the Gecko pelt. When you kill a Gecko (except fire ones!) the script checks wether you have the Gecko Skinning perk, in which case it adds a Gecko Skin in the Gecko's inventory. This is why you can't skin previously killed Geckos too...)

5) Yeah, just fiddle with the maps with Dims' map editor and remove/add weapons. Although some stuff is acquaired through scripts so you'd possibly need to change that too.
 
Ah thanks for the advice. So far it seems a huge amount could be done just by messing with monster and item editors. That map editor could add alot too I suppose.

Some questions:

1)Suppose a weapon has -25% to an enemy's damage resistance. This enemy has no DR whatsoever, what happens? Does he simply stay at 0% DR, or does he take 25% more damage?

2)Does negative AC make it easier for an enemy to hit you? Can you make a enemy's AC negative or just reduce it to 0?

3)In the fallout PnP RPG they mention that the chance to knock someone over with a melee weapon is WeightX3. The chance to knock someone out with an electric weapon(like a cattleprod) is 10%. Does this apply the exact same to the computer version of fallout?

4)Is there a way to add damage resistance modifers to a melee weapon? This would prove very useful if possible.

5)What is the chance of corrupting Fallout 2 by messing with the items and monsters?
 
1) I'm no expert in DR (and all those stat things) so I don't know... And anyone saying they know is guessing anyway unless they consulted with a proper authority (IE: someone who used to work on FO or has acces to the code)

2) I think it's possible to have negative values, but I'm not sure.

3) I'm quite certain weight has nothing to do with it, even though I can't affirm this 100%

4) Yes, check a FIC or FIME to be sure, if you can edit the values then it'll work.

5) 0, as long as you keep a copy of the DAT files.

I'm sorry if I couldn't answer a lot of your questions this round but they're discussing dtuff which is hidden to the user and no one really knows how all that works except as I mentioned someone with access to the original source code and those who worked on it - and those who did work on it have probably forgotten by now.
 
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