I think i figured out how to make armor penetration finally!

Unfortunately, I'm rather busy of late - working and studying simultaneously (and working out in rare spare time) really limits my free time and energy avalable.
But I may try do what I can - but don't expect much.
Anyway, I'll try and dig around, and see what I can do.
After all, I DID did up some original ideas for Morrowind, like Herbalism mod and GetSoundPlaying used as event detector, I might come up with something here, too.
 
Btw, for a second I've thought that it's possible to add new actor values!
But the magic quickly shattered by the fact that editor bugs out when you try, and even if he saves the entries as 'avif', the pluging crashes when you try it load it into geck again, or start a game with it attached. *sigh*.
I mean, adding new skills (resists, etc) in a non-perverted way was my dream from Morrowind... looks like it's will not come true just yet. Maybe never, unless I'll get to code my own game, heh.
 
Actually I had to get in touch with the developer at bethesda responsible for programming the actor value system to get some clear, concrete answers regarding actor values in the editor. They are hardcoded in the program's source. New av's cannot be added without using an external application to inject the information into the running process, which has a whole host of problems- and not to mention it's technically illegal.

The un-named actor values are not unused, and are critically important for several things that are hidden from the player. There is only one skill slot available, throwing, which exists as an actor value but is not used (and hidden from view).

The other "odd" actor values, such as chameleon or nightvision, are also used by several things in the engine, and shouldn't be tampered with to perform an all together different function.
 
Dubby said:
Actually I had to get in touch with the developer at bethesda responsible for programming the actor value system to get some clear, concrete answers regarding actor values in the editor. They are hardcoded in the program's source. New av's cannot be added without using an external application to inject the information into the running process, which has a whole host of problems- and not to mention it's technically illegal.

Well, just like I thought. Too bad, but should be expected.
As for 'technically illegal' - I think it's about time to reevaluate those laws, when they deem illegal that is NOT hurting anyone physically, NOT hurting anyone's income, NOT hurting anyone's even POTENTIAL income, but, vice versa, leads only to improvement and extra (potential) sales!
Jesus fucking Christ, those copyright laws is like holy scriptures of the more obnoxious religions these days. Both with punish you in a grossly disproportionate way for the most outrageous of reasons (like working on Sabbath, etc).
 
Balor said:
Btw, for a second I've thought that it's possible to add new actor values!
But the magic quickly shattered by the fact that editor bugs out when you try, and even if he saves the entries as 'avif', the pluging crashes when you try it load it into geck again, or start a game with it attached. *sigh*.
I mean, adding new skills (resists, etc) in a non-perverted way was my dream from Morrowind... looks like it's will not come true just yet. Maybe never, unless I'll get to code my own game, heh.

It is possible to use the existing AVs for other purposes. e.g. make luck into dexterity or big guns into chemistry.

You can help me continue my project and see what I;ve done so far at
bethesda forums

since it is not the topic of this subject. ;)
 
got a few questions, you said enhancements ignore DR and im assuming for all damage stuff you'll pretty much use enhancements so different ammo types and the like can be used...but wouldnt this completely nullify the purpose of DR?

as for weapons id really like to see more futuristic weapons, as adding modern day weapons is rather...simple as there are a boat load of weapons that can be added but futuristic ones need more thinking and balancing.

as for helmets, the crit thing seems like a good idea, generally speaking helmets have never protected that much and for power armor, maybe give the helmet a bonus to perception (i'm guessing it'd have some kind of computer aided system for better targetting etc.)
 
Well, enchantments ignore DR, but you can use different damage types and check against different resist types (will be added on armors).
Med-X should be given ALL resists, btw.
And I recall a mod where it (while it acted) would make you ignore concequences of disabled limbs... that's pretty neat idea.
 
I've been studying ballistic physics, along with thermodynamic topics of lasers, and skimming the top of explosion physics. The difficulty, is representing these different elements properly to provide the same kind of combat mechanisms in the previous fallouts.

I'm close though.
 
A bit of suggestion about lasers they kinda tricky normally laser bream is not affected by any natural factor like gravity or wind so basically if putting true laser stats in game would make it hit chance almost 100% this would make energy weapon skill useless for laser base weapons, in f1,f2 or f3 skill destriprion for energy weapons had something like " know how to use and maintence a energy weapon"
Normal shooting is easy just aim and pull the trigger but properly using and mainteining require some knowledge about adjust proper energy concentration at each of lenses and other complicated swiches and stuff. My main point is that that hit chance for laser weapons could be based only on preception(but even with low perception laser weapon would still have high chance to hit), energy weapon skill would add only to its dmg,rof and weapon degradation rate
 
well, energy weapons will affect the accuracy through the movement of your character's arms and hands. The beam may not shift or vary at any noticeable degree, but the arm will.
 
Dubby said:
well, energy weapons will affect the accuracy through the movement of your character's arms and hands. The beam may not shift or vary at any noticeable degree, but the arm will.
Sorry didnt take into account run & gun mode

Btw i did dl latest f3c seen u add lots of new weapons but i cant find them anywhare same go to thier ammo and some other ammo like for winchester( earlier .33 pistol)
Did try them using console they are all greate :D
I check fomm for ids all works exept one flamethrower mkII got all proper data atleast from what i seen but i can get if via console its shows ther is no such id
 
Ar1z said:
So what happened? Is this project dead?

Not at all. The version that uses enchantment and resistances however, IS dead. That's because I've devised & tested a vastly superior version that uses scripts to calculate damage and penetration according to physics. Needless to say, the mathematics behind this is very advanced, however, should not hurt the performance of the game (framerate) at all.

Please keep in mind I'm doing this project alone, and taking my time as I have several other major things in my life to deal with right now. I'd love to have help with this project in particular, but to do so would require that person to have significant knowledge of Bethesda & FOSE scripting in combination with equally significant knowledge of using the GECK. So far no one with those requirements has stood up to offer, though many many others have (to which I am still grateful).

Regardless, here's a brief overview of what the project entails -and- where the mod is in terms of completion.
  1. Damage Formulas: 70%
  2. Penetration Formulas: 100%
  3. Armor Formulas: 40%
  4. Combat Damage Engine (Script): 60%
  5. Round Ballistics (Database): 95%
  6. Armor Ballistics (Database): 40%
  7. Ammo-Switching for Player (Script): 50%
  8. Ammo-Switching for NPCs (Script): 100%
  9. Ammo-Switching (Database): 0%
  10. Ammo Weight (Script): 100%
  11. Mod Installer/Uninstaller (Script): 25%
  12. Mod Configuration Script: 0%
  13. New Weapons (Data, Meshes, Textures): 25%
  14. New Ammo (Data, Meshes, Textures): 75%
 
I don't have "significant" knowledge of FO3 scripting but I have a programming background and I have already started scripting various systems for a TC I'm making. I am offering to help tho, since I also want a more realistic combat system for my TC.

I thought you dealt with armor but I noticed

# Ammo-Switching for Player (Script): 50%
# Ammo-Switching for NPCs (Script): 100%
# Ammo-Switching (Database): 0%
# Ammo Weight (Script): 100%

did you based your script for Ammo-Switching to Balor's script? I have already started creating a system that has Ammo-Switching (AP,HP,FMJ), clip support and weight counting...
 
The ammo switching system for F3C also involves variable firing modes for certain weapons that can be toggled between semi automatic and fully automatic. It can also handle features such as laser pointers, attached flashlights, removable silencers/mufflers, etc.

The F3C system I am working on is in no way based on Balor's script. Mine uses a database of lists (structures) to organize data, and a single master script to handle the swapping mechanism. It's very efficient and easy to expand, meaning the addition of other weapons does not require altering the original script. (And making the lists it uses is a very simple and easy process)
 
I am interested to know, how do you handle the switch from auto to semi auto, among other things. Do you suppose I can take a look at your scripts?
 
Two methods are used. (Three if you include the one for the AI controlled characters)

The first, operates inside the pipboy inventory menu screen -only-. It operates on an onequip basis, allowing the user to select the mode to equip & ammunition to load via a very easy to use message box that only displays if there are modes to choose from, or if there is more than one ammunition available. If the weapon is available and set to the wrong ammunition, no message box appears and it resets the weapon to the proper ammunition to load (that the player has available) automatically with no fuss.

The second, operates inside the gamemode (gameplay, anytime where you're able to shoot a gun basically.). The script excludes instances when the player is unable to to use their weapon, such as a cutscene. Instances where the player (and this is optional for F3C, the user can turn this on or off at their discretion when loading their game) runs out of AP do not hinder swapping of ammo or modes however. No message box is used for the switching of ammo or mode in gamemode, instead a control key is used that does so automatically when depressed. If depressed quickly (tapped) the weapon cycles firing modes. If depressed briefly (held down for a moment then released) the weapon cycles to the [next] other available ammunition for that weapon. The user can configure this control key however they want, with the exception that a joystick button is not valid. (In other words, any key on the keyboard or button on the mouse) This will not conflict with current key settings in the game either.

The third, which is just for the AI, is handled on the actual weapon's script, and registers -only- if the actor using that weapon is not the player. It's mainly there to handle a few problems the AI has with weapons & multiple ammo types. I won't go into details, there's not really a need to.

As for looking at the scripts, that depends what you can offer to the F3C in return, my friend. Try contacting me via a messenger service if you'd like to work on areas of the project for me.
 
Back
Top