New version up! Here's what's in it:
First some bugfixes:
- Sudden inexplicable shifts in AP cost due to a conflict with the Localization system are no more!
- Dead Enclave soldiers don't suddenly get guns through Gear Randomization!
Then the new stuff:
RADIATION SYSTEM
Josan12 had this idea way back in the day, namely of making Radiation a bigger threat than it is now. It's still very (extremely) crude, but you can now configure how often, for how much and at what chance, you get hit with radiation as you travel the wasteland. It purely deals in terms of time, is completely irrespective of location (you could be holed up in Vault 13 for years for all this script cares), but it could eventually make for an interesting Hard Mode. Again, it's crude, so you might want to turn it off, but some might find it amusing.
REVAMPED ARMOR REPAIR
My armor repair system was a bit flimsy, especially because it dealt with absolute values which fudge everything up. Now it's all beautifully relative and customizable; plus it also deals with thresholds, not just resistance. It now also works on a party basis: if you're great at repair then that decides the party's armor repair skill, if Vic's in your party and is better at that, then he does (same goes for Myron when it comes to the science check for laser and plasma resistance).
Finally some smaller changes:
-Healing rate is now completely dependent on First Aid if you enable that feature (you won't sleep off bullet wounds regardless of how high your endurance is now). Also, Lenny can function as a Rest Healer just like Vic and Myron in the case of Armor repair.
- As requested, you can disable the smaller ammo stacks while still keeping Randomization.
-besides fixing the AP issue, I also now made things like aimed AP cost and Scoped aimed AP cost customizable.
- The Weapons Mod is also included now.
Here's the new .ini with new additions highlighted:
[spoiler:af1c89b3ee]
First some bugfixes:
- Sudden inexplicable shifts in AP cost due to a conflict with the Localization system are no more!
- Dead Enclave soldiers don't suddenly get guns through Gear Randomization!
Then the new stuff:
RADIATION SYSTEM
Josan12 had this idea way back in the day, namely of making Radiation a bigger threat than it is now. It's still very (extremely) crude, but you can now configure how often, for how much and at what chance, you get hit with radiation as you travel the wasteland. It purely deals in terms of time, is completely irrespective of location (you could be holed up in Vault 13 for years for all this script cares), but it could eventually make for an interesting Hard Mode. Again, it's crude, so you might want to turn it off, but some might find it amusing.
REVAMPED ARMOR REPAIR
My armor repair system was a bit flimsy, especially because it dealt with absolute values which fudge everything up. Now it's all beautifully relative and customizable; plus it also deals with thresholds, not just resistance. It now also works on a party basis: if you're great at repair then that decides the party's armor repair skill, if Vic's in your party and is better at that, then he does (same goes for Myron when it comes to the science check for laser and plasma resistance).
Finally some smaller changes:
-Healing rate is now completely dependent on First Aid if you enable that feature (you won't sleep off bullet wounds regardless of how high your endurance is now). Also, Lenny can function as a Rest Healer just like Vic and Myron in the case of Armor repair.
- As requested, you can disable the smaller ammo stacks while still keeping Randomization.
-besides fixing the AP issue, I also now made things like aimed AP cost and Scoped aimed AP cost customizable.
- The Weapons Mod is also included now.
Here's the new .ini with new additions highlighted:
[spoiler:af1c89b3ee]
[/spoiler:af1c89b3ee][MODS]
;//*****************************************************Morale System*****************************************************;//
;There are four different options for the Morale System (setting MoraleSystem to 0 disables it):
;(1) is the default option, killing people (especially children) and losing health lowers your morale, while drinking alcohol moderately boosts it
;(2) makes alcohol an even more effective morale booster, but also makes the stuff more addictive
;(3) is the "good guy" option: a high karma boosts your morale, but killing people is even more detrimental to it than normally
;(4) is the inner Eichmann option: killing people doesn't faze you a bit, but losing health is very perturbing.
MoraleSystem=1
;//*****************************************************Revised Poison System*****************************************************;//
;This makes poison work far more rapidly than in the original (you make a check against your endurance every combat round and every five seconds
; in non-combat) and causes the Needler Pistol to poison enemies.
PoisonSystem=1
; If the Poison System is enabled, the following adjusts the amount of Poison damage the Needler Pistol does: as you see base values
; are 15-35 for regular ammo, and 10-25 for AP ammo. So raising NeedlerStrength to 5 makes the range 20-40 and dropping APNeedlerStrength to -5
; makes its range 5-15. NOTE: this doesn't affect the likelihood of piercing armor at all.
NeedlerLowerRange=20
NeedlerUpperRange=35
APNeedlerLowerRange=15
APNeedlerUpperRange=25
; PoisonSpeed changes every how many "game ticks" (10 to a second) you have to make a check against your endurance to see if you get a poison hit.
PoisonSpeed=50
;//*****************************************************Shotgun Changes*****************************************************;//
;This causes shotguns to do increased damage at close range, and decreased damage at long range.
ShotgunSystem=1
;If above is enabled, the following value adjusts the range modifier: at default (5) max range does half damage and point blank range does 1.5 times damage.
;Put the value at minimum (1), and point blank range does 1.1 times the damage and max range 0.9 times the damage.
;Put the value at max (9), and point blank range does 1.9 times damage, etc. DON'T make the range higher than 9 or lower than 1. Default is 5.
ShotgunDamageMod=5
;//*****************************************************Consistent Localization*****************************************************;//
;This makes attacks "realistically" hit the bodypart they would hit based on a simulated targeting reticule (i.e. a large THC translates to
;usually hitting the bodypart aimed at, a low THC can be all over the place).
Localization=1
;//*****************************************************AP Changes*****************************************************;//
;AimedAPCost and ScopedAPCost govern the AP cost of using aimed attacks without and with a scoped rifle respectively.
AimedAPCost=2
ScopedAPCost=3
;//*****************************************************To Hit Changes*****************************************************;//
;A long, long list of changes meant mainly to balance things out properly.
ToHitChanges=1
;If above is enabled, the following adjusts the To Hit cap (set to 100% by default).
ToHitCap=100
;The following enables the exhaustion system affecting to hit chances after a certain (endurance governed) amount of turns.
Exhaustion=1
;//*****************************************************Gear Randomization*****************************************************;//
;Randomizes NPC's weapons and ammo reserves.
GearRandomization=1
;shrinks ammo stacks to about 1/5th of their original size in most cases.
ReducedAmmoStacks=1
;//*****************************************************Fixed HP*****************************************************;//
;Fixes the player's HP. The formula can be changed through Stats.ini.
FixedHP=1
;//*****************************************************Drug Changes*****************************************************;//
;Stimpaks now mainly heal temporarily and SuperStims give a temporary higher max HP.
DrugChanges=1
;If above is enabled, the following values affect how much temporary, and permanent health regular (16 and 4 by default respectively) and Super Stims
; (50 and 10) heal. The temporary values change in increments of 2. So, for instance, a value of -5 for StimTemporary makes it 6 (16-5*2).
; SuperstimMaxHP changes the ammount of (temporary) max hp superstims increase (10 default). PsychoMaxHP does the same for Psycho (
StimPermanent=0
StimTemporary=0
SuperStimPermanent=0
SuperStimTemporary=0
SuperStimMaxHP=0
;Non-party critters will now also attack you if you try to use stims on them and the following is enabled:
NoDrugExploits=1
;//*****************************************************Healing Rate Changes*****************************************************;//
;To replace the time tested stimpak healing method out of combat, the following sets your healing rate based on first aid skill (endurance plays no role anymore).
;FirstAidMod modifies how much the First Aid skill is divided by to arrive at this (so, raising the number actually lowers the effect).
FirstAidResting=1
FirstAidMod=10
;//*****************************************************Critical Hit Changes*****************************************************;//
;Changes the way crit chances work.
CriticalHits=1
;//*****************************************************Critical Failure Changes*****************************************************;//
;Changes the way critical failure chances work. There are now two rolls (one based on Luck, another based on other attributes and skills
; related to the weapon type used).
CriticalFailures=1
;If above is enabled, the following values affect the new system:
;LuckImportance changes the value of n in the formula
; (it's a roll of 1-to-100 against 99-(n*10) + luck*(n), so the higher LuckImportance, the higher the importance of Luck, herp).
; MAX is 9, MIN is 1. Default is 3.
LuckImportance=3
;FailureChance decreases or increases the overal critical failure chance by changing the other roll
; (e.g. for Unarmed weapons it changes n for the roll of 1-to-(n) against agility*20+unarmedskill*4).
;strictly speaking Min is 1 and Max is however high you want, but you can tell by the formula what'll work best. Default is 1000.
FailureChance=1000
;//*****************************************************Passive Armor Repair*****************************************************;//
;Changes the usefulness of armor based on the wearer's skill.
ArmorRepair=1
;ArmorSkillReq divided by 2 is the level your skills need to be at for the armor to have its default resistances/thresholds. So, at
;ArmorSkillReq=400, you'd need 200 in repair for your armor's normal damage resistance to have its default value.
ArmorSkillReq=250
;MaintenancMod affects the impact of the system, the lower, the more this is. For instance a value of 2 means that 1/2 gets
;subtracted from the base resistance and threshold of the armor with 0% of ArmorSkillReq, but with 200% of ArmorSkillReq 1/2 gets added.
;At a value of 4, 1/4 get subtracted at 0%, and 1/4 gets added at 200% (do note that this will still grow after reaching 200%).
MaintenanceMod=2
;//*****************************************************Supply and Demand Mod*****************************************************;//
;Affects the prices of goods based on how many are in any particular map.
SupplyAndDemand=1
;If above is enabled, SupplyImportance and BasePrice let you manipulate the new pricing formula: (itemcost*BasePrice)/(80+(itemamount*SupplyImportance)),
;the higher SupplyImportance is set, the more the amount of items lowers the price. The higher BasePrice is set, the higher the base price is, herp.
SupplyImportance=20
BasePrice=100
;//*****************************************************Stat Changes*****************************************************;//
;Affects HP and a number of skills for Armor wearing (non-party) critters, and in addition DR and DT ratings for non-armor wearing (non-party) critters
;Note that if you want to change the player's HP formula, you need to go to Stats.ini.
StatChanges=1
;For armor-wearing critters the formula for HP is BaseHPMod+(Endurance*EnduranceHPMod)+(Strength*StrengthHPMod)
BaseHPMod=20
EnduranceHPMod=5
StrengthHPMod=1
;For armor-wearing critters the formula for skills is (AttributeSkillMod*Attribute1)+(AttributeSkillMod*Attribute2)+(Experience Value/ExperienceSkillMod).
;Attribute1 & 2 represent the attributes associated with the skill (so, for traps it'd be PE and AG, and for science both IN).
ExperienceSkillMod=10
AttributeSkillMod=4
;For non-armor-wearing critters the formula for HP is (Experience Value/ExperienceHPMod)+(Endurance*EnduranceHPMod2)+(Strength*StrengthHPMod2).
ExperienceHPMod=10
EnduranceHPMod2=3
StrengthHPMod2=1
;For non-armor-wearing critters the formula for DT is (Strength/StrengthDTMod)+(ExtraAC/ExtraACDTMod)
;ExtraAC is the armor class bonus given to critters on top of the agility bonus.
StrengthDTMod=2
ExtraACDTMod=5
;For non-armor-wearing critters the formula for DR is (Endurance*EnduranceDRMod)+(ExtraAC/ExtraACDRMod)
EnduranceDRMod=3
ExtraACDRMod=1
;Armor wearing critters get penalties to their agility: HeavyArmorAgilityMod for metal armor and upwards, LightArmorAgilityMod for lower.
HeavyArmorAgilityMod=-2
LightArmorAgilityMod=-1
;//*****************************************************Radiation System*****************************************************;//
;If enabled, there's a roll of 1-100 against RadiationRandom (so 0 for always, 100 for never) that there's a radiation hit the size of RadiationHit
;(from which radiation resistence gets distracted, so setting it to 1 probably won't do much as Fallout doesn't round upwards) gets administered to the player
; every RadiationTime * game hours. NOTE: RadiationRandom doesn't work elegantly because I use a workaround to deal with the game not checking regularly
; during map travel. This means that you could end up with an accumulated radiation hit depending on a single roll if you've set the RadiationTime small enough.
RadiationSystem=1
RadiationRandom=90
RadiationTime=24