Jim's Mods Version 1.48 (Now Compatible with RP & UP)

stabbyjoe962 said:
JimsMods.ini is missing the PsychoMaxHP option in the drug changes section. I can just add it in, right?

Also, thanks for the mods. They're awesome

Hmm... no you can't because apparently I scrapped the Psycho changes at some point. Can't figure out why, but before I put them back in I have to retrace my steps a bit.

If you hang tight, I'll try to have an update out soon with lots more drug related stuff (at the moment I'm making the effects of stims depend on First Aid skill and drugs on Doctor) and undoubtedly with Psycho restored (and customizable) as well.
 
New version up!


1.45

New Additions:

- Exhaustion, which was always calculated on the spot, has now replaced the redundant AC stat. This means you can now keep track of it in the UI, and it also doesn't abruptly drop to zero once you leave combat (it drops by 1 per second, though you can change this). Also, (super) stimpaks now temporarily drop your exhaustion. Note that the AC counter doesn't reliably update outside of combat, so if you want to check your exhaustion in that situation, briefly enter combat.

- Two- and One-handedness now changes based on the wielder's strength. So, with extremely low strength, you now no longer get a penalty for using the lightest pistol (10mm), but you do then have to wield it with both hands, which costs an extra AP. The switching is automatic at the moment, but you can customize when it switches through the .ini to some degree.

- The AI now extremely rarely flees because it has a too low chance of hitting you. This had become extremely problematic for my mod, because (a) the AI calculates this based on unaimed shots, which have become less accurate, and (b) it operated on the assumption that bigger armor equaled more dodge, like in the old system. So, instead I've added a system where the AI flees if either (a) its "main threat" (either the one shooting at him the previous round or, if nobody did, his target) has a damage threshold that exceeds the max damage of his weapon (could be unarmed with strength modifiers), or (b) this threat has a min damage that exceeds the AI's current hit points + his damage threshold (i.e. he probably would be killed in the next attack).

-Psycho finally does what it was supposed to do for a while now: raise max hp by a good number temporarily (instead of the weird DR bonus that was useless against explosions or lasers). To make this possible the INT penalty is gone, which was really only an exploit anyway.


Here's some examples of the new one-/two-handed strength reqs:

Code:
Old Min Str Values:

Laser Rifle: 6
Shotgun: 4
H&K G11: 5
Assault Rifle: 5
10MM SMG: 5
10MM Pistol: 3
Sledgehammer: 6
Spear: 4
Minigun: 7
Flamer: 6
Sniper Rifle: 5
Turbo Plasma Rifle: 6

New Min Str Values (Two-handed, One-handed):

Laser Rifle: 4, 13
Shotgun: 3, 7
H&K G11: 4, 10
Assault Rifle: 3, 10
10MM SMG: 3, 7
10MM Pistol: 1, 4
Sledgehammer: 4, 12
Spear: 2, 7
Minigun: 10, 25
Flamer: 6, 18
Sniper Rifle: 4, 12
Turbo Plasma Rifle: 6, 15
 
Hi,
Fallout 2 Restoration Project 2.2 + your mod make my game crash in The Den. There is some small lag and after few minutes game crashers.

Error message is something like: The instruction at 00467294 referenced memory at c5e472d0 The memory could not be read from

Played in Windows XP and 7. Gog.com version of the game.

I have just tried only Fallout 2 Restoration Project 2.2 and there is no lag or crashes in The Den.
 
Thanks for the heads up, just tested it and "luckily" it crashed for me too in the Den (though only after a while). Was afraid it was a RP compatibility thing.

Will try to have a fix up as soon as possible.
 
New bug fixing version up!

Bugfixes:

- Fixed issue in to hit formula where ranged attackers thought they were unarmed.
- Set armor repair system off by default. The system works like ass and causes crashes for some reason I can't discover at the moment. Will eventually replace it with something better anyway.
 
1.46 do not crash in Den, but something strange happened with Tyler gang quest. At the end of the ques after 5 - 6 turns of combat my chance to hit was 100% and bottom right number under AC was 740 and increasing every turn.. is this supposed to happen?
 
Mirr, I've been doing some testing including with the Den battle and haven't been able to recreate your problem. I did find a bug in the exhaustion script (fixed now for v. 1.47), but that shouldn't have caused the problem you described... very weird. Is there any more info you can give me about when it happened?

While testing I did find that my to hit calculations still aren't working very nicely (enemies keep missing too much), though I'm still not sure whether the problem is that their skills are too low (lots of combat critters have ridiculously low combat skills for some reason), or because I need to change around my formula...
 
Found a way to reproduce AC increasing every time. After the temple quest go to the plants and just click end turn 8 - 9 times next turn AC start increasing. I think it is at the same time they run out of seeds to trow at you. My test character is with St 2. Also the character I was using in The Den increase its PE from 5 to 9 permanently and do not get extra HP after leveling.

*Edit this is with 1.46 + RP 2.2
 
Hello Jim, thanks for the awesome mod!

I'm playing it with the RP2.2 and run into an AI issue. A lot of the human NPCs I encountered on the worldmap (robbers, slavers, or the non-hostile VC patrols) simply run away even at the beginning of the fight. This happens in the early stage of the game where I'm only wielding 10mm SMG. Do you have any similar issues?

I suspect there might be two reasons for this: either the new AI system you added has caused this or there's a conflict between the weapon randomization system and the default weapons all NPC receive from the encounter table.
 
Are you playing with the latest versions (so 1.46 or 1.47)? Because that should have fixed the worst of it... I'll have a fix out later today, but I'm thinking I have to do some fundamental changes to the to hit formula.

Btw, the reason they're running away has nothing to do with weapons or whatever, they just think they can't hit you.[/i]
 
Yes I'm playing with 1.47

Can you show which file has the part responsible for it so that I may do some experiments myself? Thanks.
 
xuchixuchi said:
Yes I'm playing with 1.47

Can you show which file has the part responsible for it so that I may do some experiments myself? Thanks.

That'd mean decompiling the hs_tohit.int script, but wouldn't do that. I'll try to add some extra stuff to the .ini next version so you can play with some values.
 
Mirr said:
Found a way to reproduce AC increasing every time. After the temple quest go to the plants and just click end turn 8 - 9 times next turn AC start increasing.

Sorry Mirr, completely missed this post until now. Yeah, but that's supposed to happen: after the amount of turns exceeds your endurance, the exhaustion (i.e. the AC counter) begins to rise. It does so with increasing speed as you become more exhausted. What wasn't normal was the instant 740 Exhaustion you reported, and which I haven't been able to reproduce. Or did I just misunderstand you?

I think it is at the same time they run out of seeds to trow at you. My test character is with St 2. Also the character I was using in The Den increase its PE from 5 to 9 permanently and do not get extra HP after leveling.

*Edit this is with 1.46 + RP 2.2

The HP not rising is meant to happen (unless you turn off the fixed HP features in the .ini's). The PE problem I don't get. Did it just jump to that value suddenly?
 
New version! Should (Should) fix the fleeing problem (in addition to a lot of related problems with the to hit formula) for good.

1.48

Bugfixes:

- Fixed bug in exhaustion system where exhaustion would increase exponentially, instead of linearily.
- Fixed bug in exhaustion system where NPC's would still have their "stamped" AC bonus as a constant exhaustion penalty.

Changes:

- Added a flat 10% bonus to the to hit chance (applied before the nerfing stage, so the effect should mainly be to help critters get basic to hit chances if they're extremely low, not considerably higher ones if they're already high). This bonus is customizable.
- Changed the way the distance modifiers worked because (1) they were way too punishing and (2) they made no sense. For some reason I made them increase exponentially in the old system (so first couple of hexes had penalty of x, the next couple of x+1, etc). Made no sense, and I probably just did it to feel smart. Now the formula is (relatively) straightforward (see the .ini to view it) and results in a max penalty of 7.5 per hex when using an unaimed shot with a short barreled weapon and 1 PE, up to no penalty at all for a 10 PE character aiming with a scoped weapon.
- I've given human and ghoul critters a bonus of 10% to all combat skills. The main reason for this is that their skills are ridiculously low in general (nearly all leather armor enemies you encounter have their relevant skill at 50-60%, metal armored ones at 60-70%). This isn't a difficulty concern, but a balancing one: it's damn hard to make a to hit formula that takes into account the player having at least twice the skill of most enemies he encounters. Still, I've kept the bonus relatively low to avoid the game becoming too hard (I think). So, consider it somthing of a customizable difficulty slider.
- I've again drastically lowered the value for the AI fleeing due to not being able to hit its opponent. I already did this earlier, but because of the problem that in my to hit formula, the AI believes it gets a hefty distance modifier when targeting far away enemies while carrying a melee weapon (doesn't matter when the AI actually attacks, but it does very much matter for the AI's fleeing), it still flees regularly. This measure, combined with the to hit increases mentioned above, SHOULD make the fleeing problem everyone's been complaining about go away.
[/i]
 
Are save games compatible between versions? And to install new version do i need to do something else except extracting it on top of older one?
 
Mirr said:
Are save games compatible between versions?

No idea why they shouldn't be. The script almost never save anything that could possibly conflict, instead doing everything over and over (that's why you get the short slow downs at the beginning of each map entry, as the scripts do their work). The only thing that gets saved is the gear randomization stuff, and the new max hp calculations. But I haven't changed those in a while now.

And to install new version do i need to do something else except extracting it on top of older one?

Nope.
 
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@JimTheDinosaur, interesting stuff. Especially economy system and weapons variety. Maybe some day I'll do a playthrough with your mod :)
If you need a jump-start on making proper installer for fallout mod, just ping me.
 
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