Limping Ghouls

Psyckosama

First time out of the vault
is there any way to mod it so ghouls use crippled limb animation rather than standard? I mean in the first two the shambled. In FO3 they're like normal people with a extremely serious skin condition...
 
bhlaab said:
So I guess the idea is to just make one of their legs automatically crippled?

Yeah, also I think that's what most of the Fallout1 ghouls had actually, you could see it with the awareness perk, i think it was to make their movement shitty but leave their attack AP alone.
 
Why dont make both of thier legs crippled in f2 they didnt move fast anyway but they had good dr maybe add to this strong attack with some radiation effect would be cool
 
mrowa said:
Why dont make both of thier legs crippled in f2 they didnt move fast anyway but they had good dr maybe add to this strong attack with some radiation effect would be cool

Radiation attack is pretty much what makes the glowing ones unique, but I agree with slower with more DR.

Even though I guess high DR doesn't make much sense either, they barely even have skin let alone armor.
 
Well they could have armours would be more logical than ghoul go crazy so he strip himself from everything...
 
Here's something I thought of for Ferals that I'd like a group opinion on.

Ferals are basically bloodthirsty, flesh hungry, rabid zombies. I doubt they feel pain. There's two ideas I've had for this.

1) Therefore, to -kill- a Feral requires destroying their head. Otherwise, they just get back up after a few moments and resume their attack. This is the "simple" idea, below is another one that's more complicated.

2) Ferals start out as moving very fast (speedmultiplier AV==1.0). They have an incredibly high healrate (which does not affect limb healing) that basically negates all damage they take except for extreme situations (fatman, flamethrower, missile launcher, landmine, etc.). As they take damage, a script on each feral monitors their rate of health decline, and adjusts their speedmultiplier so as you hurt them, they slow down. To actually kill them requires splattering their brains on the wall.
 
What about changing Feral Ghouls into normal ghouls? Feral Ghouls look more like the original ghouls in previous Fallouts. Plus, make them move slower.

Is that possible?
 
Yeah, but ferals are sort of integrated into fallout 3's dialogue and several quests so... that might make things clash too much.
 
Dubby said:
Yeah, but ferals are sort of integrated into fallout 3's dialogue and several quests so... that might make things clash too much.

I think he was talking about making the Feral Ghoul model replace the "civilized" ghoul model. Not making all Feral ghouls civilized.
 
Dubby said:
1) Therefore, to -kill- a Feral requires destroying their head. Otherwise, they just get back up after a few moments and resume their attack. This is the "simple" idea, below is another one that's more complicated.

I have to strongly disagree with this one,
this is making fallout ghouls plain zombies...
fact: shooting everything in the head kills it.
but ghouls are still living things, when you blast their heart out (for example) they would drop dead like normal living things
I can agree with the "feel no pain" zone, but have some biology to keep em realistic...
 
LogisticEarth said:
Dubby said:
Yeah, but ferals are sort of integrated into fallout 3's dialogue and several quests so... that might make things clash too much.

I think he was talking about making the Feral Ghoul model replace the "civilized" ghoul model. Not making all Feral ghouls civilized.

The difference is Ferals have custom animations, and their model is classified as (CREA) a creature entry... the 'Ghouls' on the other hand, are classified as a race, and use the same animations all the NPCs use... and can therefore equip stuff. I don't know if the animations that Ferals use supports weapon animations. :?

trollshade13 said:
fact: shooting everything in the head kills it.
but ghouls are still living things, when you blast their heart out (for example) they would drop dead like normal living things
I can agree with the "feel no pain" zone, but have some biology to keep em realistic...

I know, but there really isn't a "Hah! I ripped its heart out~" feature there. However, I think having a crippled torso could work to that effect. So consider this then; please;... Granted their speedmultiplier drops steadily as they take damage, significant damage kills them outright, and knocking their head off/to pieces also kills them outright ... what if the healrate is cancelled or reduced greatly if their torso becomes crippled? This could also be done for having the arms & legs crippled, but I am a little weary to take it that far as that adds four more troublesome routines to run on each and every feral in the game.

I feel ferals are... underpowered in vanilla, and simply giving them more max health just doesn't "sit well" with me.

As always, opinion & input is greatly appreciated.
 
Dubby said:
Yeah, but ferals are sort of integrated into fallout 3's dialogue and several quests so... that might make things clash too much.

I had an idea for an area added to the subway tunnels where you find a feral ghoul society and realize that they aren't mindless zombies and that they just don't/can't conform to civilization so everyone just assumes they are because of the way they look.
Kind of like Set's gang but somewhat more pitiable... mental patients, in a way.

Explains them better than "they just got too much radiation and went bonkers!" but still doesn't clash with existing dialogues.
 
then I agree with you, a crippled torso (a damaged heart or vascular system) would destroy them

while a shatterd leg or arm, doesn't
maybe they'd hit for less or are slower.

and let only crippled torso decrease healing
 
Dubby said:
LogisticEarth said:
Dubby said:
Yeah, but ferals are sort of integrated into fallout 3's dialogue and several quests so... that might make things clash too much.

I think he was talking about making the Feral Ghoul model replace the "civilized" ghoul model. Not making all Feral ghouls civilized.

The difference is Ferals have custom animations, and their model is classified as (CREA) a creature entry... the 'Ghouls' on the other hand, are classified as a race, and use the same animations all the NPCs use... and can therefore equip stuff. I don't know if the animations that Ferals use supports weapon animations. :?

But it's just putting the skin texture from Ferals to Civilized.
 
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