Megamod 2.35 technical issues and suggestions

First Aid skill is nearly pointless right now. I have ideas how to make it useful:

The PC gets "recipes" for Mr. Fixit that require First Aid to craft. With high enough First Aid skill, you could craft such things: improved versions of stimpak, drug-like items with positive effects without addiction or drawback (like Cookie's effect), and drug-like items with negative effects, for use against enemies:

There are plenty of possibilities for the last ones:
•Ones just like Beer, just with more effects - for use in or outside of combat;
•Ones with permanent negative effects;
•Ones that do damage;
•Combination of the above.
And the idea of some of them being "stealth" ones - like the in-game alcohol, you can weaken your enemy without them "noticing", and some of them being "non-stealth" ones - you can't use them without initiating battle. I'm not sure if it's possible to make the "non-stealth" ones.

The aim of having a character with a high First Aid skill could be to support his battles by making drugs that make you and maybe your NPCs stronger in battle, weaken some non-hostile enemy before attacking him, and use stimpaks more effectively. Or you could make an entirely First Aid character with no combat skills that uses drugs in combat to damage and weaken his enemies, and to help his allies. Though a drug that does damage could be imbalanced if there's no way to make someone notice you used it on him, because you could kill unnoticed anyone you wish. Anyway, some good drugs with temporary positive effects, and good ones with temporary negative effects could be enough to raise your First Aid skill.

Here is an example how to make all this:
First, you learn to make some items by a simple dialogue from some NPC, they will look like this:
Improved stimpak: Heals 30-40 HP; ingredients: Stimpak + 2 x Xander Root; skills required: 55% First Aid
Velocity Pills: +4 AP for 15 minutes; ingredients: Jet + Antidote; skills required: 85% First Aid
Mind-numbing instance (in syringe): -2 PE, -3 AG for 1 hour; ingredients: Buffout + Booze + Broc Flower; skills required: 65% First Aid
Toughness Pills: +4 ST, +2 EN, +7 Melee Damage, +20% DR, +40 maximum HP for 2 hours; ingredients: 2x Buffout + Healing Powder + 3x Jet; Skills required: 75% First Aid
Hibernation instance in syringe: -25% DR, -4 AP, -3 PE, -20 Current HP, -20 Max HP for 12 hours (after which heal back the HP); ingredients: 2x Super Stimpak + 3x Mentats; skills required: 130% First Aid
Deadliness Pills: +2 AP, +25% Critical Chance, +4 PE for 6 hours; ingredients: 2x Psycho + 2x Jet + 2x Healing Powder + Fruit; Skills required: 150% First Aid
Note: you cannot use more than one of each item on an individual.
Those are just examples. I could think of some real items if you wish. Also, they need to be very easily accessible, like bullets, because otherwise everybody will save them (and maybe use some on Frank Horrigan). And they should be 10-20 items, if not more.

I have ideas for the remake/rebalance of every single skill, but I posted just the one for First Aid, because the other ones require a lot of coding (and creating new locations, and such), I'm even not sure if some of them are possible to do the way I think of them. If you want, I could any of them. Some skills need a change to be of any use - like Sneak, Outdoorsman, Gambling, Steal (currently not worth spending skill points on it), Throwing, Traps. I have relatively easy solution for Gambling and Outdoorsman.
 
Fallout2_Fan said:
Success! :)
With Fallout 2 Savegame Editor
Code:
http://teamx.ru/node/361

I change the City/State to 1 for Navarro.

Dont work. City/State for Navarro (or Vault city) is alredy 1.
The problem is the same everywhere. If I let someone out of my group (wait me there), the game crashes at the next load.
 
@Fabian: Fallout2_Fan's success message was about his problem, not yours. As for games refusing to load, did you happen to change their armor before saving and exiting?

@Blackened: Some of those ideas are ok. Some of them need some polish. I agree that there are many skills in the game which need some more use. However, while some things might fit into the realm of First Aid, a lot of what you described seems like it would be more suitable under Doctor or Science skills rather than the First Aid skill. I mean, first aid is about using something (mostly low-tech) that is readily available to prevent further damage after the injury has already occurred: splints, direct pressure, items to suck out poisons/venom, bandages, heat, ice, etc.)

Part of a discussion I was having with another person was about healing items already in the game. Seems to me as there is already an abundance of those in the game.

I'm still interested in your ideas though. And don't worry about required coding. Maybe some things aren't possible anyway. However, I still have a number of maps just waiting to be used for something inside the MM.
 
MIB88 said:
I'm still interested in your ideas though. And don't worry about required coding. Maybe some things aren't possible anyway.

I'll post them when I have the time (tomorrow, I think).

The reason I put this for First Aid, not Doctor, is because First Aid is about using medicines in combat, or something. I have other ideas for Doctor, anyway.

All my ideas I was thinking for are about a mod I was planning to do, but I realized it could take me an year, or maybe much more, anyway it won't harm me if I post them all here.

Basically, I want to make skills to have point in going to 300%, without turning the game into a pointless hack'n'slash. I'm short on time, I'll explain tomorrow.
 
Hey, I had a slight issue was wondering if any one might have an idea to help,

I've had some issues with the mod, primarly crashing to a black screen/desktop, first it happened when ever i tried to leave the first village to enter teh world map, so couldnt' get that to work. so I uninstalled, cleaned everything out and reinstalled the whole game and the mod. now it crashes when ever i tend the temple at the very start,

Any ideas? :D I am really looking forward to trying this mod out since I love fallout 2 but just can't get it to work.
 
Blackened said:
The reason I put this for First Aid, not Doctor, is because First Aid is about using medicines in combat, or something.

Actually, I mainly wanted this for First Aid, because there weren't any other possible think to think of, except maybe healing HP using action points depending on how much First Aid you have, and this adds just a single way to use First Aid, anyway I like my other idea more.

I started thinking of this when I realized that having a 300% skill cap is pointless if there are (almost) no effects from the skill after a certain level - like Doctor needs to be 75% (in vanilla) for all the quests associated with it. Having less number of useful skills reduces the replayability. Anyway, I thought that the game should be modded to balance these skills, so I thought of a solution for every single skill. If you wish, you could use my list just for its balance elements, to make skills balanced up to a skill level, like 150%, or so. All I thought of is assumed modding of the vanilla game (with the latest unofficial patch).

Combat Skills - First balance them by balancing the damage of their associated weapons. Then add bonuses for raising them pointlessly - ranged combat skills can be raised to about 225% until you got all 95% shots, but it's not worth raising them above 175%, even above 150%. For melee combat skills, you need about 125%-150% to get all 95% hits. There should not be any bonuses for raising a combat skill up to normal levels. After it gets too high and not worth spending points on it just for the extra hit chance, the player should start receiving other benefits from developing the skill. Those benefits should be mainly/only weapons stronger than the strongest for his skill, gained by means of something that requires a skill check, like dialogue - maybe order your weapon from an NPC - your character will know what weapon would be effective when he's skilled enough with his skill.

Also, combat skills should provide more different weapons, strategy-wise:
Small Guns - everything possible you could need - having slow-firing weapons, fast-firing weapons with less damage than the slow-firing ones, snipers, burst weapons, AoE weapons (like Rocket Launcher, even if making them AoE means all they will fire rockets), wide variety of weapons for every damage type (most damage types other than Normal should be in forms of unique weapons) and all you can think of.
Big Guns - concept nearly unchanged from the present ones - burst fire weapons, ones with high damage and a little amount of burst bullets, others with low damage bursting huge amount of bullets (countered easily by damage threshold), lots of burst weapons between them; Rocket Launchers, Flamethrowers, other big guns, that work like (or almost like) the existing Big Guns - rocket launcher-fashoined, minigun-fashioned or flamethrower-fashioned, and maybe create a new kind of big guns. Though they are not as applicable as small guns, they do more damage than their "small gun equivalents".
Energy Weapons - their usual single-shot with high damage weapons, with pistol equivalent, with -1 AP cost and less damage, doing either laser, plasma, or electric damage, possibly add one with EMP damage. Good for fights in which you can't get to the enemy. Possibly do something about the Gatling Laser, because it looks really nice in the inventory (I love it!), though it isn't really fitting the other energy weapons.
Melee Weapons - a big variety of weapons - up to 3 hexes range, different AP cost, even different damage types (again, most of the unusual damage types as unique weapons), even possibly something with 1 AP cost, 1-1 base damage, enchanted knockback.
Unarmed - every weapon is like Brass Knuckles or Power Fist, just with different damage, and possibly using different ammo type, if using any. More damage than the Melee Weapons.
Throwing - They should be much more common for this to become a primary (only) combat skill. Or offer other benefits to make it worth as a secondary combat skill. It should be specific by its AoE.

Now the other skills:

Sneak: - (note: I thought a lot about this skill and never came with a especially nice solution, though it's one of the skills that needs remake the most. I still managed to think out something, though I don't know how possible is it to implement.) according to Per's guide, it's pointless raising it above some level, because it has some caps or stuff. So I suggest make it so that if skill is high enough, the player should not have any problems sneaking past critters. Also, make the player possible to stealthily assassinate someone (friendly or hostile), while sneaking behind him (or, well, just standing next to him) and using a rope, knife, or something. Better weapons will be able to kill stronger enemies. At higher skills there will be better tools for sneak-killing, bad for other uses. Using too much some weapon to kill targets will result in everyone knowing you use this, thus making impossible to kill non-hostile targets undetected in this way, until some time passes. Usable in combat. Not 100% chance to work - should be around 40%. Kills instantly (like 10 000 damage).
Lockpick - simply make more stuff for lockpicking, requiring 150+ skill, and containing good stuff that can't be found anywhere else, or can be found in limited numbers. Balanced in vanilla.
Steal - make every NPC requiring a certain skill level of Steal to steal from, so the more Steal you have, the more NPCs you can steal from, and the better items you can get by stealing. "Just killing them should grant you the same items" is an argument that limits this skill from giving stuff for like 150%+ Steal, but I guess you could sacrifice a little bit of the game realism here. NOTE: Making this skill not working would be very annoying for a lot of players (a lot of there who have the habit of stealing everything they can). It could actually make the gameplay worse. But I can hardly think of any other use of Steal.
Traps - lay traps down ("raised plate"), some of them triggerable just by your enemies. Higher skill = better traps. Available from early on. Cheap (otherwise, they will become like grenades - that's why nobody uses them). Good skill for planning strategies. If that's not possible to make in-game, then I don't know.
First Aid - already told my idea, look the upper post.
Doctor - add a new map, which serves as the Chosen One's lab. There, he'll be able to practice his Doctor skill when high enough - making enhancements adding HP, resistances/thresholds, SPECIAL and such to himself and his NPCs. Possibly change/add/remove traits. Chance to turn any NPC to a ghoul, super mutant or human, some of them need to be convinced by high enough speech. Could work good combined with what I thought of Outdoorsman.
Science - applicable at Chosen One's lab. Invent models of robots, and then copy the data and bring it at some (new?) location to get them make one for you to serve you as NPC. Same for armors and possibly other things usable by any character. Could be made just like Repair (see below). Or partly like Repair.
Repair - applicable at the Chosen One's lab. Create things depending on your skills - at high Small Guns, you could be able to create some new small guns, at high Science you could be able to create by yourself robots, etc. Possibly used for replicating of some unique items.
Gambling - remake all the gambling in the game. The player should be able to gamble until he wins a given amount of money depending on his Gambling skill and come back later if he gained more Gambling skill points. Save/load abuse of gamble should be encouraged. When playing somewhere, after a certain amount of caps won, an NPC bets an item (mostly unique items) instead of money. This makes high Gambling the only way to obtain some items, like having a good weapon at Klamath, or something.
Barter - one of the two ideas:
1: At a certain skill level, some shopkeepers offer you an unique item for sale.
2: The more your Barter skill, the more items for sale you have access to (applies only/mainly for shopkeepers). Bartering will be done by dialogue, and you will have access to one of the inventories of the shopkeeper, depending on your Barter skill. Some of the inventories requiring high level Barter skill will contain unique item(s).
Speech - at high skill levels, add options which grant you unique bonuses, like an extra NPC (unobtainable by other means), training for some skill, unique item, or something like that. The usual stuff you win from skills granting you "unique things" (like Gambling and Barter).
Outdoorsman - add the ability to have your own pets, each taking an NPC slot. Possibly taken from some NPC that sells them as babies (or eggs that require care), and they will grow as they travel with you and you feed them. Better pets at higher skill. Also, growing your own Spore Plants - different variants of them, seeds bought at somewhere - gathering their spikes for a use of your wish - make a weapon that shoots them, simply throw them at your opponents, use them for the creation of some medicine, or do something else with them. Outdoorsman has the potential for many other uses too, but I didn't managed to think of any good enough to mention.
 
Tom9k said:
Do you have the latest patch (2.35.2) installed?

Ok found the patch, um. do I just dump all the files into the main directory of fallout 2? the readme in the patch just seems to be a copy of the mod readme,
 
MIB88 said:
@Fabian: Fallout2_Fan's success message was about his problem, not yours. As for games refusing to load, did you happen to change their armor before saving and exiting?

Yes, all of my compagnions (save Marcus) are wearing combat armor.
I try to strip them of their armor (leaving it on the ground) before expelling them. Then save and load. it worked!

Thanks!

Fabian
 
The only NPC who this should be a problem for is Klint. Just don't do that with Klint and the game will still work. (Something said on the wiki, page 2 of this thread, and page 4 of this thread.)
 
Vault 23 work with no problem, Glow no problem for now (I have no wisited lvl 4, beacusne no topes left ;)) Computers aren't workint - but if think it shoud be that way. Bug with those "zombie monsters" in targeting mode - no descriptions on body parts and other glithes. Light sabre :D nice toy, and good animation - gratz :)
 
Ok.. how to go to lowest lvl (red labels around the elevator door) in Glow ? I can't stand next to the dor.. gird error or smth?
 
I finished my post, you can see it above. Tell me if you have something unclear. I have thought about how to make everything I mentioned, except a few things (notably, Traps and Sneak).

I made it so that any skill will be of any use. That's why I added so much "add unique things". If you have any problem with thinking of unique things, I can think of some. The point is that spending points on any skill would help you (except maybe some combat skill, if you already have a combat skill), no matter what.

Some skill remakes are necessary, even if you don't plan on adding any other I mentioned, simply because they are pointless. Skills like Sneak, Steal, Gambling, First Aid, Traps.

I can help you with numbers (balance), but I don't guarantee I'll give completely accurate results.
 
Blackened said:
I finished my post, you can see it above...

I can help you with numbers (balance), but I don't guarantee I'll give completely accurate results.

Thanks. It will take me a little time to really consider all that. I appreciate the input and will address each of them in turn after a little thought. But, no skill there is useless. There are some which may have limited use, but they aren't useless.

I did want to comment on that last thing you said now, though. I really hesitate to change around AP required, damage, etc. There are so many things to consider. People play the game in different orders. Lots of people have their own ideas about what they consider to be balanced. As for giving more use to certain skills, I'm all for that. Oh, and you mentioned "unique items" a number of times. Specific ideas for items is better (usually not weapons, as there are plenty of those in the game already).

Pan_Feanor said:
Ok.. how to go to lowest lvl (red labels around the elevator door) in Glow ? I can't stand next to the dor.. gird error or smth?

There is nothing below level 4.
 
Who have done Glow for F2? If I have some free time I can rebuild it a little, and add something to do in there...
 
Pan_Feanor said:
Who have done Glow for F2? If I have some free time I can rebuild it a little, and add something to do in there...

I got the maps originally from Morticia. If you want to create a new level for that area, then by all means, go ahead. If you can make a level that very closely resembles the level where Zax is, that would be great. I have an idea for a story/quest here already, but I am open to suggestions as well if you are willing to get a map ready.
 
Well there's computer and Abbey monks hungers for any technology. It could be another quest for Abbey, to colect data for Zax.
 
@ MIB88 and Pan_Feanor,
Maybe these Glow maps should be used instead of the ones that comes with the MM (the ones that I removed those scripts that couldn't be removed with the Mapper).
By the way MIB88, did you try them out yet?
 
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