Megamod 2.4 Technical Issues and Suggestions

affects all critters except for the player,can edit any of them,btw with those scripts slayer is melee and hth,all the settings will be affected but alot of code that is written for perks will not work(it will simply return 0 and will not affect any calculations)

Nirran
 
btw with control party members enabled in sfall setting, my party members dont do huge amount of dmg (i tested with 1500% dmg), so that must means party members that u can control count as player too

hey how about making a mod that in general give "less money/goods" to the player? my problem with fallout 2 vanilla, megamod and restoration project is in the middle of the game it becomes to easy no matter what your difficulty settings and difficulty editing because u have so much money, armor, and weapons from the enemy drops... u can barter it with another goods, ammo or tons of stimpacks.. that surely makes the game tooo easy... and im sure lots other players have this problem too, check this out... http://www.nma-fallout.com/forum/viewtopic.php?t=54328&postdays=0&postorder=asc&start=1080

maybe make a mod that modify the chance of goods dropped from dead enemy based by your luck/outdoorsman/other stat? right now lootable mod modify the amount of goods u can have by your repair/science stat... how about add another stat (luck/outdoorsman/etc)... so when the enemies dies the mod roll a chance of weapons/armor/goods dropped from the dead enemies based by your luck/outdoorsman/or other stat... this way, you dont end up being filthy fukin rich and the game stay balanced and challenging... also this will make barter stat worthwile to adds another points (moneys tight so u better fully utilize ur barter skill)...

maybe like :
- 10% outdoorsman (or maybe luck 1) -> 5% chance that goods dropped from enemies (so with lootable armor mod enabled, even if your repair and science stat is high, you still have the chance that the enemies will drop nothing)
- 50% outdoorsman (or luck 5) -> 25% chance that goods dropped
- 100% outdoorsman (or luck 10) -> 50% chance that goods dropped

well other way to prevent this "money to much this game become to easy" problem is dramatically lower the prices of ALL items you can sell (eg. power armor for 3000, rocket launcher for 1000, 10mm Pistol for 100) and increase price modifiers of ALL vendors accordingly

just a suggestion from me... anyway thx again for this wonderful mod :)
 
marlboroo said:
btw with control party members enabled in sfall setting, my party members dont do huge amount of dmg (i tested with 1500% dmg), so that must means party members that u can control count as player too

hey how about making a mod that in general give "less money/goods" to the player? my problem with fallout 2 vanilla, megamod and restoration project is in the middle of the game it becomes too easy no matter what your difficulty settings and editing because u have so much money, armor, and weapons from the enemy drops, u can barter it with another goods, ammo or stimpacks.. that surely makes the game tooo easy... and im sure lots other players have this problem too, check this out... http://www.nma-fallout.com/forum/viewtopic.php?t=54328&postdays=0&postorder=asc&start=1080

maybe make a mod that modify the chance of goods dropped from dead enemy based by your luck/outdoorsman/other stat? right now lootable mod modify the amount of goods u can have by your repair/science stat... how about add another stat (luck/outdoorsman/etc)... so when the enemies dies the mod roll a chance of weapons/armor/goods dropped from the dead enemies based by your luck/outdoorsman/or other stat... this way, you dont end up being filthy fukin rich and the game become more challenging... also this will make barter stat worthwile to adds another points (moneys tight so you better fully utilize your barter skill)...

maybe like :
- 10% outdoorsman (or maybe luck 1) -> 5% chance that goods dropped from enemies (so with lootable armor mod enabled, even if your repair and science stat is high, you still have the chance that the enemies will drop nothing)
- 50% outdoorsman (or luck 5) -> 25% chance that goods dropped
- 100% outdoorsman (or luck 10) -> 50% chance that goods dropped

well other way to prevent this "money to much this game become to easy" problem is dramatically lower the prices of ALL items you can sell (eg. power armor for 3000, rocket launcher for 1000, 10mm Pistol for 100) and increase price modifiers of ALL vendors accordingly

just a suggestion from me... anyway thx again for this wonderful mod :)

can write a simple function that will delete all items a corpse has when they die,using the values you said for outdoorsman and luck,,take about 5 min,i will speak with mib about adding it and making it an ini setting in megamod.ini

Nirran
 
cool nirran

btw just check my post again... saw {I'm trying to say your, you are, or you're, but I'm likely too stupid to know which to use.} lol this board is too harsh for the non english speaker >_>
 
Nirran said:
can write a simple function that will delete all items a corpse has when they die,using the values you said for outdoorsman and luck,,take about 5 min,i will speak with mib about adding it and making it an ini setting in megamod.ini
As well remove the ability to steal from all of the shop keepers, and change the ratio bartering skill, so items cost a lot and sell for little regardless of how skilled your bartering is – but still proportional to your skill points.

E.g. Barter skill – 20pts – item buy $100 – sell $15
E.g. Barter skill – 130pts – item buy $75 – sell $35

Something like that……you can improve upon that example. :wink:
 
umm.. maybe the drop chance should only apply to weapon and armor and not other items, because there is some important items that will screwed the game if not show from the dead corpse (like the charisma+1 shades drop if you kill salvatore bodyguard.. or the thieve stone from the bad guy corpse in klamath thievery garden quest)

besides, the things that broke the game balance and make you very rich from the enemies loot are armor and weapon (the ammo is already cut by half in megamod so its not a problem anymore)
 
marlboroo said:
umm.. maybe the drop chance should only apply to weapon and armor and not other items, because there is some important items that will screwed the game if not show from the dead corpse (like the charisma+1 shades drop if you kill salvatore bodyguard.. or the thieve stone from the bad guy corpse in klamath thievery garden quest)

besides, the things that broke the game balance and make you very rich from the enemies loot are armor and weapon (the ammo is already cut by half in megamod so its not a problem anymore)

that would take alot longer to code,ssl scripting does not have a loop inventory item,get_next_inventory item,break_loop set of functions,i would have to check each item against a list of PID's,since i cant loop and check each item against sub_types,i would have to code each individual pid(Proto Item iD),and check if the corpse has that item,if it does,delete it

take an hour minimum

you can already disable lootable armor in megamod.ini,try turning it off and be reluctant to pick up weapons

Nirran
 
I don't want you all to think that I have not been following these suggestions regarding items, money, and balance. However, here's my stance on the issue:

Yes, the player can get an insane amount of money in the game... much more than he could ever use. But, as I've said elsewhere in another thread or maybe in private messages, I would just recommend that the players who are really concerned about this just exercise a little restraint. There is no way to please everybody, anyway. There are, I'm sure, plenty of people who like to get all the money they can. And people won't agree at all on how much something should be bought or sold for.

So, if Nirran would like to create an optional script for people to turn on and off, I would gladly include it. The two of us were talking about additional ways to possibly deal with this issue, including other "money sinks" as well as the possibility to destroy certain high-technology, high-value items when enemies are killed in certain circumstances. However, these ideas, and others, will require a little more thought as far as how to implement these.

I'm open to ideas, really, but I don't want to add/change anything that is going to please just as many people as it would piss off (unless it can be turned on and off as an option with Nirran's help).
 
Nirran said:
marlboroo said:
umm.. maybe the drop chance should only apply to weapon and armor and not other items, because there is some important items that will screwed the game if not show from the dead corpse (like the charisma+1 shades drop if you kill salvatore bodyguard.. or the thieve stone from the bad guy corpse in klamath thievery garden quest)

besides, the things that broke the game balance and make you very rich from the enemies loot are armor and weapon (the ammo is already cut by half in megamod so its not a problem anymore)

that would take alot longer to code,ssl scripting does not have a loop inventory item,get_next_inventory item,break_loop set of functions,i would have to check each item against a list of PID's,since i cant loop and check each item against sub_types,i would have to code each individual pid(Proto Item iD),and check if the corpse has that item,if it does,delete it

take an hour minimum

you can already disable lootable armor in megamod.ini,try turning it off and be reluctant to pick up weapons

Nirran

wow that sounds really complicated, well for me alone the drop chance mod that apply to all items is really more than enough (if the corpse not drop the unique/quest items then i can always reload and try again, not really a big problem)

well its all up to you if you want to make it or not :)
 
MIB88 said:
I don't want you all to think that I have not been following these suggestions regarding items, money, and balance. However, here's my stance on the issue:

Yes, the player can get an insane amount of money in the game... much more than he could ever use. But, as I've said elsewhere in another thread or maybe in private messages, I would just recommend that the players who are really concerned about this just exercise a little restraint. There is no way to please everybody, anyway. There are, I'm sure, plenty of people who like to get all the money they can. And people won't agree at all on how much something should be bought or sold for.

So, if Nirran would like to create an optional script for people to turn on and off, I would gladly include it. The two of us were talking about additional ways to possibly deal with this issue, including other "money sinks" as well as the possibility to destroy certain high-technology, high-value items when enemies are killed in certain circumstances. However, these ideas, and others, will require a little more thought as far as how to implement these.

I'm open to ideas, really, but I don't want to add/change anything that is going to please just as many people as it would piss off (unless it can be turned on and off as an option with Nirran's help).

the way the MMORPG's i played dealt with it was tradeskills,having to buy from vendors most of the items needed(or a main ingredient) to craft things that people wanted,most of the good stuf was consumables,maybe do something similar,and make a critter that sells the items through dialog(that way player cant trade items for them),just an idea

marlboroo said:
Nirran said:
marlboroo said:
umm.. maybe the drop chance should only apply to weapon and armor and not other items, because there is some important items that will screwed the game if not show from the dead corpse (like the charisma+1 shades drop if you kill salvatore bodyguard.. or the thieve stone from the bad guy corpse in klamath thievery garden quest)

besides, the things that broke the game balance and make you very rich from the enemies loot are armor and weapon (the ammo is already cut by half in megamod so its not a problem anymore)

that would take alot longer to code,ssl scripting does not have a loop inventory item,get_next_inventory item,break_loop set of functions,i would have to check each item against a list of PID's,since i cant loop and check each item against sub_types,i would have to code each individual pid(Proto Item iD),and check if the corpse has that item,if it does,delete it

take an hour minimum

you can already disable lootable armor in megamod.ini,try turning it off and be reluctant to pick up weapons

Nirran

wow that sounds really complicated, well for me alone the drop chance mod that apply to all items is really more than enough (if the corpse not drop the unique/quest items then i can always reload and try again, not really a big problem)

well its all up to you if you want to make it or not :)

yea it is complex,but id forgotten i had already made lists of the items (in code) in 2 different scripts,one having the code i could use,the other listing all the items,then simple replace with the text editor did what i wanted,the script hs_ondeath now has an ini setting in megamod.ini that deletes all weapons that use ammo and all armor from dying critters,if the outdoorsman and luck are not up to par(the values i used are exactly what you posted),the items being deleted are run as the last function in that script(same script that drops lootable armor),it will delete any lootable armor that previously was created

Nirran
 
man you are super! ok im waiting for the mod to release

i just hope there is an option to edit the value of outdoorsman and/or luck used... cause when i write that formula i didnt really think it through (really, i didnt know that you can make it that fast, you l33t haxorz lol)

uhh.. is it dependant with each other? means i must have 5 luck AND 50% outdoorsman for a 25% chance item drop? or will the mod check what value is higher to determine the chance?

also, what happen if the outdoorsman is 20%? is it 5% chance of dropped item (rounded up from the value above)? or 10% chance (the exact value)?

and last... maybe swap outdoorsman with gambling? because in life everything that use random chance to get is depended by luck (reason to use luck stat)... and everything that use luck means that you gamble in it (reason to use gambling skill).. also it ties nicely because luck is the only stat in fallout that affect gambling... logic of outdoors experience (outdoorsman) doesnt really "match" with your chance to get loot from enemies

anyway thank you very much nirran
 
marlboroo said:
man you are super! ok im waiting for the mod to release

i just hope there is an option to edit the value of outdoorsman and/or luck used... cause when i write that formula i didnt really think it through (really, i didnt know that you can make it that fast, you l33t haxorz lol)

uhh.. is it dependant with each other? means i must have 5 luck AND 50% outdoorsman for a 25% chance item drop? or will the mod check what value is higher to determine the chance?

also, what happen if the outdoorsman is 20%? is it 5% chance of dropped item (rounded up from the value above)? or 10% chance (the exact value)?

and last... maybe swap outdoorsman with gambling? because in life everything that use random chance to get is depended by luck (reason to use luck stat)... and everything that use luck means that you gamble in it (reason to use gambling skill).. also it ties nicely because luck is the only stat in fallout that affect gambling... logic of outdoors experience (outdoorsman) doesnt really "match" with your chance to get loot from enemies

anyway thank you very much nirran

please forget my request above (the bold one) if it waste your time :)

or to make it easier and less complicated maybe just negate the stat completely and use only skill as the modifier? so just make that for every 10 points of skill = 5% more chance for armor and weapon to drop... means 200 point in one skill is needed for the 100% drop chance (what skill is used, outdoorsman or gambling is up to you)
 
marlboroo said:
marlboroo said:
man you are super! ok im waiting for the mod to release

i just hope there is an option to edit the value of outdoorsman and/or luck used... cause when i write that formula i didnt really think it through (really, i didnt know that you can make it that fast, you l33t haxorz lol)

uhh.. is it dependant with each other? means i must have 5 luck AND 50% outdoorsman for a 25% chance item drop? or will the mod check what value is higher to determine the chance?

also, what happen if the outdoorsman is 20%? is it 5% chance of dropped item (rounded up from the value above)? or 10% chance (the exact value)?

and last... maybe swap outdoorsman with gambling? because in life everything that use random chance to get is depended by luck (reason to use luck stat)... and everything that use luck means that you gamble in it (reason to use gambling skill).. also it ties nicely because luck is the only stat in fallout that affect gambling... logic of outdoors experience (outdoorsman) doesnt really "match" with your chance to get loot from enemies

anyway thank you very much nirran

please forget my request above (the bold one) if it waste your time :)

or to make it easier and less complicated maybe just negate the stat completely and use only skill as the modifier? so just make that for every 10 points of skill = 5% more chance for armor and weapon to drop... means 200 point in one skill is needed for the 100% drop chance (what skill is used, outdoorsman or gambling is up to you)

not hard,and i found a way to loop through inven,did this

Code:
procedure Delete_All_Weapons_Armor(variable critter) begin
   variable count := 0;
   variable delete_item := 0;
   while(count < 1000) then 
            begin
               delete_item := obj_carrying_pid_obj(critter, count);
               if (obj_item_subtype(delete_item) == 0) or (obj_item_subtype(delete_item) == 3) then 
                  begin
                     call remove_inventory(critter, count, 0);
                  end
            end
         count := count + 1;
      end
end

also added control over the few variables for this code in megamod.ini,download my custom perks mod and use only hs_ondeath.int and megamod.ini,wont have to wait :D

Nirran
 
tested with 0%, 50%, and 100%, looks like it working great! thanks man! this is what fallout 2 should be, finally money becomes important again!! gotta appreciate every quest money reward now lol

im gonna test it some more then finally begin a new game again to fully experience this piece of cool work

thanks! :D :D
 
marlboroo said:
tested with 0%, 50%, and 100%, looks like it working great! thanks man! this is what fallout 2 should be, finally money becomes important again!! gotta appreciate every quest money reward now lol

im gonna test it some more then finally begin a new game again to fully experience this piece of cool work

thanks! :D :D

np prob at all,ive also put in a reqested with Timeslip to add some functions to manipulate the barter cost of items,allowing the result to be below the listed price of the item in the files(the item files),that would make gold in fo2 a lot harder to come by,if the barter skill is under the vendor price,the items will sell for alot less,mabe figure a way to make gold an issue,harder(with options to turn it off if desired) anyway,i love to mod,enjoyed doing it,welcome

Nirran
 
hi there is a little problem with your previous mod

- random loot mod, the command RandomBooksPercent not work, i tested with 100% and every container show a bunch of misc item instead of skill books (with your skill book mod or vanilla it still show the same result... misc items like radio, stone, etc)

- what happen to crippling effects? seems i cannot do it anymore, tested lots of time with targeted shot with no result, btw i only lowered the critical dmg, higher hard setting, and lowered knckdown, knockout, lose next turn in damage.ini... why i cannot do cripling shot anymore? or maybe just extremly unlucky?

thank u (btw random chance mod working great, no prob here)
 
marlboroo said:
hi there is a little problem with your previous mod

- random loot mod, the command RandomBooksPercent not work, i tested with 100% and every container show a bunch of misc item instead of skill books (with your skill book mod or vanilla it still show the same result... misc items like radio, stone, etc)

- what happen to crippling effects? seems i cannot do it anymore, tested lots of time with targeted shot with no result, btw i only lowered the critical dmg, higher hard setting, and lowered knckdown, knockout, lose next turn in damage.ini... why i cannot do cripling shot anymore? or maybe just extremly unlucky?

thank u (btw random chance mod working great, no prob here)

if the town is before broken hill level(vanilla level ish) then code will prevent the books from being created

i will have to look into that,i thought i had set it to break limbs on criticals,make sure the hs_combatdamage is current,redownload custom perks mod and use the one in it,also examine them after the shot,the text windows results are not always accurate,let me know if they are being crippled or not

Nirran
 
oh i see, means the book will show up at towns like san fransicso and ncr right? well i test the mod at arroyo so that must be the reason

regarding cripling, in vanilla i usually snipe the enemies foot so they can go down and other party can finish it.. also shot their hand so they cannot use their 2 handed shotgun or rifle... but now seems i cannot do it anymore... ok i will test again and examine after shot
 
Hi and hello
Toxic Caves: Sajag Exp. - cannot be finish couse one Gecko is inside the wall

for Nirran: Destoy Bodies dont working - i check this inside the Temple - scorpion with tial gone after you exit from combat mode.

Also - P. Tribe - first after visit you must finish the Shaman quest couse if you do first warrior quest, than you never finish Shaman. I check this twice.
If this is not a bug - forgot about this only put this info to MagaMod Guide.

Stave.
 
i have a problem with primitive tribe. the tented area's map doesn't work for me. the wooded area works fine but when i enter the village, i can only walk around the area, and can't see the map fully. then i go back to the woods, and same thing start to happen there too. i can't even get to the exit grid, and can't get back to the world map. i've done some search, but couldn't find someone else mentioning a bug like that.
 
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