The_Vault_Dweller said:
The main purpose of this mod initially is to get some replay value by making things new to the player. I can't play the stock FO games anymore because I know where everything is and know exactly what to do. The mod has lots of "new to the player" stuff:
New Critters - Modied the kill types and kill counters to accomodate for new types (reptiles, arachnids, etc). Some critters play a sound by script on their combat turn. Some also make direct scripted sounds when wandering (as you approach them you hear them). Critters are tough, all of the original FO2 ones have double the hit points and more action points.
135 new weapons - Some are from FoT but many are completely new. Conventional firearms have real weapon sounds. New sounds were made for things like an automatic gauss rifle. New attack animations for triple-shot automatic pistol and others. All ground images are unique (look like the specific weapon rather than generic). There is a spreadsheet of weapons
here. A LOT of work has been done on weapons (mostly by corpse) to make sure everything makes sense and is realistic.
15 new ammo calibers and 24 new ammo types. Interesting stuff like 357 magnum, 50 caliber (we have a 50 caliber pipe rifle!), 40mm grenades for launchers, 66mm rockets, spear gun bolts. New explosion animations for the grenades and rockets.
It took a lot of work to do this, but I added a whole new
system of script commands for randomization. The tricky thing is that critters only have some of the weapon animations. What I do is write binary bits in a global variable for each critter, storing the animation types they can use. This way I can generate random weapons for critters without crashing the game (system makes sure critter can use weapon). These 25 new script commands allowed me to do this:
Random Loot - Most containers will have a chance of having loot, and if so, it will be random loot. Not even I know where the loot is, and it will never be the same anyways. I have generic "loot roll" (chance for random loot) and "loot pick" (guaranteed random loot) scripts. Some are specialized by area, for example Arroyo will have random loot but only primitive items.
Random Store Inventories - Unlike the FO2 stores, the entire inventory is randomly generated. It is not done haphazardly though, the system makes sure there is an appropriate progression of weapons for the respective areas. Plenty of new weapons to play with, and new and tougher critters to fight with them. Stores delete their inventory (except quest items) regularly to avoid the "too many items on a map" bug. This also makes inventories more diverse and more interesting to browse.
Random Wielded Weapons - ALL of the FO2 random encounters used statically hardcoded weapon selections. This is no more: all encounters use randomly generated weapons. Humanoid critters have a chance of having stimpaks, the bad guy types (raiders, bandits, gangs) have a chance of having psycho and jet. The encounter critters also may have random items in inventory. Not all is random though: prospectors will likely have gold, bootleggers will have booze, trappers will have pelts, etc. Here's an example of what a raider script does (using the new script commands):
call createRandomItem(self_obj, item_subtype_random, 1, 1, 33, 80);
call WieldUsableRandomWeapon(self_obj, 90);
call CreateUsableRandomWeapon(self_obj, weapon_subtype_random, 80);
call createItem(self_obj, PID_MONEY_COINS, 1, 25, 75);
call createItem(self_obj, PID_DRUG_STIMPAK, 1, 2, 50);
call createItem(self_obj, PID_DRUG_PSYCHO, 1, 1, 15);
call createItem(self_obj, PID_DRUG_JET, 1, 1, 25);
So although there is no new story line here ... there is a new experience and lots of new stuff to play with. Oh and that includes a new world map (satellite image of california).
None of this would have been possible without the great work of Corpse (weapons) and Wild_Qwerty (all kinds of animations).
Beta release is close but I don't want to rush to release like some game companies we know and love.