Proposed Endurance Mod

Magnus

Water Chip? Been There, Done That
Modder
Endurance is currently quite useless. There's no radiation, no poison, and raising it to high values matters little to your HP.

The default amount of HP you will gain when leveling up is your Endurance/2 plus 2. So:

EN <4 = 3 HP per level
EN 4-5 = 4 HP per level
EN 6-7 = 5 HP per level
EN 8-9 = 6 HP per level
EN 10 = 7 HP per level.

I propose to make the HP gained per level simply equal to your Endurance, but no lower than 3.

With 4 EN you wouldn't see a difference. With 5 and 6 EN you'd gain one more HP per level than you normally would, not much of a change. But, with an EN of 9 or 10 you'd get 3 whole extra HP more than you normally would, a fitting reward for spending all your primary stat points in Endurance.

I'd do this with a global script that looks like this, please correct me if it looks wrong:

(coming when you can post code)

What do YOU think? Is it a good idea? Is the script bogus? Let's hear it!

EDIT: The forum is mangling my code!!! I'll upload a link instead...
 
I think the only way to truly know whether it has merit is to test in game. On the surface it seems like a useful addition, but I never found HP an issue in Fallout. Armor and damage resistance seem to be the key ingredients for survival - but the beauty of the combat system is that you are never fully protected from the stray critical shot regardless of what armor you wear. The idea that you have an increased resistance to poison and radiation – well that’s a different issue, I think that will be an excellent improvement (especially with Josan working on a poison and radiation mod that will increase the damage of both effects). I say go for it Magnus. Sorry I can’t help with the coding – I’m a complete noob. :roll:
 
The mod is complete - it makes you gain an amount of HP equal to your Endurance every level, at a minimum of 2. My first impressions of the Fallout scripting language can be summarized in a bunch of 4-letter words :D especially with the compiler that only does stuff when it wants to, though Timeslip's made some decent improvements. I'm going to test it a little more before I release it.
 
I suppose Endurance would become useful with new Food/Radiation systems but yeah, the idea of HP/per level depending on Endurance is good with me
 
another thing you could try in regards to HP is making Lifegiver available starting at level 3.

it'll be decent for characters who can't afford Toughness.
 
Idea itself is good. But there is 1 thing u gotta ask - in current Fo2 setting, is it useful?

Cause, as somebody mentioned be4 - armor is all i need, i usually play with endurance 3 and i never missed HPs... ya, bit harder at the start, but it pays off rather soon when those agility or perception points start getting used.

So, i like the idea, its nice, id recommend u do it. BUT i dont c it being widely used UNTIL some mod (maybe like that rad/poison mod) comes out that makes endurance a bit more useful.
 
Yeah, hp isn't all that important. So, instead of giving bonuses for high Endurance, how about giving penalties for low? For example having 4 and 6 End would be a huge diffrence in resitances etc.

Also, coming up with something like bleeding or shellshock would make it more useful, but that's even more work.
 
I don't really see the point of this mod, for experienced players HP is a neglectable stat. I myself tend to play with endurence at 1 or 2 and easily manage to get through the game this way. The only reason I could see any merit in high HP is if you play a melee only character.
 
fortyseven said:
I don't really see the point of this mod, for experienced players HP is a neglectable stat. I myself tend to play with endurence at 1 or 2 and easily manage to get through the game this way. The only reason I could see any merit in high HP is if you play a melee only character.

The purpose of this mod is to make Endurance useful, so to speak.
 
Good workl Magnus !
Most of the time I play melee/unarmed, I also fancy a game of ironman so im used to invest points into End.
Before playing like that, I always had low End because the benefits outweighed the drawbacks, somehow it felt not right.

Giving Endurance some ''weight'' again will feel like a welcome change, especially together with the food/radiation mod it will breath new life into the ''creating a new character proces ''

New ways to play, more different char builds, more roleplaying = Fun !!!

Bye !
 
Would be nice, if EN>=6 added some DT against all damage (let's say +2 for every point of EN above 5, so with EN=10 we gain +8 to every DT).

Heal rate increase for EN>6 would be nice as well.

Also, i don't know if EN currently affects chance to be knocked down or get maimed... But would be nice to see EN=10 character to be really unbreakable.
 
I like the idea about DT, though I consider +8 to be a bit too over the top. +1 for every EN point above average sounds good, capped at +5 with EN=10.
 
Imho endurance could use some tweaking. A DT modifier sound good! maybe a small DR would work aswell?

Also reducing enemies critical hits would be an option (if doable)?
 
''Also reducing enemies critical hits would be an option''

This sounds like a cool feature for the Luck stat.
 
Ravager69 said:
fortyseven said:
I don't really see the point of this mod, for experienced players HP is a neglectable stat. I myself tend to play with endurence at 1 or 2 and easily manage to get through the game this way. The only reason I could see any merit in high HP is if you play a melee only character.

The purpose of this mod is to make Endurance useful, so to speak.

Be that as it may. However, you wont make endurance more useful by increasing the hp it yields because in most cases hp is irrelevant. Only noobs and melee players need it and for that you have the lifegiver perk. The DT modification on the other hand sounds more sensible. Although, in my opinion the player character is already overpowered. Thus I don't see the point of increasing survival stats.
 
I think there are always good thoughts in nearly every mod like radiation and food system but even with the RP i think the player is already owerpowerded.
So with these mods we have to think about of rebalance the whole game..like minor xp for all quests and also if the dude are killing someone..
The chosen one passes with a lightness trough all levels it´s unbelievable...
Just in the beginning it´s a bid harder to succed. I am hoping we´ll find a a way to solve these for the good..
 
How about playing with Magnus' weapons redone? It improves challenge, alright.

Also, I see this mod in tandem with another, as a standalone project it is kinda redundant.
 
''The chosen one passes with a lightness trough all levels it´s unbelievable'' True that ! Do you have any indears on this matter ?
Nowdays when I play fallout I use some tweaks wich make it a bit more challenging like : double item weight, healing items effects are spreaded over multiple turns & edited bodyhit chance so those eye shot criticals a more difficult to make. Also playing it Ironman can be fun while using a good Ammo/weapons mod like Magnus's ''weapon redone mod''. (sorry for going off topic btw)
Bye !
 
Ohl, this mod reminded me of an little add-on I wanted to do some time ago - a drinking contest in Redding. It'd be obviously based mostly on Endurance, so it could be a good addition to this project.

Speaking of which, I am curious about one thing - does the Fallout's scripting language support ranges? For example

Code:
variable score;
if  (100 >= score >= 10) then begin

Above line is just an example, not a part of my code whatsoever. I am going to find out sooner or later, but I'd be grateful if someone could spare me the trouble. Also, perhaps poison resistance could be a factor? I am open for suggestions.

Sorry for hijacking the thread btw :D Back on topic - adding more quest solutions based on Endurance would also greatly increase it's usefulness, providing they'll give a tidy profit.
 
Ravager69 said:
How about playing with Magnus' weapons redone? It improves challenge, alright.

Riel88 said:
Also playing it Ironman can be fun while using a good Ammo/weapons mod like Magnus's ''weapon redone mod''. (sorry for going off topic btw)t

Those are never off topic. In fact, they should be included in every topic for added reader's pleasure.

I've thought about this too. See, I've wanted to boost endurance ever since I first laid hands on FO2, since "omfg, they just added Melee as an afterthought, no Melee character could ever stand on its own without tons of EN and the Lifegiver perk." But with F2WR giving the Melee skills a decent boost, HP has become less of a must-have for a brawler character. Then again, with F2WR making JHP criticals absolutely deadly, a character with ridiculous HP values might be able to survive a crit and give some heavy payback, so I guess this one's not entirely useless.

In the next version of F2WR I'll be bringing extra (optional) challenge to the game by giving more mid-to-high level enemies AP ammo, letting them punch through that invincible armor of yours and making your HP the last line of defense - hope you've got some!

I like melee. Humanity survived for thousands of years with points in nothing but Endurance, Agility, Melee, and Throwing - that's gotta mean something. My ancestors didn't cleave English and French skulls with guns and ammo, did they? :D That's why I'd like to see an alternative to the guns skills in the form of Melee, Unarmed and Throwing, and I guess having loads of Endurance and HP would work nice for a character who'd like to roleplay someone with these skills. Oh I really need to stop posting while drunk...

Ravager69 said:
(...)
Speaking of which, I am curious about one thing - does the Fallout's scripting language support ranges? For example

Code:
variable score;
if  (100 >= score >= 10) then begin
Hm, not sure what this would accomplish. I'm no guru, but if I were a compiler I'd treat the second part as a condition, like (100 >= (score >= 10)), which would always return true, because the second condition is either true(1) or false(0), and 100 is more than either.
 
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