Raygun Classic mod thrown up on Nexus

cantuse

First time out of the vault
It's a mod I put together to bring back as much of the FO1/2 derived stat formulas and starting skill formulas as possible.

It's just a beta, the whole game has yet to be balanced around these changes, but if you're interested in trying it out, and/or throwing up criticism/suggestions/hot girls' numbers; feel free to comment on the mod.

http://www.fallout3nexus.com/downloads/file.php?id=384

Thank you!
 
good job, but a few questions and comments.

first, how does it interact with bigger generally considered must have mods such as sagers?

changing weight has always been an annoyance as people tend to change the str effecting weight but ignore items - ESPECIALLY when they tend to tone it down, for example its really hard to carry around weapons when say an assault rifle weights 7 alone, a shotgun im guessing round 5, with a few weapons they really start adding up, i just made a new char recently at at lvl 3 carrying my "gear" which consisted of 5 weapons some for backup i had already 77/175 weight taken.

also, i'd like a full list of the formula's and perferably examples for example say the default weight limit at 5str is 200, you should have in a readme the formula now used and how it affects gaming.

This would help new comers too.

[edit]
while i won't be trying this out yet, i will definetly keep an eye on this mod's future progress.
 
Thanks for the tip. Another user posted a comment requesting formulas, so I've posted a comment on nexus with all of the details.

I will include the information in the next release.

This is technically one of those mods that as you put it 'tones down' carrying capacity, so it could definately annoy you. Because the spirit of the mod is to re implement FO1/2 algorithms, I'm decidedly against anything else.

This mod is aimed at people who are dead-set on getting FO3's character management elements to mirror FO1/2 as much as possible. Even if that means its a pain in the ass, because thats what some people like about FO1/2. /shrug YMMV

I'm also mirroring this mod for a separate project, a rebalance mod that focuses less on FO1/2 mimicry and more on encouraging diverse player concepts and gameplay. Unfortunately, based on my designs for this; I will likely have to wait for a functioning FOSE and/or CS.
 
yea, i don't mind toning down, as even sagers does that, but it feels like your only fixing half the problem when you ignore the item weights themselves, but of course fixing item weights themselves will take a much longer time
 
great idea. i was thinking on making such mod but i see its already in progress.


ideas

Barter = 20% + 2% * Cha
Big Guns = 5% + 2% * End
Energy Weapons = 5% + 2 * Per
Explosives = 15% + 2 * Per
Lockpick = 15% + 2 * Agi
Medicine = 25% + 2 * Int
Melee Weapons = 50% + 2 * Str
Repair = 15% + 2 * Int
Science = 20% + 2 * Int
Small Guns = 30% + 2 * Agi
Sneak = 20% + 2 * Agi
Speech = 25% + 2 * Cha
Unarmed = 60% + 2 * End


-first of all its a bit unbalancing since you are giving lot of free points. you can still follow fallout1/2 rules by setting these values to fallout 1/2 hard difficulty level (-10% to non-offensive skills). this will help a bit.

-fallout1/2 base offensive skill points have nothing to do with fallout 3. first you should replace damage bonus with accuracy bonus to weapons basing on skills. we need accuracy, not illogical damage bonus.

-fallout 3 idea with repairing items is nice for newly gained items. i dont mind repairing when i first find them but degradation could be removed or slowered to fit fallout1/2 rules. this could be easy remedy for carrying issues because without degradation you dont have to carry few pieces of same item but just pack it on shelves in home (we all do this with excess of items in fallout1/2).

-game is definitely too easy comparing to fallout 1/2. weapons damage is too low or ammount of health too high. in fallout 1/2 people had around 130hp on very high levels while top weapons could deal half of this damage in one shot. overepowered armors are a problem in fallout1/2, same as bugged AP ammo but this is already fixed in some mods like magnus fallout 2: weapons redone.
 
Agree with you on your last point, implementing higher powered weapons distorts the gameplay even more, however.

I have an unreleased project that attempts to rebalance weapons on top of these skill mods, and I find that at second level being able to drop a Super Mutant with a hunting rifle in four or five shots feels too powerful. Then the major issue of how do you make Muties still feel rough without making all weapons harmless against them? Etc etc, you can see how this thinking starts spiraling out of control in terms of what you are altering in a single mod.

And altering a ton of stuff to achieve a small result is typically bad; because it means you're introducing so many possible bugs for one benefit. /shrug.
 
there is this good mod called vats MCE which made the chance to hit in vats dependant on your weapons condition/gun skill more and as such at around 20-30 small arms u can no longer snipe with the hunting rifle from afar.
 
I have an unreleased project that attempts to rebalance weapons on top of these skill mods, and I find that at second level being able to drop a Super Mutant with a hunting rifle in four or five shots feels too powerful. Then the major issue of how do you make Muties still feel rough without making all weapons harmless against them? Etc etc, you can see how this thinking starts spiraling out of control in terms of what you are altering in a single mod.

well, supermuties have ~150-210hp in fallout 1/2 and 20/5/40 (AC/DT/DR) armor values which is equivalent to combat armor. 2nd most powerfull pistol in the game - .223 pistol deals 20-30 damage.

damage minus armor values for mutie
.223 ammo
1/1 mutiplier, -20 to DR (armor penetration)

20-30dmg against 5/40 armor = 12-20 damage
thats 10.5-17.5 shots without critical hits and perk dmg bonuses.

gauss rifle deals 34-47dmg to mutie: 4.5-6 shots
plasma rifle 13-30dmg (following with combat armor protection): 7-16 shots
pulse rifle 25-37dmg: 5.5-8.5 shots
pancor jackhammer 7-14dmg: 15-30 shots
10mm pistol with AP fix mod needs: 26-105 shots!!

muties are supposed to be very tough but at the moment we met them we are heavily realying on critical hits. aimed headshot can 1shot kill or deal double-tripple damage. but same with chosen. they can 1shot kill us.

the reason muties arent that hard in fallout2 is ridiculous laser protection on armors and they mostly use laser rifles.




in fallout 3 the problem is that our health bar is dropping down very, very slowly. 100hp for lvl 20 player and 200hp for normal mutie (more for behemots etc) and it should be ok. and please no more 10% recieved dmg in vats, gimme 100%


-first of all its a bit unbalancing since you are giving lot of free points. you can still follow fallout1/2 rules by setting these values to fallout 1/2 hard difficulty level (-10% to non-offensive skills). this will help a bit.

these are original values from hard difficulty level. base skill value minus 10%. not much of a change for f2 because of no level cap and 300% max skill. in f3 this 10% on 8 skills is very much. you are basicaly 5 levels ahead from the start.
 
i liked using sagers mod as it really makes it hard as most guns do like 25% more damage and hp is low so with 4-5 end i have around 100-120hp at level 3 and and when your fighting say 3-4 raiders its really hard. Probably the best part is that submachine guns such as the 10mm or the assault rifle feel really different from default
 
yep. sagers did good job with his mod, but its only tweaking fallout 3.

since this topic is about fallout1/2 rules i can only hope to see something similar in f3 like in f2.
 
yea, my point is sagers is a good base, and remember just cause fo2 is great doesn't mean everything can equally translate as well to fpsy fo3
 
Flash_in_the_flesh1 said:
well, supermuties have ~150-210hp in fallout 1/2 and 20/5/40 (AC/DT/DR) armor values which is equivalent to combat armor. 2nd most powerfull pistol in the game - .223 pistol deals 20-30 damage.
IIRC SMs in Fallout 1 were usually between 40 and 80 HP.
 
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