Reload AP

Per, I think that Horrigen IS damaged by EMP.......... I remember that the pulse rifle is really effective aginst him..........
 
PsychoSniper said:
Per, I think that Horrigen IS damaged by EMP.......... I remember that the pulse rifle is really effective aginst him..........

Yeah, but that does electrical damage.
 
Per said:
I resized the Fo1 critter protos (had to change the batch file a bit to please the Win98 version of MS-DOS)

Per, what did you have to do to the batch file to make it work on Win98? Could you post the change?
I think this is a something that should go in the FAQ (how to resize the FO1 protos).

I use Win2K. Can someone tell me if this batch file works on WinXP?
 
dude_obj said:
Per, what did you have to do to the batch file to make it work on Win98? Could you post the change?

Don't know exactly what caused the error; it complained about "too many arguments" or something, so I figured it was the & bit. I ended up shortening the whole thing to:

for %%i in (00*.pro) do copy /b %%i + 4bytes %%i
 
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Interesting. And yet Katja quickly becomes an armor stamp on the ground dead soon after you meet her. She doesn't have enough HP to deal with the muties in the cathedral. I think they should have placed her earlier in the game so she could develop some HP and skills before standing face to face with miniguns and energy weapons.

Unless we're discussing some modified form of Fallout, Katja, or any other Fallout NPC, does not gain any skills or HP. I agree that she was underpowered (I guess the combat armor helps some), but I think they *all* were really unprepared for the end battles.
 
Lord 342 said:
Unless we're discussing some modified form of Fallout, Katja, or any other Fallout NPC, does not gain any skills or HP. I agree that she was underpowered (I guess the combat armor helps some), but I think they *all* were really unprepared for the end battles.

I thought I remembered messages saying Ian gained new skills or abilities or something like that. Or am I mistaken? Maybe I'm confusing it with FO2 where they definitely gain HP and skills. It has been quite a while since I played FO1.
 
No, I'm sure dog meat went up levels, he was the only NPC I used in FO1 and I used up half my stim packs keeping him alive through those force fields :) (I like dogs)
 
No NPC levelling in Fo1 of any kind or denomination. Btw, turns out I could do the sticky thing myself, just wasn't obvious how to go about it.
 
Per said:
Katja is stamped with combat armour.

On this topic of critters that appear to wear armor but don't actually have it ... This lootable armor mod is interesting, it creates the armor that the character "should" have so it can be looted.
 
yea, I played it and it was good, but.... and its a big but

The game balaning gets screwed up cause the player gets too much armour to soon, and then gets to sell that for big weaponss to soon. I hit the random encounter with the tin man and got power armour at a really low level.

Of course if it was tweaked so that the player could only salage armuor that wasnt too badly damaged.

In other words make a script that check the following

Repair skill / 4 + armour type = chance % of getting armour off of corpse.

armour type number:
Leather Jacket = 30
Leather Armour = 25
Metal Armour = 20
Tesla Armour = 15
Combat Armour = 10
Power Armour = 5

So the script takes into consideration the skill of the play and the complexity of the armour
 
Wild_qwerty said:
yea, I played it and it was good, but.... and its a big butif it was tweaked so that the player could only salage armuor that wasnt too badly damaged.

In other words make a script that check the following

Repair skill / 4 + armour type = chance % of getting armour off of corpse.

I mentioned a similar idea a while age. Rather than "rolling" to see if you can get the armor, there could be 2 object protos for each armor (normal and damaged), and the damaged ones could be placed in the inventory of NPCs. So you kill someone in power armor, you get the armor, but its description says "damaged power armor" and if you wear it you only get 1/2 the resistance of power armor. But if you use a repair skill on it, you may be able to fix it. This way also its value can be set lower, say 1/4 of the value of undamaged armor. And if you pass the repair check, a script could destory the damaged item object, and create an undamaged one of same type, placing it in your inventory. There could also be books that gain points in a new skill for armor and weapon repair.
 
I think part of what makes armor salvagable should be what kind of death the person had.


If it was any type of "messy" death animation, then the armor should be GONE.


If it was a simple die/fall/bleed death, then there should be a salvage chance.
 
yes that would be good. There is a damaged power armour invertory item for FOT, and in FO1 I think
 
In FO1, I think the damaged armour was only a ground image...............


Also, maybe make the Craptics armor the salvaged power armor ?



Salvaged Powerd armor: This suit of T-51b Power Armor has been salvaged from the corpse of a previous wearer. Due to the crude repair job that was possible, it looks like crap. Although it does still provide most of the protection of a standard suit of Power Armor.
 
lol You dont need to take every oportunately possible to make a dig at FOT :oops:

But It would be good to devalue the armour somehow, so it doesn affect the game balancing to much. How about including not only the type of death the player suffered but also the weapon vs armour type

Rocket vs leather jacket = autodestroyed regarless of death type

a good way to calculate this would be to look at the weapon average damage (min + max / 2) and compare that to the armour class of the armour plus the damage thresshold

eg:
Missile launcher = 50 to 100 damage (I think)
Metal Amour AC = 15 (dont really know, just guesing)
Metal Amour damage thresshold = 20 (dont really know, just guesing)

weapon average damage = (50 +100) / 2 = 75

So the ratio of weapon vs armour would be

75 / 35 (35 = 15 +20)


75/35 = 2.14
Lets say if the ratio hits 2.5 or above the armour is automaticaly destroyed by that weapon.

I know it oucld get a little complex, but some weapons should automaticaly destroy certian armours. Besides at the point in the game where you have a plasma cannon do you really want to be looting leather armour?
 
Wild_qwerty said:
But It would be good to devalue the armour somehow, so it doesn affect the game balancing to much.

Like I said, you can have a second proto for each armor, which has both its cost value and its damage resistance lowered significantly, and its description set to "damaged power armor" for example. In the mapper, a character wearing power armor doesn't need to actually wear it, you can just click on the "armor stamp" button, point to power armor, and that character's damage resistance then equals power armor. Then place the damaged armor item in the critter's inventory, and set the flag so it can't be stolen from.

When the character then loots the armor its almost worthless without either a high repair skill or a skill check versus a new skill "armor and weapon repair". This new skill could be easily done with global variables, and the skill could be increased by reading books. There could also be NPCs that can teach you armor repair, shops that can repair armor for a fee, or maybe a new perk like the gecko skinning. We can't add that perk to the character screen, but what is the gecko skilling perk? It's just a true or false variable.

Wild_qwerty said:
How about including not only the type of death the player suffered but also the weapon vs armour type

I'm not aware of script commands that can determine how a critter died (which death type), nor which weapon killed it. Does anyone know how to get this information in a script? The weapon thing could be done by checking which weapon is wielded in the combat_p_proc when hit is succeeded, and triggering a timer event on the target_obj that sets a variable or something, but that would mean every critter in the game needs this code. And I can't see a way to determine the death types. I think it would be good enough to just have a damaged armor item, which is not really useful or valuable until repaired.
 
dude_obj said:
We can't add that perk to the character screen, but what is the gecko skilling perk? It's just a true or false variable.

Can you toggle the unused Cheezy Poofs addiction and change its name/pic?
 
Per said:
Can you toggle the unused Cheezy Poofs addiction and change its name/pic?

Hmm I wasn't aware of this unused perk but that's a great idea!
Looking at define.h I see some disabled perks too:

///#define PERK_mental_block (27) -- Disabled FO2
///#define PERK_friendly_foe (36) -- Disabled FO2
///#define PERK_scrounger (40) -- Disabled FO2
///#define PERK_flower_child (42) -- Disabled FO2
///#define PERK_animal_friend (44) -- Disabled FO2

I don't see a cheezy poof addiction there, so I'd need to know its number to try what you suggest. But maybe one of these unused perks could be used, just to get a new perk name on the character screen. The message text for these are in \text\english\game\perk.msg, and these are the ones for the above:

{128}{}{Mental Block}
{137}{}{ERROR -- UNIMPED} # was -- Friendly Foe
{141}{}{Scrounger}
{143}{}{Flower Child}
{145}{}{Animal Friend}

I'll try using the critter_add_trait command to see if I can use one of the disabled perks just for display on the screen. Hopefully they are actually disabled in the engine (ie does nothing) and not just made so they don't appear as choices. It would be cool if we could do this:

critter_add_trait(dude_obj,TRAIT_PERK,PERK_armor_weapons_repair,1)
 
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