Slavery Expanded re-released

Ravager69 said:
a) balance - right now the weapon does 12\25 normal damage, has 3 shot burst and 15 .223 caliber ammo clip. I gave it a range of 45 and AP cost of 6. It also has Long Range perk. Whaddya think?

I suppose it depends on which point in the game you're getting it. The stats look good, though i'm not sure about the 3 shot burst with that damage and .223 ammunition (which if i remember correctly, is very powerful). But it is supposed to be a unique kick-ass weapon so i guess it's okay. I'm guessing this question is better suited for someone like Magnus.

Keep up the good work, btw, i'm really looking forward to this mod.
 
x'il said:
I suppose it depends on which point in the game you're getting it. The stats look good, though i'm not sure about the 3 shot burst with that damage and .223 ammunition (which if i remember correctly, is very powerful). But it is supposed to be a unique kick-ass weapon so i guess it's okay. I'm guessing this question is better suited for someone like Magnus.

Keep up the good work, btw, i'm really looking forward to this mod.

I still don't know where it will be available. BTW Bozar had 15 shot burst and it does use .223 FMJ. Seems I have to make it available around New Reno.

And I hate to say it, but the mod is still far from finished :| Although I am finally making some serious progress with scripting, there are loads of work to be done.
 
I'd like to see some kind of scripted cattle prod that automatically knocks out the target if you backpack-use it on them, like the other slavers do on regular slave runs. Of course, it should only work on special targets. Using this to help the slavers round up the victims during slave runs could then increase the reward you get from Metzger. This prod could be given as a reward from Metzger after completing, say, 3 runs.
 
Magnus said:
I'd like to see some kind of scripted cattle prod that automatically knocks out the target if you backpack-use it on them, like the other slavers do on regular slave runs. Of course, it should only work on special targets. Using this to help the slavers round up the victims during slave runs could then increase the reward you get from Metzger. This prod could be given as a reward from Metzger after completing, say, 3 runs.

I'll check out the script for the slavers on the slave runs, maybe it's doable. Perhaps Grey will have an idea if I fail to copy&paste the stuff.

Anyway Magnus, what do you think of the Slaver Hunting Rifle I've made? 12\25 normal damage, has 3 shot burst and 15 .223 caliber ammo clip. AP is 6, with Long Range Perk, range 45. I'm wondering if it is not overpowered, as I intent to make it available somewhere around Redding or New Reno.
 
Ravager69 said:
Anyway Magnus, what do you think of the Slaver Hunting Rifle I've made? 12\25 normal damage, has 3 shot burst and 15 .223 caliber ammo clip. AP is 6, with Long Range Perk, range 45. I'm wondering if it is not overpowered, as I intent to make it available somewhere around Redding or New Reno.

Let's see...
Long Range perk gives it a 40% bonus to hit, which would be realistic if it were a scoped weapon, but probably not for a hunting rifle modded for burst fire, unless it is really well balanced with low recoil. Then again, in the unmodded game most rifles have this perk, so taking it away would perhaps make the weapon a bit inaccurate in comparison.

The damage and armor piercing are acceptable concidering the low burst count, it might be overpowered with more than 3 shots. If you want armor piercing in the unmodded game, .223 FMJ is the ONLY way to go besides the rare ammos. In F2WR, AP ammo is better, so the weapon would have some competition from the Assault Rifle and FN FAL.

If I were you I'd replace 3A with 3B at offset 68h in the proto file so it only has 20% bonus to hit, and probably reduce the range to 40.

Here's how I'd rate the weapon in F2WR:
Sniper Rifle < this < FN FAL/Assault Rifle

and in the unmodded game:
Assault Rifle < this < Pancor Jackhammer

Hope this clears up a few things!
 
Alright, I'll check it out. Thanks for the advice.

EDIT: Well what do you know, it seems that I found the bit of script concerning the slave knockout, I may be able to get something out of it once I have some time.

I am also working on a Battered Power Armor. It will be available only after repairing an old, heavily damaged suit of PA and will offer lesser protection than the standard PA. I am still thinking about what stats to give to it (any thoughts Magnus?), as well as how to write the script to assign to it to make the player loose one point of agility, representing the bad hydraulics of the armor.
 
I am very fond of the FO modding community, although I am very late :). I have a very great idea for how this mod could be setup (Story wise) and if someone could point me into the right direction for learning how to write mods I would have no problem learning. I am currently a developer in C/C++ so it wouldn't be to hard to learn the integration to mod FO.
 
http://falloutmods.wikia.com/wiki/Tutorial#Scripting

Shit, man, this is the place for some basic FO scripting. Also, by using Fallout Script Editor you can check out the scripts provided by the Fallout 2 Mapper.

PM me for any specific help, I am a noob FO scripter as well x] Also, let me know about your vision of the mod - if I'll agree with it, I'll be happy to help. Otherwise, I'll try to lend a hand as often as I can :wink: Also, for some advanced help you can harass MIB88, Grayswandir or Killap, as I so often do :twisted:
 
Well, nothing in particular is happening, but the work is going forward.

As I have no previous experience in modding or programming whatsoever, I still have a lot to learn. Currently I am going through vanilla F2 scripts, checking out how to do quests, use variables overall and that kind of thing. I'm trying to incorporate them into my own scripts and am writing dialouges for characters in the Slaver Vault, as well as trying to make that constant-knockout cattle prod that Magnus was asking for. Right now I'm spending at least some time daily on the mod, so things are well I think. I'll let you people know if I'll make a breakthrough worthy of mentioning.
 
An update:

Now this mod will include RANDOM ENCOUNTERS!

I bet ya'll thrilled.

Anyway, right now I have an idea for about two encounters - you find a camp with some old bodies and a grave, with a Ranger standing over it. He'll tell you of the events that took place here. The other would be Rangers preparing an ambush for a slaver caravan. Depending on if you are a slaver\ranger or non-affiliated person, you'd have diffrent chocies of resolving the matter.

Map for the first one is done, as is the code to trigger it on the worldmap. Now to make scripts\dialogue.

Any other ideas for random encounters?
 
I like this mod - but i would caution the need for focus. Rather than adding new stuff, why not first focus on improving what already exists?? Just a few tiny tweaks could bring being a Slaver back into the game by making it both more fun, more balanced, and less of a screw-over for the player. It ...

a) cuts down the workload volume by a shit-ton, and also
b) increases your chances of attracting the 'FO purists' (of whom there are many here at NMA) who like to stay fairly close/very close to the original game structure....

Thats just my suggestion, for what its worth.
 
Unfortunatly, most of the NPCs connected to slavers will probably be altered by the RP 1.3 (like Metzger), so until it's out, I'd rather make my own content to avoid compatibility problems.
 
Alright, time for some update.

After spending a lot of time on learning how to to things properly with Fallout 2, I realised that this project needs some focus and thought put into it (well, more than I've put until now). That is why I decided to split the work into three steps:

1. Minor Improvements

This will include revamping slave runs to make them work like caravans (once per month, instead of hutning up to 30 slaves), adding these slave runs to Vortis' guild, tattoo removal and incorporating a trader with a couple of new items.

Until I make these, nothing else will be worked on. I consider this to be the basic reinforcement the slaver guild needs to make the player consider joining them, instead of avoiding this possibilty like fire.

2. New content

This will include new locations, random encounters and quests. Slaver Vault may or may not be included, since it's a lot of work (and if it will be present in the mod, it will be on MUCH lesser scale than I originally wanted it to be).

3. Combining new content with the already existing one

Stuff from step two will not have an impact on any already existing content in-game. If I manage to pull it off at all, I will expand the influence it has on the game's world.

The work is becoming to come along nicely, I have a lot of faith I will pull this through.
 
Ravager69 said:
That is why I decided to split the work into three steps:

1. Minor Improvements

2. New content

3. Combining new content with the already existing one
.

:clap: Excellent move, brother. Breaking it down into stages makes it all seem so much more manageable, IMO. It's also (IMO) better for the player as they don't have to wait forever until everything planned is complete ... :ok:
 
OK, now slave runs are available monthly and the tattoo removal work as I want it to (though it is very similar to Greyswandir's work).

The base is almost done.
 
Ravager69 said:
OK, now slave runs are available monthly and the tattoo removal work as I want it to (though it is very similar to Greyswandir's work).

The base is almost done.
Cool. Good job man!
 
Heh. I seem to have a slight problem....

I have made a new karma title, ex-slaver. All is fine, but the problem is that it is given to the player on a default....I can't seem to set it to 0. I set the global variable in vault13.gam to 0 and added no line that'd set it to 1....even in Doctor Andrew's script, where you were suppose to get it after removing the tattoo....

BTW anyone has the list of which number the pictures in art\skilldex ?
 
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