Thanks for all the great feedback! Obviously I cannot please everyone.
. . . which is why you all have to understand that this is first of all my own personal vision of how to improve the gameplay. Secondly, balancing the game play is very difficult, and my goal has focused on making the game much more balanced (since the default game generally give the advantage to the PC, by weakening the NPCs). And third, my tweaks are limited by the game engine/programming. While I've added things that may be beyond the scope of the default game, I'm still generally restrained by the game itself.
Is there any way to disable the ''hurt'' system, when you get shot, sometimes you will fall down and become unconscious and enemies wont attack you for some seconds.
I gotta say, it's pretty annoying to me, it feels like a bug :s
The "hurt" system is part of the default game. The only part of this I have altered is that I've increased the player's response to pain . . . to what I feel is a more realistic response.
My mod does NOT make you unconscious when you are shot . . . it makes you fall down when your fatigue is depleted. And enemies will still attack you when you collapse from loss of fatigue.
Loss of fatigue is like being knocked out, but this is not exactly the same as being unconscious. The unconscious flag must be set for an enemy to recognize that their victim is unconscious (which is the only time that they will cease to attack, and there is always still a chance that any NPC/creature will still attack an unconscious victim.
The only one of my weapon effects that triggers the unconscious flag is my Whack effect (attached to melee weapons) . . . and it is only triggered when your health is less than 25%.
Loving 4.6, it's such a relief not to have to remember to fiddle with caps lock. Is it possible to have the pc have their mouth open a little when they're panting? Would look more realistic.
I would love to add a PC breathing hard lip-sync, but I don't know how to do that. If someone could show me how to do that, I would try to add it.
ok now that we have confirmation that whack doesnt work on unarmed, how does unarmed become viable? even melee, with whack, is severely at a disadvantage against mobs. this is further empahsized by the planned features of not being able to knock out those with higher strength than you (though i suggest a STR vs END instead of STr v STR). thus my longing for some sort of dodge feature. There;s a mod (ASIMOV, i believe?) that gives a penalty to ranged combatants when a melee enemy is in their faces. something similar could balance things better.
An unarmed character is never going to fair very well against a bunch of heavily armed NPCs. And that is, in my opinion, the way it should be. Dodge is built in to the game . . . so is duck. I dodge all the time, by zig-zagging, and by tapping the sneak mode key. And I really do not see the need to a nerf ranged combatants, since ranged combat is not very effective when you are close enough to whack them (or be whacked by them). But I am working on a modification to Whack (and all my weapon effects) that should balance this out even more.
I've been using 4.6, and its nicely balanced, but a few suggestions. One would be to increase weapon spread, probably by reducing the player's small guns and energy weapons skills, when strain is high enough to make them breath heavy. It would feel pretty natural if it made it seem like you were having trouble holding the weapon steady. Also, its a minor thing, but having strain reduce a little faster while crouching but not moving would be a good effect, like hunkering down for a break. I agree with you though about sneaking, its difficult to move like that and should be at least as tiring as walking or running. The final would be to have crippled legs or torso reduce carry weight.
I'm not going to increase gun spread when Strain is high, because I have already increased spread enough in other ways (such as when moving and running while shooting, when not crouching, when your weapon is not in very good condition). In v.4.6, I actually set the way weapon skills effect effect spread back to default since my settings were making ranged combat pretty ineffective at low skill levels for the NPCs as well as the PC).
Personally I feel that Strain decreases too fast . . . so while I tend to agree that a faster decrease when in sneak mode stance, while not moving, makes sense . . . I would only be willing to add this if I set this at my current (v.4.6) non-moving rate . . . which means that I would decrease that rate for non-moving, walking, and menu-mode rest.
well my character got "whacked", "gunshot" AND crippled both legs. needless to say my agility was reduced to 1 (with real injuries med bracers). limping back to town, taking the most direct route, i was stopped in my tracks by some wood debris maybe 6 inches in height. not wanting to get delayed by moving around it i decided to jump over it. or tried to. my character did a strange motion where instead of gaining elevation, his head remained about the same level while he pulled his feet up a few inches. not enough to clear the obstacle.
with the tweaks, jump height is affected by AGI, an excellent idea. however, with the current settings, while allowing me to appreciate that it's realistic not to be able to jump over stuff when im crippled, i should at least be able to JUMP over obstacles that my character would otherwise be able to STEP over. besides, even when im not crippled, with an agility of 1, i cant "jump" over stuff only a few inches from the ground that any person, no matter how clumsy, should be able to step over. also, i find that my character cant "jump" on ledges (or chairs, tables, others around the same height) that any person would be able to climb over.
Is it possible to make the jump height greater when the character is pressed up against a ledge, chair, table to simulate climbing on it (which any person can do) to differentiate it from jumping over it (which only agile people can do))? for example, while i may not be able to JUMP ON a bed from the floor, when pressed up against it, i would certainly be able to climb and lie down on it.
I don't see any way to differentiate jump, based on the object your character is trying to get over. There is no climb in the game, or any real step-over animation. All I have to work with is walk/run (which is more like skating than anything else) and jump. So, I would have to pretty much remove my jump-based on AGL penalty/bonus if I was going to permit a PC with a crippled leg to 'step' or 'climb' over obstacles.