» Sat May 28, 2011 9:53 am
Yippie!
Recent Changes
:::::: Master Edition 3.3
I've moved the changelog to its own .txt file in the FWE Support / FWE Documents folder.
Updated the main readme file to reflect all changes to date.
Included more detailed readme's (again in the FWE Support / FWE Documents folder) for the Wasteland Explorer and the Followe healing + chem use scripts.
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Follower Changes
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All of the changes FWE has made to followers has been split into an optional "Followers Enhanced" module. There is both an Broken Steel version and a Non-Broken Steel version of this mod. Use only one version. If you currently have a follower(s), it is STRONGLY reccommended that you use the relevant follower's enhanced module to maintain consistency and avoid glitches. The split out changes include: follower's use of ammo in their weapons, the player's ability to use follower weapons, charisma based multi-follower hiring, medicine + chem usage in and out of combat, and their essential status.
In addition, to the new optional module, jjgun has reworked the follower medicine + chem scripts to reduce their resource and micromanagement demand. The biggest change is that the companion scripts are changed to require far less micromanagement. We tried to balance the simple "follow and forget" feeling companions had in prior versions of FWE with the desire to have them behave a little more realistically and not magically auto-heal after combat.
In the new version, there is only one stimpak healing effect, which heals health as well as limbs. The amount of health healed is based on a percentage of that companion's maximum health. This amount is equal to 50% of their max health plus .25 x Player's Medicine Skill. So at 100 medicine skill your companions will heal for +75% health using a single stimpak. This applies to the base health as well as the health of each limb.
In combat, stimpaks are used when health drops below 25% (overall of limb condition). Out-of-combat, they will heal if their health is below 50%.
In combat, the healing effect is distributed over 5 seconds (similar to player used stimpaks) and there is a 10-second cooldown after this 5 second period where stimpaks cannot be used.
Healing crippled limbs can only be done outside of combat, provided the companion has medical braces or surgical supplies in their inventory. When the healing scripts run, it checks for all health + limb conditions, and a single stimpak will count towards healing everything. This means that after combat, if they had two broken limbs, the healing script will run and heal both broken limbs (using medical braces). There is a 50-100% chance, based on the player's medicine skill, to recover used medical braces and surgical supplies so they can be re-used, again cutting down the resource drain of having companions.
Companions revive at 10% base health after being unconscious for 90 seconds. They will heal up as described above if they have stimpak and supplies.
Companions restore 12.5% health and limb condition (for uncrippled limbs) for each hour of rest. So a full 8 hours of sleep will fully heal companions.
Companions use chems in the following situations:
* Morphine: When the follower gets a crippled limb or the follower has less then two Stimpaks (for DR boost)
* Psycho: When and enemy's health is over 300 or the player's health (not the follower's) is below 25%.
* Buffout: When the number of enemies in the fight is over six or if the follower is using melee/unarmed attacks and the number of enemies is over 3
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Optional Worn Weapons
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Implemented a new optional module that reduces the quantity of good condition weapons seen in leveled lists across the wasteland, the effects of which are most prononced at lower levels. This module creates new "worn" weapon variants for the most weapons in the wasteland (i.e. 10mm weapons, hunting rifles, etc.). These weapon variants will show up on all relevant leveled lists for encounters INSTEAD of their normal (i.e. good condition) equivolents, particularly at lower levels. The worn weapons have greatly reduced max condition (so they break more often), do slightly less damage, and have worse accuracy. They also do not accept mod kits from WMK!
Normal (good condition) weapons will start appearing on leveled lists at a higher level, although at a reduced occurance compared to the worn varieties. The lowest tier of most factions will rarely have good condition weapons, while the highest tier of opponents have moderate chance for good condition weapons.
In addition, a higher proportion of spawns are now melee based instead of gun based. While this might appear to favor the player, it does mean there is significantly less ammo available from defeated enemies, and can provide some relief for melee based characters.
Tin Can's and other cheap repair items have been removed from the normal (good condition) weapon repair lists, although they remain usable in the worn weapon varieties.
Worn weapon's have been pre-fixed with an appropriate "janky" sounding adjetive.
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Optional Harsher Wasteland
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This optional module is designed to work with the Worn Weapon module, although it can be used by itself as well. The aim of this module is to make the gameworld even more unforgiving (for those who asked for it) and provide a greater sense of challenge by further limited ammo/chems, and adjusting gamesettings to make many aspects of the game less in the players favor. Changes include:
- Stimpaks and healing supplies are even rarer
- Stimpaks heal over 10 seconds instead of 5
- The appearance of drugs/chems is greatly reduced
- Morphine provides a much smaller DR bonus in addition to the ignore cippled limb effect.
- Ammo found in loot has been greatly reduced. Rare ammo types are pretty rare now, and the total quantities should be close to half what they are now.
- Ammo from vendors has been slightly reduced.
- Tweaked the accuracy formulas so gun condition has an even more pronounced effect on accuracy, with a slight reduction in the base accuracy as well. Generally, you'll be less accurate across the board.
- Increased the frequency of weapons jamming or having reload jams when in poor condition.
- Slightly "decreased" global damage (2.25 to 2) which draws fights out longer and generally favors tougher opponents relative to the player.
- Adjusted barter buy/sell gamesettings. The base purchasing cost is now 4x the base value (was 3x), and you get a little less from selling equipment as well. The result is that at 100 barter you can't trade for an equal exhance anymore, instead you buy at 150% base value, and sell for 100% base value.
- Adjusted carry weight to a flat +20 WG per point of strength. For example, you can now only carry 100 lbs at STR 5 (was 150).
- Reduced the base action points from 40 to 20, but increased the amount provided by agility from +6 to +7. It results in a slightly smaller pool of AP's overall, with agility determining total AP's even more than the non-harsher version.
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Action Point Changes
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Adjusted the action point recharge rate from 8 down to 5 (original Fallout is 4). In addition, two new perks have been added that allow you increase your action point recharge rate. The "Track Star" perk is a level three perk that requires 5 END and increases the AP regen rate by 40% (to 7, slightly slower than FWE's current rate). "Olympian" is a level 9 perk that requires 7 END and increases the AP regen by 80% (to 9, slightly faster than FWE's current rate)
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Alternate Travel - Wasteland Motorcycle
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Updated the Wasteland Explorer motorcycle (Alternate Travel optional module) to implement a weight restriction system to the motorcycle and the saddlebags. From the readme: You can use the storage bags to store all of your gear while on the road. When initially installed they have a capacity of 100 pounds so they add 100 pounds to your motorcycle's carry capacity. You can change their carry capacity in ten pound increments using Configure Options. You can also enable the Infinite Capacity feature. As long as the combined weight of the items in your inventory and the saddlebags doesn't exceed the Explorers carry capacity you can ride. If you enable Infinite Capacity the weight of the items in the saddlebags are ignored. Note that after accessing the saddlebags there is about a seven second period during which you cannot activate the Explorer or your Pip Boy. This period is required for the Explorer to reweigh the contents of the saddlebags. A message will appear in the top left corner informing you when the reweighing is complete
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Minor Changes / Bug Fixes
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Reduced the cost of home upgrades, notable the infirmary and laboratory kit from 1200 to 750 (as well as the portable versions).
Corrected another issue with RL-3 not being set to essential properly.
Adjust the Brotherhood of Steel faction records so BoS and the Outcast are set to neutral rather than hostile, which didn't really a lot of sense. You will now be able to progress in the main storyline if you chose the outcast alternate start.
Reset some VATS accuracy gamsettings back to their default values, which appears to be resolving issues with reported VATS hit percentages being wildly inaccurate.
Adjusted the health of supermutants up slightly (again!)
Laser weapons now use conductors instead of fission batteries in their repair lists. Fission batteries are too expensive and other important uses.