[RelZ] FWE - FO3 Wanderers Edition #21

Post » Tue Dec 29, 2009 10:25 am

On a different topic I have a question regarding the FWE - EVE FOIP. Why is the EVE Operation Anchorage.esp in the package? There's already a EVE Anchorage - FWE DLC Anchorage.esp which I assume is the actual compatability patch. Do you really need both?

Yes, both are needed.
EVE-FWE CP correct weapons damage and projectiles speed only
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Motionsharp
 
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Post » Tue Dec 29, 2009 4:24 pm

Athetics, really. That and some of the newer weapons have scopes built in, like the Glock Plasma Pistol, and... *scratches head* the Bozar, XL70-something, and the Drifter's laser rifle, etc. :3

I'll figure it out eventually, I guess. ^_^

Edit: A mini-mini bug in the, EVE - FWE WMK esp, I think. Both the LS+SC Laser/Plasma Rifle gain no max range bonus from the scope. The LS+SC Laser Pistol does. ^_^;
Edit: AF+LS+SC Laser Rifle, too.


The min/max range is actually a fairly irrelevant entry . . . it affects the range at which an NPC will try to be in order to use this weapon. So yes, it should be fixed, but the chance of an enemy NPC ending up with a scoped, laser-sighted plasa rifle and trying to snipe you is pretty low =)

And I'm with Kai in regards to the the outcast rewards. I am removing the mini-nukes, but I'm fine with them providing .44 cal / .308 ammo, etc... It isn't very practical to use the sniper rifle or other .44cal weapons, because you really can't replenish your ammo very reliable when you're "in the field" as very few NPC's use weapons with this calibr. If you want to use these weapons, you'll need to "stock up" more before heading out on a quest, and the outcast reward is one way to do that.
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Miguel
 
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Post » Tue Dec 29, 2009 8:39 pm

I just encountered an extremely bizarre issue. For some unknown reason my character is moving slowly; the thing is that neither am I overencumbered nor are my legs crippled. I can still sprint and jump, both of which work just fine, but when I try to run (I don't use walk), I move at overencumbered speed (guesstimated).
I've already tried intentionally getting one of my legs crippled and triaging it, as well as getting overencumbered and then dropping some weight again, but to no avail. Put my power armor on and off as well as unequipping my weapon to rule out as much as possible, but I'm still stuck at hyper-slow speed.
I'm not at all sure whether this is in any way related to FWE, but I though I'd bring it up here; maybe it's a known bug I was unaware of.

On the Outcast rewards: If at all possible, I'd suggest to simply make the more expensive items more... expensive. Like 5 bits of Scrap for a Missile, 10 (or more) for a Mini Nuke etc.. I realize that someone else probably came up with this idea before me, and maybe it's impossible to implement it in this way because the Scrap Metal is removed before choosing the reward, but if there was any way to circumvent that it'd probably be the fairest, most balanced solution.
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Michelle Smith
 
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Post » Tue Dec 29, 2009 8:35 pm

I just encountered an extremely bizarre issue. For some unknown reason my character is moving slowly; the thing is that neither am I overencumbered nor are my legs crippled. I can still sprint and jump, both of which work just fine, but when I try to run (I don't use walk), I move at overencumbered speed (guesstimated).
I've already tried intentionally getting one of my legs crippled and triaging it, as well as getting overencumbered and then dropping some weight again, but to no avail. Put my power armor on and off as well as unequipping my weapon to rule out as much as possible, but I'm still stuck at hyper-slow speed.
I'm not at all sure whether this is in any way related to FWE, but I though I'd bring it up here; maybe it's a known bug I was unaware of.

And you didn't accidently hit the walk toggle button? :)

But honestly, never encountered anything like this in FWE, doubt it's related to the mod.
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Josephine Gowing
 
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Post » Tue Dec 29, 2009 9:54 pm

Yeah, Casdin's trades seem sort of out of wack to me as well. I'm sure that you will come up with something that's balanced, but here's how I feel about it.

1 scrap metal = about 20 to 30 caps worth of items, according to most of the trades. Therefore, 1 missile = 3 scrap metals, unless are feeling generous. I personally have given up on the missile launcher on my big guns character because of the long reload and because frag nades are better almost all the time with demolitions expert. And MOST importantly because enemies react to the missile launcher as soon as it fires, so I miss a lot. I do use missiles for explosive entry though.

Mini nukes definitely need to go or get rebalanced.
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clelia vega
 
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Post » Tue Dec 29, 2009 10:01 pm

And you didn't accidently hit the walk toggle button? :)
But honestly, never encountered anything like this in FWE, doubt it's related to the mod.

Surely he did :)
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Ryan Lutz
 
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Post » Tue Dec 29, 2009 10:00 am

Hello . . . sorry to hit you all with another update . . . quick bug fix:

----------------------------------------------------------
FWE Master Release 4.1.1 HOTFIX
----------------------------------------------------------

Corrected a problem with the workbench repair bonus not getting applied correctly.

Fixed a glitch with Diazepam (drug) being set to a "Quest Item" so you couldn't drop it.

Corrected the text in the toughness perk to mention the max DR of 95%

Corrected the text in the Wasteland Surgeon Perk to show intelligence requirement.

Adjusted the Outcast Tech Reward quest to no longer get Mini-Nukes as a reward.



EDIT: Only the EVE FOIP Patch was updated
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Angela
 
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Post » Tue Dec 29, 2009 4:34 pm

Thanks for this, Mezmorelda. I've downloaded the new version main files and the EVE FOIP. I assume that's all I need. I'll update it tomorrow. I am too lazy this evening.
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Add Me
 
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Post » Tue Dec 29, 2009 2:07 pm

Hey all - been absent from playing F3 for a while - Oblivion still has a strong pull on me.

Updated this and a few others that I'd been using. Wondering if anyone wouldn't mind taking a glance at my load order and tell me if I'm i the right order and if there are any mods that are now outdated because of FWE (a constantly growing conglomerate of mods it seems). Much appreciated if you could:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmHairPack.esmCRAFT.esmCALIBR.esmArefuExpandedByAzar.esmCubeExperimental (EN).esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmMMZombieCemetery.esmPointLookout-FollowersGetToGo.esmFaceMe.esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espRefurbish [OA] - FWE.espRefurbish [TP].espRefurbish [BS].espRefurbish [PL].espRefurbish [MZ].espDarNifiedUIF3_FWE.espFaceMe.espeyes_hairpack_en.esphair_add_npc.espFaceMe-Broken Steel.espPCIdles.espUPP - Pack 1.espUPP - Pack 2.espUPP - Original Perks.espUPP - Experience Perks.espUPP  - Quest Perks.espCRAFT - Activation Perk.espMore Hotkeys.espEcho_BatteryCharger.espHouseholdWaterPurifier.espPortableMattress.espBlackWolf Backpack.espGunnySack.espSS OTS Camera FOSE.esp1Animated Nightvision goggles.espSniperZooming.espDirectional PipLight HDR.espArefuExpandedByAzar-Radio.espGalaxyNewsRadio100[M].espGhostRadio.espmutantradio.espExistence2.0.espExpanded Megaton House V3.espMaintenanceShed.espHomesteadMotelSuite.espUrgeWashingtonBoS.esptubRRCompound.espmerc.espD.C. Confidential.espNotSoFast.espHeirApparent.espTreasure Maps_Underground.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Bobblehead Edition.espTreasure Maps_A Fist Full of Caps.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.espMTC Wasteland Travellers.espCliff's_Residences Of DC - Player Version.espMoreMapMarkers.espMaxLevelWorkaround-HP-BS.espWastelandMastery.espSkillCheck.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - UFP Support.espWeaponModKits.espWMKAA12Shotgun.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espCALIBRxMerchant.espCALIBR Ammo Schematics - CRAFT.espStealthboy Recon Armor - CRAFT.espjmschematics.espBallistics-ALL-MoreRealism.espRealFragGrenade3.espKs_DynamicSneak.espStealth Kills Enabled.espPHIG_SteadyAim.espStealth Kills Enabled - Pitt Compatibility.espBurnification.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espZumbs'_Overhauled_Real_Time_Security.espWasteland Whisperer.espRobCo Certified.espBuildableBots v0.3a.espBuildablebots Robcert. addon.espRobCo Engineer - Robot Repair.espCBOv1.4.espThePitt-NoFireFollowers.espKickDogs.espReplenishment.espPrincess Better Prompts v1pt1.espMart's Mutant Mod.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espMart's Mutant Mod - Zombie Cementery.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Rainbows.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espLightingOverhual-InteriorONLY.espmegalight.esp
Thanks again and thanks for the work that Mez and Kai and Delamar and others put into this - really thanks much.

[edit] fixed spelling
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NAkeshIa BENNETT
 
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Post » Tue Dec 29, 2009 4:43 pm

Hey all - been absent from playing F3 for a while - Oblivion still has a strong pull on me.

Updated this and a few others that I'd been using. Wondering if anyone wouldn't mind taking a glance at my load order and tell me if I'm i the right order and if there are any mods that are now outdated because of FWE (a constantly growing conglomerate of mods it seems). Much appreciated if you could: Thanks again and thanks for the work that Mez and Kai and Delmar and others put into this - really thanks much.

Some of the mods unknown for me, in all the rest seems almost good.

PortableMattress.esp Do you really need this? FWE have it's own
WMKAA12Shotgun.esp Possibly will be overwriten by WMK-FWE CP
Mart's Mutant Mod - Natural Selection.esp You don't need this- included into MMM-FWE CP already
Mart's Mutant Mod - Zones Respawn.esp You don't need this- included into MMM-FWE CP already

My load order- just in case.
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmFallsChurchMetroFix.esmCMF-Zeta.esmHairPack.esmLingsFinerThings.esmCALIBR.esmCRAFT.esmArefuExpandedByAzar.esmCubeExperimental (EN).esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espEcho_BatteryCharger.espsolarchargerzeta.espVaultTechLocators.espCaravan Tracking.espMole Rat Maze.espThe_Collector.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espNotSoFast.espHeirApparent.espIntoTheDeepWoods.espPLweightadjust.espMegatonContracts.espNuka Cola Refill Stations.espQuantumPipeV2.espRivet City Underworks 1.1.espDelayAnchorage.espDelayThePitt.espDelaySteel.espdelaypl.espdelayzeta.espShadySands.espArefuExpandedByAzar-Radio.espExistence2.0.espCONELRAD 640-1240.espR.A.C.E. Station.espTailor Maid.espTailor Maid Black Retex.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Brokensteel.espTailor Maid ZETA.espkikaiEquipment.espLingsFinerThings.espHairTradeV1.espbittercup_comp.espBriannaCompanion.espMalikaTheGypsyByAzar.espMannequin.espMeiWong_Revampedv2.espslaveraider.espKelseyCompanion.espJessiCompanion.espMeresti Metro Station Entrance.espTenpenny Suite [Engl].espBroadway_cinema.espCEI - CaesarrulezExcessiveInteriorsEN.espDCInteriors_ComboEdition.esphouseexpansion.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.espUPP - Experience Perks.espMoreMapMarkers.espSniperZooming.espRealFragGrenade3.espCentered 3P Cam_new.espLongerDeathCamera.espSkillCheck.espCASM.espF3UmpaAnimation.espCRAFT - Activation Perk.espWastelandMastery.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Lvl 30 High Skills.espFO3 Wanderers Edition - Optional Worn Weapons.espFO3 Wanderers Edition - Optional Restore Tracers.espPreWar Book Titles and Perks.espRobCo Certified.espWasteland Whisperer.espMaxLevelWorkaround.espDarNifiedUIF3.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - FWE Optional Worn Weapons.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espFreePumpkin-perk.espPhalanx-MainFollowerModule.espPhalanx-BrokenSteel-Integration.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.esppip30.esp

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kristy dunn
 
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Post » Tue Dec 29, 2009 1:25 pm

Delamer-

Thanks - I take it you do master update with FO3edit to use Phalanx? That right?

Need to look up some of them mods you use - they look interesting.

thanks again.
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Jonathan Montero
 
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Post » Tue Dec 29, 2009 6:17 pm

Delamer-

Thanks - I take it you do master update with FO3edit to use Phalanx? That right?

Yes. And without masterupdate UF3P-BS CP can produce crashes near RC and other places
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Madison Poo
 
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Post » Tue Dec 29, 2009 8:23 pm

A balance question . . .

I'm noticing something that is a little un-balanced at the moment, having to do with armor, and I wanted to get some feedback on it. Right now, with the PA training perk, PA accounts for all of its weight. Cool right? Well it is, except that it really means that there is no real reason to ever wear non-PA versus another "heavier" armor like combat armor or metal armor, which weights a lot but doesn't provide any of the extra stat benefits, higher DR, or weight reduction benefits. So basically, if you play a stealthy character, you'll end up using the lightest armor you can find that gives a good DR (i.e. leather armor, stealth suit, maybe certain raider armors, etc...) or you'll use PA.

So my thought is this . . . what if most armors provided a carry weight bonus when worn? A 30 WG suit of combat armor migth provide +20 weight capacity, while a suit of leather armor (weighing ~10 WG) might only provide +5 WG when worn. I could even see bumping up the base DR of the "medium" class or armors a little bit as well, since again they aren't providing the other big bonuses of PA, and they still impact your stealth ability. I think this might be a nice way to make the "medium" class of armors a little more useful. Any thoughts?

EDIT: Regarding the outcast tech reward quest . . . I testing it more in-game, I like being able to get the range of ammo types, but I think the quantities need to be looked at little bit more, for ammo and for the stimpaks . . . I think you get way too many stims right now.
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Leilene Nessel
 
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Post » Tue Dec 29, 2009 5:07 pm

And you didn't accidently hit the walk toggle button? :)

But honestly, never encountered anything like this in FWE, doubt it's related to the mod.
Surely he did :)
Dang, sometimes the most obvious solution is the hardest to spot.
I didn't think about this since I used to bind my "Toggle Run/Walk" function to some remote button on my keyboard which I'd practically never touch, even on accident. However, when I recently reinstalled FO3, I forgot to change the command again. And since CapsLock lies right between two very important keys, one can imagine it had to happen sooner or later. Now I feel ashamed... Anyway, thanks for the quick help, now I can go back to enjoying the wastes (if you enjoy struggling for survival, that is).

I'm indifferent on the topic of armor balancing. I believe that even if the medium level armors were buffed in some way, I'd still stick to either very light (Recon) armor or put on PA. But that is mostly because I'm sort of an advocate of extremes when it comes to creating RPG characters. I'm just no good at making compromises in that regard.
I agree, however, that Casdin's reward system should be reworked, if only for the simple fact that for instace, Stimpacks are significantly more expensive (caps-wise) than RadAway, yet you get the same amount of each for a given contribution of Scrap Metal / Sensor Modules. Likewise, the more expensive an ammo type, the less the player should receive.
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Andres Lechuga
 
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Post » Tue Dec 29, 2009 2:13 pm

A balance question . . .

I'm noticing something that is a little un-balanced at the moment, having to do with armor, and I wanted to get some feedback on it. Right now, with the PA training perk, PA accounts for all of its weight. Cool right? Well it is, except that it really means that there is no real reason to ever wear non-PA versus another "heavier" armor like combat armor or metal armor, which weights a lot but doesn't provide any of the extra stat benefits, higher DR, or weight reduction benefits. So basically, if you play a stealthy character, you'll end up using the lightest armor you can find that gives a good DR (i.e. leather armor, stealth suit, maybe certain raider armors, etc...) or you'll use PA.

So my thought is this . . . what if most armors provided a carry weight bonus when worn? A 30 WG suit of combat armor migth provide +20 weight capacity, while a suit of leather armor (weighing ~10 WG) might only provide +5 WG when worn. I could even see bumping up the base DR of the "medium" class or armors a little bit as well, since again they aren't providing the other big bonuses of PA, and they still impact your stealth ability. I think this might be a nice way to make the "medium" class of armors a little more useful. Any thoughts?

How about having an Armor perk that reduces the weight of non-PA. In fact you could have two ranks of this perk. Rank 1 increase the player's carry weight by 50% of the armor weight and Rank 2 increase the player's carry weight by 100% of the armor weight (which gives it the same weight advantage as PA with the PA training perk. So with rank1 you get a 5 pound carry weight buff if you equip a 10 pound suit of armor.

Regarding the outcast tech reward quest . . . I testing it more in-game, I like being able to get the range of ammo types, but I think the quantities need to be looked at little bit more, for ammo and for the stimpaks . . . I think you get way too many stims right now.

I think that the quantity of the item received should be related to the quality of the item you turn in. This already happens with the standard items like frag grenades. You get a lot more grenades for a suit of Enclave PA then you do for a laser pistol.
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Del Arte
 
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Post » Tue Dec 29, 2009 9:04 am

How about having an Armor perk that reduces the weight of non-PA. In fact you could have two ranks of this perk. Rank 1 increase the player's carry weight by 50% of the armor weight and Rank 2 increase the player's carry weight by 100% of the armor weight (which gives it the same weight advantage as PA with the PA training perk. So with rank1 you get a 5 pound carry weight buff if you equip a 10 pound suit of armor.


That's a fine idea. I thinnk it might not be a bad idea to actually just "give" the player the level 1 perk (hidden or otherwise) . . . and then let them choose the level 2 perk at level if they want. I'm getting a little worried about having too many "must have" perks in FWE at the expense of selecting the original perks that provide just that, perks, instead of access to new features. If that makes sense.

But overall, I think the perk solution is a fine idea. I'll have to think about the implementation of it though, which might be tricky. The perk would need to into a script that collects the weight of equiped armor, halves that weight, and then applies a weight bonus. The only problem with that approach is that since it's not using an actor effect (which can't get a dynamic variable in a script so far as I know), the weight bonus won't show up as an effect in the pip-boy. Maybe that's okay with people?

The other approach would be a create a series of formlist each tied to an established weight bonus effect (at +5 increments or something). The script would check which formlist the equiped armor was in, then check your perk level, then use the player.castimmediateonself function to apply the correct actor effect (which is what you need to do to get scripted effects to show up in the pip-boy effects list). Either way would probably work, although the first solution is probably simpler from a scripting standpoint.


I think that the quantity of the item received should be related to the quality of the item you turn in. This already happens with the standard items like frag grenades. You get a lot more grenades for a suit of Enclave PA then you do for a laser pistol.


The scripts already compare the "quality" of the item to the quantity. So if you turn in tesla armor, you might get 10 stims. If you turn in a sensor module, you'll only get 1 stim. I think what needs to happen is to reduce the overall amount of stuff you get at a given reward level, but also create a less linerar increase in reward.

EDIT: Somehow I always manage to make another modding activity instead of just playing the bloddy game =)
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Tom
 
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Post » Tue Dec 29, 2009 7:24 am

A balance question . . .

I'm noticing something that is a little un-balanced at the moment, having to do with armor, and I wanted to get some feedback on it. Right now, with the PA training perk, PA accounts for all of its weight. Cool right? Well it is, except that it really means that there is no real reason to ever wear non-PA versus another "heavier" armor like combat armor or metal armor, which weights a lot but doesn't provide any of the extra stat benefits, higher DR, or weight reduction benefits. So basically, if you play a stealthy character, you'll end up using the lightest armor you can find that gives a good DR (i.e. leather armor, stealth suit, maybe certain raider armors, etc...) or you'll use PA.

So my thought is this . . . what if most armors provided a carry weight bonus when worn? A 30 WG suit of combat armor migth provide +20 weight capacity, while a suit of leather armor (weighing ~10 WG) might only provide +5 WG when worn. I could even see bumping up the base DR of the "medium" class or armors a little bit as well, since again they aren't providing the other big bonuses of PA, and they still impact your stealth ability. I think this might be a nice way to make the "medium" class of armors a little more useful. Any thoughts?

EDIT: Regarding the outcast tech reward quest . . . I testing it more in-game, I like being able to get the range of ammo types, but I think the quantities need to be looked at little bit more, for ammo and for the stimpaks . . . I think you get way too many stims right now.


Mm, I like that, since I feel that most armours aught to 'carry themselves' when equipped - their weight reducing your speed and stealth, more so than how much you can cram into your backpack.
If Power Armour represents the opposite end of the play-style spectrum to 'Finesse', the extra 40 or so DR it provides over Medium Armour, should come at the expense of agility. It already weighs 100 or so, and that significantly reduces sneakiness, and noticeably reduces mobility, but it does not have any particular impact on Bullet Time and Action Points - Which I tend to associate with 'finesse' characters. This is probably over the top, but maybe apply a penalty so big that it effectively disables AP (reducing them to zero)?

Edit: The idea being that, rather than 'building' a character in to a pigeon hole, designed to use a specific set of items; equipment can fulfill a specific role over another, giving your character options.
Eg. If I were planning to wander the wastes, exploring the unknown, I would probably don my lightest apparel, and scamper off over the horizon with a rifle, picking things off at range, using speed and stealth to keep me safe.
On the other hand, if I planned to storm Roosevelt Academy, cramped and bustling with Super Mutants, for example; I would climb in to a big, burly suit of Power Armor and pack automatic weapons.
And when it comes to raiding Raider Camps, where I would expect clusters of enemies, ducking in and out of cover, I'd likely be sporting medium armour, as much DR as I can muster, without sacrificing precious bullet-time for those long-ranged firefights.
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Nina Mccormick
 
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Post » Tue Dec 29, 2009 6:36 am

Mm, I like that, since I feel that most armours aught to 'carry themselves' when equipped - their weight reducing your speed and stealth, more so than how much you can cram into your backpack.
If Power Armour represents the opposite end of the play-style spectrum to 'Finesse', the extra 40 or so DR it provides over Medium Armour, should come at the expense of agility. It already weighs 100 or so, and that significantly reduces sneakiness, and noticeably reduces mobility, but it does not have any particular impact on Bullet Time and Action Points - Which I tend to associate with 'finesse' characters. This is probably over the top, but maybe apply a penalty so big that it effectively disables AP (reducing them to zero)?

Just disable sprint for Power Armor I would say.
Or we could also simply increase AP drain for sprint and bullet time while wearing PA. We'd have to just make some small adjustments to the scripts.
Or as you say reduce overall AP, however some people might argue that it doesn't make sense that VATS is less usable with PA.
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Richard Thompson
 
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Post » Tue Dec 29, 2009 12:25 pm

I suppose I had always thought of VATs and Bullet Time as the same thing, viewing them both as feats of 'lightning reflexes'... Only, Bullet Time doesn't have the fancypants camera work. :3

Edit: Oh, by the way, may I request/suggest an optional 'activation cost' for Bullet Time, complete with that dud 'clicky-clicky' for when you're out of AP? As it is now, the first ~second's free, I think. o.o

Edit Edit: May I ask if replacing 'GetPermanentActorValue' with 'GetActorValue' will allow bonus perception/charisma to influence their s.p.e.c.i.a.l. perks? Thank you. Also, sorry for bothering you all so much. ^_^;

Edit Edit Edit: http://www.fallout3nexus.com/downloads/file.php?id=8517 - I am not sure if that is even vaguely useful, but it is a container backpack with dynamic weight, displayed on the backpack, like any other piece of apparel.
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Andrew
 
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Joined: Tue May 08, 2007 1:44 am

Post » Tue Dec 29, 2009 5:34 am

That's a fine idea. I thinnk it might not be a bad idea to actually just "give" the player the level 1 perk (hidden or otherwise) . . . and then let them choose the level 2 perk at level if they want. I'm getting a little worried about having too many "must have" perks in FWE at the expense of selecting the original perks that provide just that, perks, instead of access to new features. If that makes sense.

But overall, I think the perk solution is a fine idea. I'll have to think about the implementation of it though, which might be tricky. The perk would need to into a script that collects the weight of equiped armor, halves that weight, and then applies a weight bonus. The only problem with that approach is that since it's not using an actor effect (which can't get a dynamic variable in a script so far as I know), the weight bonus won't show up as an effect in the pip-boy. Maybe that's okay with people?

EDIT: Somehow I always manage to make another modding activity instead of just playing the bloddy game =)

Mez, I'll take a look at the implementation. I have a couple ideas.

I know what you mean about finding time to play the game. I just got the GOTY edition for all the DLC and havn't had a chance to play any of the new content. :(
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Krista Belle Davis
 
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Post » Tue Dec 29, 2009 8:28 am

I agree with Dark Magnolia and Kai Hohiro, you really feel too agile in power armor even with the stealth nerf. This is strictly from a realism standpoint.

However, I don't use power armor as it is. Having drugs that can provide as much DR as power armor and have no impact on steath makes PA obsolete to me. PA is useless from a gameplay perspective for most of my characters.
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Auguste Bartholdi
 
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Joined: Tue Jun 13, 2006 11:20 am

Post » Tue Dec 29, 2009 6:28 pm

I suppose I had always thought of VATs and Bullet Time as the same thing, viewing them both as feats of 'lightning reflexes'... Only, Bullet Time doesn't have the fancypants camera work. :3

Well, it's just that in FO3 it's really explained that VATS is a technical product (heck there's even a commercial for it somewhere), so...yeah a lore thing I guess, otherwise I'd agree with your fancypants theory.
Edit: Oh, by the way, may I request/suggest an optional 'activation cost' for Bullet Time, complete with that dud 'clicky-clicky' for when you're out of AP? As it is now, the first ~second's free, I think. o.o

Eh not really a fan of the activation cost idea. I toggle in and out of it quite a lot and other games like Max Payne and FEAR don't have that either for good reason. I don't really have a problem with the Bullet time AP costs, especially if you set them one level higher than the default one, it really drains your AP fast
Edit Edit: May I ask if replacing 'GetPermanentActorValue' with 'GetActorValue' will allow bonus perception/charisma to influence their s.p.e.c.i.a.l. perks? Thank you. Also, sorry for bothering you all so much. ^_^;

That should work. Though it's intended that it uses GetPermanentActorValue(otherwise you could always just boost your stats via drugs before each level up)
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Eve Booker
 
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Joined: Thu Jul 20, 2006 7:53 pm

Post » Tue Dec 29, 2009 8:01 am

*grins* Well, that was kind of the plan. It was not so much the prolonged cost of bullet time, but that I can flick in and out of it for next to nothing. :P

May I ask why level-up is significant? Is that when the perks are applies? o.o

Oh, also, in random news: In the WMK - FWE MR, the .44 Magnum has 2 max spread, while all the add-ons seem to be based on 1 max spread. *was adjusting the .223 pistol*
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Claire Vaux
 
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Post » Tue Dec 29, 2009 7:49 am

*grins* Well, that was kind of the plan. It was not so much the prolonged cost of bullet time, but that I can flick in and out of it for next to nothing. :P

May I ask why level-up is significant? Is that when the perks are applies? o.o

Oh, also, in random news: I think the .44 Magnum has 2 max spread, while all the add-ons seem to be based on 1 max spread. *was adjusting the .223 pistol*

Ahm..maybe I totally misunderstood what you mean with the perks...can you explain what perks exactly you are talking about?

Ah yes, actually there are several such max spread discrepancies and for good reason: Max spread doesn't do anything :P
That's why at some point I just stopped adjusting the max spread values. Only Min spread matters.
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Catherine Harte
 
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Post » Tue Dec 29, 2009 6:55 am

Oh, sorry. Yes, I should have been more clear. I meant the hidden bonuses that Perception and Charisma provide via the hidden perks. (Crit multiplier, and Barter Multiplier). I wanted to make Perception bonuses more useful, since in my game I do not get the detection pips on my compass. ^_^;

"Max spread doesn't do anything"
*facepalms* Nevermind, then. ^_^;;
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JR Cash
 
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