[RELz] Impervious Power Armour

Post » Fri Feb 18, 2011 7:35 pm

So just to clarify this mod is compatible with FWE?
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Kelly Osbourne Kelly
 
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Post » Sat Feb 19, 2011 5:52 am

Sounds great, i'll add this to my load order. In treshold mode since i'm again playing with my sneaky sniper :goodjob:
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biiibi
 
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Post » Fri Feb 18, 2011 9:54 pm

Ah, alright Talkie. I guess I'll add it into my game afterwards myself, seeing as I have very mods that add new guns, besides the DLC. Thanks again!
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Elea Rossi
 
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Post » Sat Feb 19, 2011 4:28 am

So just to clarify this mod is compatible with FWE?


You have to be joking. :P
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Emily Shackleton
 
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Post » Sat Feb 19, 2011 12:04 am

Dang, this is prty good. Enclave are much harder, and only head shots even scratch them.

Great job.
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Nikki Lawrence
 
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Post » Sat Feb 19, 2011 12:51 am

This looks great Talkie. A request: if we're going to have the realism of armor actually having stopping power like this which is great, I'd also like to see it tied to how well repaired the armor is too (and by extension, the more damage it's abosrbing the weaker it's slowly going to get).


I was going to say that I'd have scripted it differently by putting an OnHit block on the player if it was integrated into an overhaul, but it turns out I assumed most overhaul mods would have made changes to the player form. Since neither FWE or FOOK do, I'm going to give it a try.

Ironically I was just browsing the code and saw you used Var06 and Var07, and I thought we might have our first Var clash :) MMM uses Var06 for increased spawns, but only on creatures/NPCs and not the player (as you say, most overhauls don't touch the player, MMM included).


Now as well as fixing and re-adding the item, I have to re-add the OnHit block to use GetLastHitCritical. This is one heck of a yo-yoing mod.

Can't that be called with a reference from the effect script? You know they've been hit from the health check, set and later clear a variable to the same value as returned from getlasthitcritical and you can proably check for crits including if two of the same type follow eachother.
(disclaimer: I've not played with this and may be talking out of my bum)
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Céline Rémy
 
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Post » Fri Feb 18, 2011 9:57 pm

This looks great Talkie. A request: if we're going to have the realism of armor actually having stopping power like this which is great, I'd also like to see it tied to how well repaired the armor is too (and by extension, the more damage it's abosrbing the weaker it's slowly going to get).
The armour rating's still governed by wear, and it's pretty effective at governing what gets through (a suit with 50% AR/10 DR stops a lot more than a 25% AR/10 DR one). Using condition to change the DR as well seems a bit like doing the same thing twice- more realistic perhaps, but I'm not really one for realism.
That said it's certainly doable, but I can't really see much change happening in-game except that the protection falloff of PA as it takes damage will be a lot steeper, which is going to hurt vanilla Enclave who usually have fairly low condition armour. No harm adding it to the ever-increasing list of toggleable things, though. At this rate, by the time I'm done half the script will be if(ThisToggle).

Ironically I was just browsing the code and saw you used Var06 and Var07, and I thought we might have our first Var clash :) MMM uses Var06 for increased spawns, but only on creatures/NPCs and not the player (as you say, most overhauls don't touch the player, MMM included).
Really? Bugger, I'll fix that and stick a registry up on the wiki. I didn't know anyone else had used any.

Can't that be called with a reference from the effect script? You know they've been hit from the health check, set and later clear a variable to the same value as returned from getlasthitcritical and you can proably check for crits including if two of the same type follow eachother.
(disclaimer: I've not played with this and may be talking out of my bum)
GetLastHitCritical only returns in either a weapon's Crit effect's ScriptEffectStart, or in the OnHit block, so it's not possible :/. Reverse-calculating crits from damage spikes might be doable but it'd be really, really unreliable if you were up against mixed damage weapons.
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Dj Matty P
 
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Post » Sat Feb 19, 2011 7:31 am

So then like OOO with Oblivion here comes the question: Is this compatible with FWE?

I'm certain they can load and play together, but FWE does up the damage on weapons so was wondering if they would be jive or do you think that any damage increasing mods would not work well?

Or said differently - is this balanced to vanilla damage rates?
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Vickey Martinez
 
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Post » Sat Feb 19, 2011 4:02 am

So then like OOO with Oblivion here comes the question: Is this compatible with FWE?

I'm certain they can load and play together, but FWE does up the damage on weapons so was wondering if they would be jive or do you think that any damage increasing mods would not work well?

Or said differently - is this balanced to vanilla damage rates?
It's mentioned in the OP (I think I'm going for the board record for quoting myself in this thread :P).
The amount of DR granted can be altered in-game, if you're using mods that increase weapon damage.
---
IPA is basically designed around compatibility and flexibility; it'll work for all NPCs, in any armour, any place, any time- whatever mod they're from. It's set up to be configurable based on what mod you use, to take into account the different weapon balances in different mods. However, I've only really played much in FOOK and Vanilla, so I'd like to get some feedback on what sort of settings are required with other mods to render you immune to small arms, so I can put suggested values in the readme. Please, help out if you can.

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Latisha Fry
 
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Post » Sat Feb 19, 2011 3:38 am

Way to go Talkie.
Who wasn't annoyed that a Mole could nibble you to death, or that a rider chick with a baseball bat was somehow a danger to you.
There should be things that cease to be a threat once you go "walking Tank Armor".
PA was Facepalm before this mod.

Kudos, now my Smart Mechanic can actually be considered a threat in PA!
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Kristina Campbell
 
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Post » Fri Feb 18, 2011 9:29 pm

Yeah, I was listening to some Pandora and eating my breakfast, waiting outside on a bench in the middle of the wasteland for day to appear...

And a freakin' molerat killed me. I just looked at the screen, mouth agape for like, ten minutes.
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Haley Cooper
 
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Post » Sat Feb 19, 2011 1:43 am

Really? Bugger, I'll fix that and stick a registry up on the wiki. I didn't know anyone else had used any.

Oh it should be ok, you said you were only using Var06 on the player? MMM only uses it on NPCs. If you're updating the wiki though, probably a good idea I didn't think of, MMM uses Var06 for Increased Spawns, and Var08 for Ghoul Raising (but used only, obviously, on Ghouls).

GetLastHitCritical only returns in either a weapon's Crit effect's ScriptEffectStart, or in the OnHit block, so it's not possible :/. Reverse-calculating crits from damage spikes might be doable but it'd be really, really unreliable if you were up against mixed damage weapons.

Yeah good point.
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lolli
 
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Post » Sat Feb 19, 2011 7:29 am

Why are you using those AV's? Anything that you can do with them, you can use tokens for without the compatibility issues, although admittedly they'd be a bit more fiddly if you want to use them to store floating point values.

Cipscis
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Flutterby
 
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Post » Fri Feb 18, 2011 9:35 pm

Oh it should be ok, you said you were only using Var06 on the player? MMM only uses it on NPCs. If you're updating the wiki though, probably a good idea I didn't think of, MMM uses Var06 for Increased Spawns, and Var08 for Ghoul Raising (but used only, obviously, on Ghouls).
Nope, Var06 will be used on everyone as it's supposed to come from armour enchants. Admittedly it's highly unlikely to conflict with Increased Spawns unless someone adds an armour with a +DR enchant to raider or enclave spawn lists, although halfway through writing that sentence I just realised I planned to do exactly that. So yeah, Var06 really needs changing.

Why are you using those AV's? Anything that you can do with them, you can use tokens for without the compatibility issues, although admittedly they'd be a bit more fiddly if you want to use them to store floating point values.
Enchantments, basically. That said scripting the armour to add/remove tokens on equip/unequip would work, I just didn't want to start putting gamemode blocks on things I didn't need to. Plus, from a resource perspective using enchantments is easier, as you can just add the effect straight to the armour's enchant without having to script.
(I realise nobody's actually going to /use/ the resource facilities other than me, but I like to think it's *possible* :P).
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Conor Byrne
 
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Post » Fri Feb 18, 2011 8:30 pm

Just had played "Following Liberty" And the Mayhem that followed the fights with the Enclave Guys was epic.
Clearly shows how cool PA is now! I was drilling holes by the millimeter. And every .mm counted!
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Ludivine Poussineau
 
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Post » Sat Feb 19, 2011 3:44 am

This mod looks interesting, and would be a nice addition to the game.

I'm just a little confused.
You mention AR, but in Fallout 3, armor value is called Damage Reduction. 85% is 85% less damage.
So, the DR from this armor mod is a flat damage reduction. Instead of a percentage based reduction.

So, a little confused at the way you phrased it. MY apologies if I messed it up.
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Melly Angelic
 
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Post » Sat Feb 19, 2011 10:24 am

No, in Fallout 3 AR = Damage Resistance.,not Reduction. I used AR in the post as I hoped people would realise AR = Damage Resistance granted by armour, freeing up the DR for Damage Reduction. Perhaps sticking %ages after AR would make it clearer.
(E: Checked the wiki/CS and AR is definitely the correct term for the 'full' Resistance granted by 100% condition armour)
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Gavin Roberts
 
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Post » Fri Feb 18, 2011 11:20 pm

The more accurate FO-used term would be Damage Threshold, or DT. That's the term for this used in previous FO games, and the one that will be used in FO:NV.

Also, there seems to be a bug... I had a power armor on before a gamesave, and went to go test it by standing amongst a bunch of jackboots. They did no damage to me at all. I took the armor off and then put it back on, and then they did actual damage to me.

At least, that's what I think happened. Gonna do more tests later.

Also, the multiplier seems to be set at 1 (100%?) at default. Is this 100% of 25%, or just 100%?
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Eric Hayes
 
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Post » Fri Feb 18, 2011 7:00 pm

Will this mod function correctly if I'm wearing other items? I had on Oucast armor/helmet plus a couple Tailor Maid things on. I went to Evergreen Mills with 25% health and actually ended up leaving with FULL health.
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Sian Ennis
 
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Post » Fri Feb 18, 2011 8:53 pm

The more accurate FO-used term would be Damage Threshold, or DT. That's the term for this used in previous FO games, and the one that will be used in FO:NV.

Also, there seems to be a bug... I had a power armor on before a gamesave, and went to go test it by standing amongst a bunch of jackboots. They did no damage to me at all. I took the armor off and then put it back on, and then they did actual damage to me.

At least, that's what I think happened. Gonna do more tests later.

Also, the multiplier seems to be set at 1 (100%?) at default. Is this 100% of 25%, or just 100%?
Fair enough, I used Damage Reduction as it was the D&D convention (although it's changed to Resist X now). For when you took the armour on and off again, was the condition roughly the same both times? As in, you took it off, immediately put it back on and started taking damage from the get-go?

Will this mod function correctly if I'm wearing other items? I had on Oucast armor/helmet plus a couple Tailor Maid things on. I went to Evergreen Mills with 25% health and actually ended up leaving with FULL health.
Okay, that's definitely worth researching. Does the same thing happen if you take your Tailor Maid stuff off? Were you using any morphine, or anything that grants Resistance without actually being armour? The amount of damage your armour takes is a function of your total Resistance, but it might not include Resistance granted from enchants/non-degrading items.
For another possible reason, are you using any mods that change the %age of damage to limbs?
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Life long Observer
 
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Post » Fri Feb 18, 2011 8:08 pm

I wasn't using any chems or the like. I will try again with only Outcast stuff on.

I am using FWE... it probably changes limb damage...


EDIT: Still happening wearing only Outcast armor/helmet. Must be a limb damage mod then? What game setting am I looking for that controls that? Would FWE do it?

Edit: FWE has GMST fCombatPlayerLimbDamageMult set to 0.66

Is this also why torso/limbs can get crippled, or does this not "heal" crippling?
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Sherry Speakman
 
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Post » Sat Feb 19, 2011 8:53 am

Ah. Thank you for clearing it up.
My mistake.

I got the words confused. :)
Resistance is different from Reduction. Although, in Fallout, 85 armor means you take 15% of the total damage.
Correct?
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Gavin boyce
 
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Post » Sat Feb 19, 2011 9:38 am

I am using FWE... it probably changes limb damage...
Edit: FWE has GMST fCombatPlayerLimbDamageMult set to 0.66
Is this also why torso/limbs can get crippled, or does this not "heal" crippling?
It looks like there's definitely *something* wrong with the scripts or the functions they're calling, I've done some testing (stood in front of the Capital Building for five minutes) and occasionally it'd heal for more than you'd taken. It was very rare though, and five minutes of constant super mutant minigunning was only enough to give a slight increase, certainly not to heal you up from 25% to full, so something /really/ weird is going on.

This was pretty odd, as I was logging health difference between frames damage and calculated damage from armour wear. It'd show difference = calc damage, then very rarely one hit would show health difference was positive- suggesting the last hit had not only healed for more than was taken (even though it was calculated to be the same) it healed for more than twice the amount, enough for the next hit to be taken and then the health change to /still/ be positive. Pretty odd. I've put in some more verbose debug messages and I'm going to try again.

Edit: Further testing results:
1. It's not related to criticals (logging crits shows no change, also that NPC crits are suprisingly rare)
2. It's not related to the number of hits in the same frame (logging whether head/body/both hit shows no correlation with it)
3. It is linked to damage taken- the amount of overheal is proportional to the size of the last hit. Not directly, though, but it tends to be by ~1 hit's worth?
4. Argh wtf

The limb damage %ages I was referring to were the ones on the BodyPartData- the head takes 2x damage by default for example, and I cover for this in the script. That said the increased damage is reflected on the armour damage, so... perhaps fCombatPlayerLimbDamage is causing it? On the other hand, it's 0.5 by default, and it seems to be working fine...
I've noticed you get crippled faster than you ought to in some locations, but I think that's down to the nature of hit location checking- if you're hit in two locations in the same frame, it only heals one, but by the damage two hit. No real way around it.

Resistance is different from Reduction. Although, in Fallout, 85 armor means you take 15% of the total damage. Correct?
Basically, your Armour Rating is modified by your armour condition to give you a Damage Resistance %age (like Fire Resistance), where X% of Damage is Resisted. Reduction is flat.
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Isabel Ruiz
 
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Post » Fri Feb 18, 2011 9:51 pm

So this works with FWE?
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Alexis Estrada
 
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Post » Fri Feb 18, 2011 10:01 pm

So this works with FWE?


Yes.


It will work with anything.


Better read before posting...
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Alexxxxxx
 
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