Mart's Mutant Mod RC6 Beta #1

Post » Fri Feb 18, 2011 9:12 pm

Ok, RC6 beta 2

NOW WITH MORE MENU!
PIC: http://members.iinet.com.au/~amills/MMMF3-Menu1.jpg
PIC: http://members.iinet.com.au/~amills/MMMF3-Menu2.jpg


::: http://members.iinet.com.au/~amills/MMMRC6-Beta2.zip

NOTE: This applies on top of http://www.gamesas.com/index.php?/topic/1069335-relz-marts-mutant-mod-10-rc-50-2/

For those using FWE, an updated FOIP MMM FWE plugin:

::: http://members.iinet.com.au/~amills/MMMRC6-B2-FOIPFWE.zip

NOTE: if you set MMM settings through the FWE menu, it's recommended you check and re-set them through the new MMM menu, which the above plugin automatically enables.


::: RC6 Beta 2 Changelog

  • Fixed Deathclaws, Geckos etc restoring health after anti-launch code triggers
  • Fixed Night Perception penalty being applied to NPCs with power armor helmets
  • Fixed (probably) rare raised ghouls with dragging body parts
  • Fixed bug that was preventing Baby Molerats from spawning
  • Fixed friendly Super Mutants at Chevy Chase (thanks go to Kralore)
  • Fixed too many Outcasts at Fort Independence (inside and out)
  • Fixed Night Ghoul Vision (hopefully) by implementing an entirely new system for it
  • Fixed exponential Increased Spawns increase after level 10 with dynamic player scaling
  • Added New Feature -- in-game Pipboy menu system!
  • Added New Feature -- Body Part Amputation (inspired by Cipscis' Amputate!)
  • Added New Feature -- Soft Unleveling
  • Added New Wastelander Ghoul variants
  • Added New Globals: MMMzSoftUnleveler, MMMzPlayerScaling
  • Added Soft Unleveling to Dynamic Player Scaling, increments by 2% per scale
  • Added Feral Ghoul Raise to Dynamic Player Scaling, increments 5% per scale
  • Added mimium experience rewards for Behemoths (150 xp) and Gargantuans (300 xp)
  • Added aggro radius to Crazed Brahmin, tweaked behaviour
  • Added fix to remove Ash and Goo piles at cell resets (previously UFP tweak, now in MMM)
  • Gooification now destroys all body parts, meat and flesh -- Goo and Ash piles are just goo and dust
  • Slightly increased chance of Baby Molerats and Vicious Dog Pups spawning
  • Slightly increased chance of Crazed Brahmin
  • Slightly increased chance of Firelurks spawning
  • Slightly decreased spawn numbers for BoS at GNN with increased spawns
  • Slightly decreased spawn numbers for BoS at The Mall with increased spawns
  • Slightly delayed appearance of Wanamingos by one level
  • Slightly adjusted weights and prices of various creature parts to better reflect weight and reward
  • Slightly improved performance of Fireflies and Night Ghouls
  • Greatly reduced chance of Mirelurk Kings spawning from Mirelurk lists
  • Greatly increased wilderness spawns spread code to reduce locality combat and increase diversity
  • DLC Broken Steel: Fixed minor updates missing from changes in master file
  • DLC Broken Steel: Updates for Soft Unleveling
  • New Plugins: Soft Unleveler, Soft Unleveler hardcoe, Dynamic Player Scaling


::: General Notes

::: Night Ghoul Vision -- Should now work as intended. Finding it hard to see in the dark at night when you're a young whipper-snapper before you get power armor (or have your batteries run out?) Chow down on some munchy crunchy Night Ghoul eyes to beat the Night Ghouls at their own game! Taste's like chicken.

(Note: if you were experiencing the night ghoul eyes bug in previous versions, it's best to ensure no remants of the old system are left behind -- do a clean save (save inside somewhere with no NPCs or creatures, quit, de-select MMM, load and save, quit, re-enable MMM))

::: Gooification and Disintegration -- Gooification and Disintegration now destroy all meat, flesh and body part loot (which, if you think about it, is really how it should be). However, this doesn't apply to other lootable items: weapons, ammo, armor etc. Question is -- do you want it to apply? Should a Disinitegrated NPC leave an Ash pile without absolutely nothing in it, or should you still be able to loot weapons and ammo etc? Let me know what the general consensus is, this feature can be relatively easily added, but there may be reasons (feedback from FWE and FOOK users here especially) where this may be a bad idea?

::: Recommended load order -- In general, with some of the changes over recent versions, I thought I'd update a list of modules I'd recommend for use in your MMM experience at a minimum:

  • Mart's Mutant Mod - DLC plugins (for the DLCs you use)
  • Mart's Mutant Mod - Natural Selection
  • Mart's Mutant Mod - Tougher Traders*
  • Mart's Mutant Mod - Zones Respawn
  • Mart's Mutant Mod - Mutant Mod Menu

(*if you don't use any other mods that beef up traders)
And, in the menu, set at least Increased Spawns to 1-3, and the Soft Unlevler to 12%. I may make this a default setting by the final release of RC6. For old style configuration (if you don't want to or can't use the menu) as a minimum:

  • Mart's Mutant Mod - DLC plugins (for the DLCs you use)
  • Mart's Mutant Mod - Increased Spawns
  • Mart's Mutant Mod - Natural Selection
  • Mart's Mutant Mod - Tougher Traders*
  • Mart's Mutant Mod - Zones Respawn
  • Mart's Mutant Mod - Soft Unleveler

if you use FWE then Natural Selection, Tougher Traders, and Zones Respawn are included in the FOIP FWE-MMM plugin. And now, so is the menu (or rather, the plugin simply turns it on). This means your FWE load order for MMM should look like:

  • Mart's Mutant Mod - DLC plugins (for the DLCs you use)
  • Mart's Mutant Mod - FWE Master Release

You can then configure both MMM and FWE settings from your Pipboy.


::: New Features

::: New Menu system! -- Yes, finally, you too can configure MMM to your heart's content through the comfortable interface of the Pipboy! Just click to 'Apparel' and you'll find an option to launch the MMM Configuration panel. Huge thanks go to Mezmorelda and the FWE team for building this and allowing me to integrate it into MMM. The menu system now has some updated descriptions, and includes the new features added by RC6. Note: The first time you load your game with the menu plugin loaded, it takes 15 seconds before you'll see the option in your Pipboy.

NOTE: Load the menu plugin, or use the range of optional .esp modules, but not both to configure MMM. (Well, you could technically use both but only if the menu plugin loads after all the optional plugins, without exception, or your game may explode).

Also, you'll notice a swanky icon in the Pipboy for the menu. This is a wonderful piece of art by Darkugh, however my expertise with The Gimp to turn it into an icon may not be ideal. If you want to improve upon this, let me know.


::: Body Part Amputation -- Removing tails, teeth, hands, eyes, horns etc from creatures will destroy that particular body part on removal. Additionally, bodyparts destroyed during combat are no longer lootable -- if you blow off a MoleRat's head, you can't loot its teeth.

::: Soft Unleveler -- Provides a chance for a encounter from any level, regardless of player level. It helps to make the game more challenging (and rewarding, if you take down foes much bigger than you) and to provide a less linear experience as you level (where you're often reminded that you've gained a level because a new type of creature suddenly starts appearing). Note: This function only works if Increased Spawns are active, and the chance is applied for each enemy spawned. Default is 0 (disabled), the Soft Unleveler plugin sets this to 12%, Soft Unleveler hardcoe to 25%.

::: Dynamic Player Scaling -- Dynamically scales difficulty during the game as the player gains in level. The scaling applies only to the influence MMM has on your game: globals for Increased Spawns, Behemoth Chance, Feral Ghoul Raise and Soft Unleveling are gently increased as you level. DPS works by applying an incremental bonus dervied from the player's level, and can be adjusted to whatever value you want. Values between 4-6 are probably ideal. The Dynamic Player Scaling plugin uses 6 by default. To use other values edit the .esp directly, or use the new in-game Pipboy menu which provides values for 4, 5 and 6. To see how DPS would affect your game, see this table:

DPS -- 4		MMMzBehemothChance [2]			|	MMMzIncreasedSpawnsMax [3]			|	|	MMMzFeralGhoulRaiseChance [50]			|	|	|	MMMzSoftUnleveling [12]			|	|	|	|Player level 2 --	2%, 	1-3,	50%,	12%Player level 4 -- 	3%,	1-4,	55%,	14%Player level 8 -- 	4%,	1-5,	60%,	16%Player level 12 --	5%,	1-6,	65%,	18%Player level 16 --	6%,	1-7,	70%,	20%Player level 20 --	7%,	1-8,	75%,	22%Player level 24 --	8%,	1-9,	80%,	24%...DPS -- 5		MMMzBehemothChance [2]			|	MMMzIncreasedSpawnsMax [3]			|	|	MMMzFeralGhoulRaiseChance [50]			|	|	|	MMMzSoftUnleveling [12]			|	|	|	|Player level 2 --	2%,	1-3,	50%,	12%Player level 5 --	3%,	1-4,	55%,	14%Player level 10 --	4%,	1-5,	60%,	16%Player level 15 --	5%, 	1-6,	65%,	18%Player level 20 --	6%,	1-7,	70%,	20%Player level 25 --	7%,	1-8,	75%,	22%...DPS -- 6		MMMzBehemothChance [2]			|	MMMzIncreasedSpawnsMax [3]			|	|	MMMzFeralGhoulRaiseChance [50]			|	|	|	MMMzSoftUnleveling [12]			|	|	|	|Player level 2 --	2%,	1-3,	50%,	12%Player level 6 --	3%, 	1-4,	55%,	14%Player level 12 -- 	4%,	1-5,	60%,	16%Player level 18 --	5%,	1-6,	65%,	18%Player level 24 --	6%,	1-7,	70%,	20%...


Note: The above assumes both Increased Spawns and Soft Unleveling is enabled. The Increased Spawns maximum modifier applies only if Increased Spawns or Increased Increased Spawns is loaded. Keep in mind all bonuses are on top of the initial base value -- i.e if you have Feral Ghoul Raise set to 75%, then at DPS level 12 it will be on 85%.


Please have a play and test. As usual resting inside for 4 days (or 8 with FWE) is recommended, or if you have any stability problems do a clean-save with MMM. Let me know what you think good values would be for the Soft Unleveler, or any tweaks to the Dynamic Player Scaling (other game or MMM variables, for instance).

Still to come for RC6 (quoting from previously):

Also planned for RC6 are Robot variant skins (yes, finally! Thanks to some excellent custom-made skins from DarthSloth74), more Rambler variants, new Eyebot enemies (including the suicidal "Eyebomb" :) ), a new Super Mutant class, and maybe some hand-picked creatures from the Stalker Mod.

Still on the books are the Wounding plugin (which I started by adding pools of blood forming from corpses on death, but abondonded it as static textures don't wrap to the environment and decals can't be resized (which is how the pool 'grows' from underneath a corpse). However the code is essentially complete if we can find a better system) and the Combat Detection. I understand Mez and the FWE team have made Realistic Kill Responses, so it's less imperative for the moment. Realistic Kill Responses requires FOSE, which isn't an issue, but the system in MMM will work without it for those that don't like/can't use FOSE. It will be toggable, so you can use MMM's system or Realistic Kill Responses.

Oh, and Sesom's Iguanas :) In fact, I'll probably add them next before the Robot variants.
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Daniel Brown
 
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Post » Sat Feb 19, 2011 2:09 am

Oh, what lovely news for me!

This cannot be missing from my load list. :celebration:

Thank you for all your time spending on this excellent mod. :goodjob:
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Annick Charron
 
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Post » Sat Feb 19, 2011 1:29 am

Probably the best mod out there keeps getting better and better. Oh, and it sounds like we are getting iguanas next as well as robot variants.
Thanks for all your hard work!!!
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Stephanie Kemp
 
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Post » Fri Feb 18, 2011 8:44 pm

wow this is awesome. first morrowind gets an update for it's big NPC-adding mod and now Fallout? great morning lol. I was just wondering, will there be a patch for RTS? It's fun but i cant play without MMM and so turning it off to herd the brahmin is a pain.
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Laura
 
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Post » Fri Feb 18, 2011 9:49 pm

Very nice, only problem is that apparel menu is full of different mod confics now :D

Did you reduce/remove the Albino and Reaver spawns from the unleveler BTW?
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Cesar Gomez
 
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Post » Sat Feb 19, 2011 6:17 am

Oh, what lovely news for me!

This cannot be missing from my load list. :celebration:

Thank you for all your time spending on this excellent mod. :goodjob:

Thanks for the thanks :)



Very nice, only problem is that apparel menu is full of different mod confics now :D

Well, I put it into the Apparel menu as that's where FWE is, and that makes it easy for FWE users to find both if they need them. For non-FWE users, it's go to somewhere, where would you recommend?

Did you reduce/remove the Albino and Reaver spawns from the unleveler BTW?

Yep, and a lot more besides -- the unleveler now scales with the player level (and it's through this that Albinos and Reavers won't appear too early). Roughly you'd need to be about level 12 before Alibinos can appear (being level 25 creatures), and even then only as the upper tier -- one of the other changes in this release is that when unleveled actors are chosen they can come from the full gamut of any creature or NPC higher than the player, rather than just the top tier (so you might get a creature 2 levels higher, or 10 levels higher).
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Karen anwyn Green
 
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Post » Fri Feb 18, 2011 10:42 pm

Well, I put it into the Apparel menu as that's where FWE is, and that makes it easy for FWE users to find both if they need them. For non-FWE users, it's go to somewhere, where would you recommend?

Martigen- what about FWE users? Do we need your new menu, or FWE config will be enough?

Answer to myself.
MMM-FWE will be enough, MMM menu removed from FWE config into another item
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John N
 
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Post » Fri Feb 18, 2011 5:18 pm

Well, I put it into the Apparel menu as that's where FWE is, and that makes it easy for FWE users to find both if they need them. For non-FWE users, it's go to somewhere, where would you recommend?


Well, it's either that or "aid", though it's best to keep them all at the same section. I guess it isn't possible to add a new item type to the pip-boy where all these setting items could go (and even if it was, it could be difficult to get every modder use that section). Best to keep it as it is.

Yep, and a lot more besides -- the unleveler now scales with the player level (and it's through this that Albinos and Reavers won't appear too early). Roughly you'd need to be about level 12 before Alibinos can appear (being level 25 creatures), and even then only as the upper tier -- one of the other changes in this release is that when unleveled actors are chosen they can come from the full gamut of any creature or NPC higher than the player, rather than just the top tier (so you might get a creature 2 levels higher, or 10 levels higher).


Sounds good :goodjob:
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X(S.a.R.a.H)X
 
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Post » Fri Feb 18, 2011 11:59 pm

I have a problem here. i am currently in Point Lookout, I have already started the main quest. After installing RC6 Beta, the game seems to crash. tried reverting to a previous save prior to beginning the main quest and had no problems until I got within viewing distance of Calvert Mansion then crashed again. After that I tried to see what would happen in the Capital Wasteland and had no problems until A level up (probably unrelated. level up freeze)

I have disabled MMM, then started the game, and waited 4 days, then saved and exited then reactivated (RC6 Beta as well), went back in game and waited again for four days, same crash during the main quest or anywhere near the house. I have tried installing with MMM 1.0 RC5 as well as without it, having no luck.

Perhaps I am missing something here.
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 3:38 am

I have a problem here. i am currently in Point Lookout, I have already started the main quest. After installing RC6 Beta, the game seems to crash. tried reverting to a previous save prior to beginning the main quest and had no problems until I got within viewing distance of Calvert Mansion then crashed again. After that I tried to see what would happen in the Capital Wasteland and had no problems until A level up (probably unrelated. level up freeze)

I have disabled MMM, then started the game, and waited 4 days, then saved and exited then reactivated (RC6 Beta as well), went back in game and waited again for four days, same crash during the main quest or anywhere near the house. I have tried installing with MMM 1.0 RC5 as well as without it, having no luck.

Sorry I'm not clear -- you installed RC6 Beta over RC5 right in your original testing in Point Lookout? It certainly won't work without it. And your last sentence -- you're crashing in Point Lookout without MMM loaded?

If you're installing RC5 then RC6 on top, and it's a clean save, I'd be interesting in getting your savegame and mod list in Point Lookout (just PM me with a link and output from FOMM), then I can try and track down what's going on.

Anyone else have problems in Point Lookout?
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DarkGypsy
 
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Post » Fri Feb 18, 2011 9:30 pm

Sorry I'm not clear -- you installed RC6 Beta over RC5 right in your original testing in Point Lookout? It certainly won't work without it. And your last sentence -- you're crashing in Point Lookout without MMM loaded?

If you're installing RC5 then RC6 on top, and it's a clean save, I'd be interesting in getting your savegame and mod list in Point Lookout (just PM me with a link and output from FOMM), then I can try and track down what's going on.

Anyone else have problems in Point Lookout?

Yep, I had some.
But then I activated the Mart Menu Mod Addin and the crash was all gone. Don't know if it's really related as I've not thorougly tested it. (2 games starts all in all)
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Mr.Broom30
 
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Post » Fri Feb 18, 2011 11:47 pm

Martigen- what about FWE users? Do we need your new menu, or FWE config will be enough?

Answer to myself.
MMM-FWE will be enough, MMM menu removed from FWE config into another item

Yep, sorry if that wasn't clear --

Non FWE users who want the menu: load Mart's Mutant Mod - Mutant Mod Menu.esp (yeah I couldn't resist -- a plugin called MMM - MMM :) )
For FWE users: simply load Mart's Mutant Mod - FWE Master Release. This automatically enables the menu.

You could technically load both if you're an FWE user, it won't matter.


Well, it's either that or "aid", though it's best to keep them all at the same section. I guess it isn't possible to add a new item type to the pip-boy where all these setting items could go (and even if it was, it could be difficult to get every modder use that section). Best to keep it as it is.

That's true, they probably could all be put into one menu, but then it can get unwieldy having to scroll many options and dig deep and back out again to change settings.
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Smokey
 
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Post » Sat Feb 19, 2011 3:43 am

Quick update -- I found a repeatable crash bug with the new code to remove body and meat parts from Gooified or Disintegrated enemies that occurs on cell load. I've just uplaoded a new version of the RC6 Beta with this disabled for now (and which fixes the problem for me) until I figure out why and how to get around it.

(EDIT: This fixed barretfloyd's issue in Point Lookout too he's confirmed).

If you downloaded RC6 in the last few hours since the thread was first posted, please re-download.
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Ally Chimienti
 
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Post » Fri Feb 18, 2011 6:13 pm

Quick update -- I found a repeatable crash bug with the new code to remove body and meat parts from Gooified or Disintegrated enemies that occurs on cell load. I've just uplaoded a new version of the RC6 Beta with this disabled for now (and which fixes the problem for me) until I figure out why and how to get around it.

(EDIT: This fixed barretfloyd's issue in Point Lookout too he's confirmed).

If you downloaded RC6 in the last few hours since the thread was first posted, please re-download.

I'd just like to add that I too was experiencing a cell load crash after upgrading from RC6 Beta to RC6 Beta 2. The modified version re-upload appears to have solved this problem, so I'm assuming it was caused by the same culprit (the repeatable crash bug from the new code).
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Miguel
 
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Post » Fri Feb 18, 2011 9:51 pm

It seems every radscorpion I've seen so far has been passive except for the albino ones.
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Kelly Osbourne Kelly
 
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Post » Fri Feb 18, 2011 11:29 pm

Time to divide by zero and say "OH SHIIII"

Menus seem to be a popular occurrence. Which is very nice.
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Adriana Lenzo
 
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Post » Sat Feb 19, 2011 9:01 am

wow this is awesome. first morrowind gets an update for it's big NPC-adding mod and now Fallout? great morning lol. I was just wondering, will there be a patch for RTS? It's fun but i cant play without MMM and so turning it off to herd the brahmin is a pain.


The only thing that would make this day perfect? If FCOM got a new release too... *hint hint* ;)
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Michelle Serenity Boss
 
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Post » Fri Feb 18, 2011 6:42 pm

Suggestion for more options - i'd like to use DPS only for adjusting the increased spawns setting. I'd set increased spawns itself to a very low setting, so leveling up, the difficulty would increase more through the added number of enemies rather than the strength of individual enemies. I reckon that would be good for a more tactical gameplay.

Also, i can't seem to keep mmmzbehemothchance at zero even when DPS isn't on.
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IsAiah AkA figgy
 
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Post » Fri Feb 18, 2011 11:45 pm

Suggestion for more options - i'd like to use DPS only for adjusting the increased spawns setting. I'd set increased spawns itself to a very low setting, so leveling up, the difficulty would increase more through the added number of enemies rather than the strength of individual enemies. I reckon that would be good for a more tactical gameplay.

If you want to do this open up the MMM .esm in the GECK, search for 'qMMMzMMM' in the Find function, and open up the MMM Controller Script. Under the section starting 'If MMMzPlayerScaling > 0' comment out (add ';' in front) the line for BehemothChance, Feral Ghoul Raise, and SoftUnleveling (note this only applies if Soft Unleveling is also enabled anyway). Save the script, then re-save the .esm. If you're starting a new game, try the 'Slightly Increased Spawns (1-2)' option in the menu, and then choose DPS 4 or 5, I'd imagine for what you want. This way Increased Spawns will raise from a maximum of 2 to 3, 4, 5, 6 etc every 4 or 5 levels.

Also, i can't seem to keep mmmzbehemothchance at zero even when DPS isn't on.

It's enabled by default as the chance is pretty rare (2%) and it's the only way Gargantuans can spawn (there is one placed Gargantuan at Evergreen Mills, but that's it). As you're using the menu, if you want this disabled bring down the console (hit ` in game) and type: set MMMzBehemothChance to 0. Save your game and this setting will be stored. If you weren't using the menu, you could also edit the MMM .esp and set the value accordingly.
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Sarah Edmunds
 
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Post » Sat Feb 19, 2011 9:04 am

Hey thanks! I'll try that. :)
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Christie Mitchell
 
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Post » Fri Feb 18, 2011 11:13 pm

::: Gooification and Disintegration -- Gooification and Disintegration now destroy all meat, flesh and body part loot (which, if you think about it, is really how it should be). However, this doesn't apply to other lootable items: weapons, ammo, armor etc. Question is -- do you want it to apply? Should a Disinitegrated NPC leave an Ash pile without absolutely nothing in it, or should you still be able to loot weapons and ammo etc? Let me know what the general consensus is, this feature can be relatively easily added, but there may be reasons (feedback from FWE and FOOK users here especially) where this may be a bad idea?


On the concept of death by energy weapons critical kills, I would recommend making it settable by menu, as the concepts range from the dissolution of the body leaving everything else intact to the Star Trek phaser kill which leaves nothing at all behind.
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Tanya
 
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Post » Sat Feb 19, 2011 5:05 am

::: Gooification and Disintegration -- Gooification and Disintegration now destroy all meat, flesh and body part loot (which, if you think about it, is really how it should be). However, this doesn't apply to other lootable items: weapons, ammo, armor etc. Question is -- do you want it to apply? Should a Disinitegrated NPC leave an Ash pile without absolutely nothing in it, or should you still be able to loot weapons and ammo etc? Let me know what the general consensus is, this feature can be relatively easily added, but there may be reasons (feedback from FWE and FOOK users here especially) where this may be a bad idea?
Ouch. Energy weapons users are already shafted by having much rarer ammo and weapons and being unable to cannibalise/rebuild/whatever a good chunk of their kills. The only real advantage of them is they look cool and you can build for crits, and if crit spam made you get no loot they'd be really useless. Body parts/meat vanishing isn't a huge deal but the possibility of losing all the ammo from robot kills, or destroying Enclave weapons which are one of the few ways to find more EW...
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GPMG
 
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Post » Sat Feb 19, 2011 3:14 am

Have to agree with Talkie. Criticals with Energy Weapons aren't that uncommon unlike their ammo and weapons. Losing body parts makes sense, but loosing all loot would be too much (does bodyparts include fission batteries and srcap metal from robots?). In this realism vs. gameplay argument, i have to side with gameplay :D
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Elisabete Gaspar
 
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Post » Fri Feb 18, 2011 7:14 pm

Ouch. Energy weapons users are already shafted by having much rarer ammo and weapons and being unable to cannibalise/rebuild/whatever a good chunk of their kills. The only real advantage of them is they look cool and you can build for crits, and if crit spam made you get no loot they'd be really useless. Body parts/meat vanishing isn't a huge deal but the possibility of losing all the ammo from robot kills, or destroying Enclave weapons which are one of the few ways to find more EW...

Just the type of feedback I need :) I haven't played much with energy weapons (or finished the game, for that matter) so I appreciate the input. As you've described it, I agree it might be too disadvantageous to those specialising in energy weapons.


Have to agree with Talkie. Criticals with Energy Weapons aren't that uncommon unlike their ammo and weapons. Losing body parts makes sense, but loosing all loot would be too much (does bodyparts include fission batteries and srcap metal from robots?). In this realism vs. gameplay argument, i have to side with gameplay :D

Actually at the moment it does include scrap metal (I figured this as the 'flesh' for robots) but not batteries. Sticking to the flesh and body parts idea, do you think these should be included?
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jodie
 
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Post » Sat Feb 19, 2011 7:38 am

Just the type of feedback I need :) I haven't played much with energy weapons (or finished the game, for that matter) so I appreciate the input. As you've described it, I agree it might be too disadvantageous to those specialising in energy weapons.

5 cents from my side
With such mods as EVE chance of the GOOfication is greatly increased. FWE users are in need of any junk, which they can find. So removing inventory items during this process will be great disadvantage for energy weapon's wielders, if they use FWE and EVE installed.

Actually at the moment it does include scrap metal (I figured this as the 'flesh' for robots) but not batteries. Sticking to the flesh and body parts idea, do you think these should be included?

I like this idea, and it worked just fine for me, even with Puce Moose insects :)
But please- reconsider about scrap metals and other robot's parts, they will be in need for FWE users in version 5.1
Or make it configurable. I think animals and insects will be enough for this feature
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Sami Blackburn
 
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Joined: Tue Jun 20, 2006 7:56 am

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