[RELz] Mart's Mutant Mod 1.0 RC 4.1 #2

Post » Fri May 27, 2011 10:31 pm

PS. Yes, I've read the FAQ, and yes I have extracted the textures and activated ArchiveInvalidation thingy.

Try again, it's 99.9% likely to be a problem with either of those steps.
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Miss K
 
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Post » Sat May 28, 2011 1:24 am

I tried extracting the textures again, but to no avail. So after a few other things, I tried redownloading and extracting and that seemed to do the trick. I guess there must have been some corruption in the download the first time.

Thanks
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vanuza
 
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Post » Fri May 27, 2011 6:45 pm

Okay, the global "MMMzSpawnsChanceYoung"... Does it control the frequency of deathclaw young spawns?
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candice keenan
 
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Post » Sat May 28, 2011 12:57 am

Okay, the global "MMMzSpawnsChanceYoung"... Does it control the frequency of deathclaw young spawns?

As a matter of fact... no :)

The global applies to baby dogs and molerats, as they are spawned with their parents. Deathclaw young don't need no stinkin' parents nearby, so they spawn on their own.

Are they appearing too often? Reducing them is a simple matter of adjusting the encounter lists.
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Rachel Briere
 
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Post » Sat May 28, 2011 12:45 am

Just to peak my curiosity, is anyone else getting a CTD around this Potomac River crossing point north of the super duper mart?

http://h.imagehost.org/download/0399/ScreenShot4

It's probably just my computer.
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Marcia Renton
 
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Post » Fri May 27, 2011 11:52 pm

Just to peak my curiosity, is anyone else getting a CTD around this Potomac River crossing point north of the super duper mart?

http://h.imagehost.org/download/0399/ScreenShot4

It’s probably just my computer.

Just to be sure(since it seems like you get it when entering that specific cell) do a cell reset:
Go into your house(or whatever mostly unoccupied building is nearby) and rest for 4 days straight(9 days should you use FWE).
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Ysabelle
 
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Post » Fri May 27, 2011 7:41 pm

Just to be sure(since it seems like you get it when entering that specific cell) do a cell reset:
Go into your house(or whatever mostly unoccupied building is nearby) and rest for 4 days straight(9 days should you use FWE).


Yeap sure did, only mods installed are:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp

Total active plugins: 16
Total plugins: 16



Mart and I have been talking about this about a year ago and started again yesterday, (I have been gone for so long) and decided to get back into the wastes and still notice that it is crashing at that same spot as it did year ago. And more than likely it has to be my computer causing this problem, but I just wanted to peak my curiosity and see if anyone is getting this and not reporting it.

Too bad there isn’t a report log when crashes happen that it will tell me what happened on crash.

:edit:
I PM Mart this also; I did a test, started a new game without MMM installed, rested in Megaton house for 4 days and went to that area and it took a second to synch the lag, but no crash. I then restarted my computer and reloaded the save with MMM installed, rested at the megaton house for 4 days and went to the same area, I didn’t get a crash, but it did take a few seconds longer to synch the lag. Like I said it probably has to do with my computer and MMM installed having to load all that cell data.

:edit2:

Heh... Oh man I don't know anymore... With that same save with MMM installed, I went back to the megaton house rested for another 4 days, walked to that spot and it tried to load, but I got the crash... Heh oh man...
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Alisha Clarke
 
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Post » Sat May 28, 2011 10:37 am

RC 3.1 -- Restored previous Ant fix to reduce non-hittable Ants issue

I'm feeling more and more that this bug is back in RC 4.1. The ants in the Corvega Factory, the Antagonizer's Lair and in the basemant of Springvale Elementary have a very very bad habit of being under the world. I have to lead them across different terrain, and pray that their actor will move above the terrain. The ant's visual appearance is that it's above the terrain, but shooting at it simply results in the sound of bullets hitting the floor as if nothing is there. Targeting and shooting inside of VATS sometimes works.

Then, when the ant dies, sometimes it turns into a dancing ball of spaghetti.

Using "Increased Spawns" (tried using Increased Increased, but found that was too unstable around Megaton / Springvale). I suspect that the real issue is playing with the size of ants too much so that they get too large for their environment and are more likely to end up stuck in the floor.
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Jessica Phoenix
 
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Post » Sat May 28, 2011 8:43 am

As cool as the deformed Glowing Ones are, their hitboxes don't match up to their shape. I sat there with an assault rifle pointed right at one's head, unloaded the clip in them, and watched every single one pass through its head and kick up dust and debris on the wall behind. I know they were going through the head because I could see the tracers. In VATS, the shots glitch every single time and get "stuck" trying to hit the head. Sometimes they hit, sometimes they don't.
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Chavala
 
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Post » Fri May 27, 2011 7:43 pm

PS. Yes, I've read the FAQ, and yes I have extracted the textures and activated ArchiveInvalidation thingy.


Did you change bInvalidateOlderFiles=0 to bInvalidateOlderFiles=1 in the Fallout 3 ini?
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Samantha hulme
 
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Post » Sat May 28, 2011 2:21 am

RC 3.1 -- Restored previous Ant fix to reduce non-hittable Ants issue

I'm feeling more and more that this bug is back in RC 4.1. The ants in the Corvega Factory, the Antagonizer's Lair and in the basemant of Springvale Elementary have a very very bad habit of being under the world. I have to lead them across different terrain, and pray that their actor will move above the terrain. The ant's visual appearance is that it's above the terrain, but shooting at it simply results in the sound of bullets hitting the floor as if nothing is there. Targeting and shooting inside of VATS sometimes works.

Then, when the ant dies, sometimes it turns into a dancing ball of spaghetti.

This is has been one issue I've never been able to track down. Even when no scripts are applied to the ants -- so no size scaling etc -- it still occurs. The only change to the ants then is purely texture based for diverse skins. We're talking a copy of the Fallout 3 model with only a texture change, and a copy of the Ant record in the .esm to link it. Nothing else. And yet, the issue persists. I tend to think it's model related, perhaps something caused by Nifskope when editing the mesh to point to a new texture.

One solution is for MMM to just not touch ants at all. Would you prefer buggy ants with variety or not non-buggy ants and no variety?

EDIT: Just re-checking, in MMM RC4.1 there are no scripts on the ants. If they're buggy, it's definitely model related, or a vanilla issue.


As cool as the deformed Glowing Ones are, their hitboxes don't match up to their shape. I sat there with an assault rifle pointed right at one's head, unloaded the clip in them, and watched every single one pass through its head and kick up dust and debris on the wall behind. I know they were going through the head because I could see the tracers. In VATS, the shots glitch every single time and get "stuck" trying to hit the head. Sometimes they hit, sometimes they don't.

I'll see if I can play with the model, though I might need someone who's actually a modeler to fix this for me (volunteers welcome).


Also, just to reiterate earlier -- I am in the process of coding which regions Behemoths and Gargantuans shouldn't spawn. Now is the time to speak up so they can be included in the next release.
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Ashley Hill
 
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Post » Sat May 28, 2011 1:00 am

Also, just to reiterate earlier -- I am in the process of coding which regions Behemoths and Gargantuans shouldn't spawn. Now is the time to speak up so they can be included in the next release.


+1 for Falls Church - got two there the other day, not only makes it difficult keeping Paladin Hoss alive, on of them also got stuck in a building.

This actually happened more than once to me, maybe it's better not to spawn them in parts with somewhat restricted geometries. I had one spawning between Chevy Chase and GNR Plaza I think (not the one in the quest) and it looked pretty strange seeing him try to enter the ruined buildings while chasing me...
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Darian Ennels
 
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Post » Sat May 28, 2011 5:45 am

I'm not sure why ants caused me so much problem in my last playthrough. I just know that it was extremely frustrating to go up against those ants and have them be invulnerable. Maybe the simple solution is an optional "no ant variety" ESP? Most ants look alike in RL, at least as long as they all belong to the same hive.

I've rerolled a new character, but have not gone back to the school yet (or Antagonizer's Lair or Corvega Factory). Maybe things got confused in my save file, making it more likely that the ants will get confused.

(God bless the FO3 engine, and may it be used nowhere else! -- to paraphrase Nathan)
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asako
 
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Post » Sat May 28, 2011 5:38 am

This is has been one issue I've never been able to track down. Even when no scripts are applied to the ants -- so no size scaling etc -- it still occurs. The only change to the ants then is purely texture based for diverse skins. We're talking a copy of the Fallout 3 model with only a texture change, and a copy of the Ant record in the .esm to link it. Nothing else. And yet, the issue persists. I tend to think it's model related, perhaps something caused by Nifskope when editing the mesh to point to a new texture.

One solution is for MMM to just not touch ants at all. Would you prefer buggy ants with variety or not non-buggy ants and no variety?

EDIT: Just re-checking, in MMM RC4.1 there are no scripts on the ants. If they're buggy, it's definitely model related, or a vanilla issue.


I'm not sure why ants caused me so much problem in my last playthrough. I just know that it was extremely frustrating to go up against those ants and have them be invulnerable. Maybe the simple solution is an optional "no ant variety" ESP? Most ants look alike in RL, at least as long as they all belong to the same hive.

I've rerolled a new character, but have not gone back to the school yet (or Antagonizer's Lair or Corvega Factory). Maybe things got confused in my save file, making it more likely that the ants will get confused.

(God bless the FO3 engine, and may it be used nowhere else! -- to paraphrase Nathan)


Actualy its a game related issue and unless you alter every animation applied to the ants to move them higher up within thier own scene you will not be able to fix this -> its also an issue with the vanilla ants.

I ran into this exact issue when creating The Crawling Feral Ghouls and my Slimes Creatures -. in both cases it was because in instant that a rigid bodies registers as below the world the entire RB gets registered there and Projectiles will no longer effect it nor can you target them in VATS (you will only see this is the entire Body Part chain is registered as under the world).

The only Fix was to raise the actors by animations from within thier own scene's so that those RB's no longer penetrate under a static RB or the world -> if you take a peek at my Slimes they are so low that its not an issue visually looking down at them but they are indeed 5 units above thier own scene 0,0,0 -> and the FG Crawlers are also +5 Units but thier limbs will still fall below at times.
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kitten maciver
 
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Post » Fri May 27, 2011 10:05 pm

I'm not sure why ants caused me so much problem in my last playthrough. I just know that it was extremely frustrating to go up against those ants and have them be invulnerable. Maybe the simple solution is an optional "no ant variety" ESP? Most ants look alike in RL, at least as long as they all belong to the same hive.

I've rerolled a new character, but have not gone back to the school yet (or Antagonizer's Lair or Corvega Factory). Maybe things got confused in my save file, making it more likely that the ants will get confused.

(God bless the FO3 engine, and may it be used nowhere else! -- to paraphrase Nathan)

Too right, sadly.

Actualy its a game related issue and unless you alter every animation applied to the ants to move them higher up within thier own scene you will not be able to fix this -> its also an issue with the vanilla ants.

Ahhh.... thanks Saiden. And though I'm not a modeler, I understood your explanation :) I'll see if I can update the vanilla models, but I may ping you if I run into trouble. Thanks for finally explaining the cause of this!


While I'm here, an updated changelog:

::: RC 4.2/5.0
  • Fixed excessively large or small NPCs and Super Mutants
  • Fixed Big Town Robots not attacking in Super Mutant assault
  • Fixed some original Super Mutant corpses spawning Increased Spawns
  • Fixed Enclave appearing near Purity after final quest (vanilla bug)
  • Fixed Temple of The Union slaves' loaded Brahmin not showing Statue pack
  • Fixed (hopefully) Night Ghoul eye vision triggering when it shouldn't
  • Fixed Behemoths and Gargantuans spawning in bad places (Falls Church, Vernon's Square)
  • Slightly reduced chance of Wanamingos appearing
  • Slightly reduced volume of Enclave fodder in final quest
  • Slightly reduced chance of Sentry Bots and Deathclaws in Wasteland
  • Slightly reduced excess body count and combat globals for stability
  • Added Republic of Dave NPCs to No Attack faction
  • Added NPCs now lose Perception (-4) while outside at night
  • Added new higher resolution armor textures for Super Mutants
  • Added new global -- MMMzDLCIncreasedSpawns, defines whether IS applies to DLCs
  • DLC Anchorage: Prevented Behemoths and Gargantuans spawning at Baileys Crossing
  • DLC Broken Steel: Resolved minor conflict between UF3P Broken Steel and MMM Broken Steel
  • DLC The Pitt: Added diverse skins for Street Troggs
  • DLC The Pitt: Added Increased Spawns for Street Troggs
  • DLC The Pitt: Scaled Trog variants to appear at earlier levels
  • DLC The Pitt: Trogs take more damage from head shots
  • DLC Zeta: Added Increased Spawns at a reduced rate for specific areas
  • New Plugin: Reduced Wasteland Spawns
  • New Plugin: No Size Scaling
  • New Plugin: No DLC Increased Spawns
  • New Plugin: DLC Zeta

It's rapidly becoming 5.0 because I can't help myself and have started adding Increased Spawns to all the DLCs. The Pitt and Zeta are complete so far -- given the balance of the DLCs and feedback above, IS is added at a slightly reduced rate and only in some areas -- for eg in The Pitt only Trogs get IS, while in Zeta Aliens and Robots in areas where it would make sense and not overcrowd an area.

Everything is added with painstaking thought :)

Also new since last update are the aforementioned Ant meshes (though will update these again now I know the cause), diverse skins for the Street Trogs, a new global to control DLC Increased Spawns (which the new No DLC Increased Spawns plugin toggles so you can disable IS for the DLCs but keep it active for the main game), and the night perception penalty for NPCs is now working and with a very efficient script that will have no impact on the game (a single check per NPC).
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Shannon Marie Jones
 
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Post » Sat May 28, 2011 5:27 am

rawr - looking good
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Iain Lamb
 
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Post » Sat May 28, 2011 8:30 am

Hello!

A few comments...

- On MMM in general:

Many thanks, once more!
I'd never play F3 without this mod!

- "Added NPCs now lose Perception while outside at night":

The idea is great, if for realism alone.
But I'd like to point out a possible problem with this, just in case you hadn't thought of it.
Are the cons and pros of this change well balanced?
It may have more of a negative effect on all outdoor NPCs (including "allies"), rather than to add much of a benefit to the player?
(Isn't sneaking generally quite easy, especially with added gear, like stealth suits and stealth boys)?
Places like Big Town and wandering/patrolling NPCs (e.g. Outcasts guarding Fort Independence) may become (even more) easy prey to everything stalking the night.
Doesn't reduced PER mean the NPCs notice mons...er..."mutants" much later?
It wouldn't be much of an addition to the gameplay if the NPCs we were supposed to sneak past already died by blindly fighting night-creatures.

- Ant diversity (Obsolete topic?):

Have to agree with a previous comment. Don't ants (of one community) usually all look the same? That is not a relevant question regarding mutated ants, but can be taken into consideration when pondering a "need" for diversity.

- NPC size scaling:

Those extreme size differences still seemed realistic to me...although maybe not in that frequency.

- SM Gargantuan:

The difference in arm-sizes is an entertaining feature. But since "size-scaling realism" has become a topic, I'd like to point out that his itsy-bitsy tiny legs could never support/balance his gigantic upper body. At least, he couldn't run around like a normal...er...biped...humanoid.
That's a more distracting visual than the size contrast between NPCs ("How can that thing walk like that?").
(I exchanged his model with the "normal" version in my game, but now his attacks look somewhat less convincing. His hand never seems to connect with the bodies he pummels. I also miss his huge arm :) ).
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Latisha Fry
 
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Post » Fri May 27, 2011 8:17 pm

Those extreme size differences still seemed realistic to me...although maybe not in that frequency.


I always had to smile at the two knights of the brotherhood guarding the door. In a militaristic order clad in PA such big size differences seem a bit out of place ;)
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Chica Cheve
 
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Post » Fri May 27, 2011 11:32 pm

- "Added NPCs now lose Perception while outside at night":

The idea is great, if for realism alone.
But I'd like to point out a possible problem with this, just in case you hadn't thought of it.
Are the cons and pros of this change well balanced?
It may have more of a negative effect on all outdoor NPCs (including "allies"), rather than to add much of a benefit to the player?
(Isn't sneaking generally quite easy, especially with added gear, like stealth suits and stealth boys)?
Places like Big Town and wandering/patrolling NPCs (e.g. Outcasts guarding Fort Independence) may become (even more) easy prey to everything stalking the night.
Doesn't reduced PER mean the NPCs notice mons...er..."mutants" much later?
It wouldn't be much of an addition to the gameplay if the NPCs we were supposed to sneak past already died by blindly fighting night-creatures.

Good question -- what does everyone else think? The perception hit at the moment is -4, from the hours of 9pm to 5am, only while outside.


- SM Gargantuan:

The difference in arm-sizes is an entertaining feature. But since "size-scaling realism" has become a topic, I'd like to point out that his itsy-bitsy tiny legs could never support/balance his gigantic upper body. At least, he couldn't run around like a normal...er...biped...humanoid.
That's a more distracting visual than the size contrast between NPCs ("How can that thing walk like that?").

Well, I'm happy for someone to tweak the skeleton. He's supposed to have one huge arm and hand, because if you noticed he's able to completely obliterate people on impact from the sheer force (thanks to some scripted effects I added). So, even if balancing out the arms a bit more, he still needs that large right hook :)


Also while I'm here, CsK asked for a reduction in Raiders while Increased Spawns is enabled, but only outside in the Wasteland. The following plugin does this for anyone else who wants it too:

::: http://members.iinet.net.au/~amills/MMMF3-RR.zip


Needs IS or IIS to be loaded to have any effect. The reduction is roughly 25%, but because of the way IS works will be more noticeable than that.
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Roisan Sweeney
 
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Post » Sat May 28, 2011 7:18 am

::: http://members.iinet.net.au/~amills/MMMF3-RR.zip[/size]


Have you ever given thought to altering the base mod to be options oriented instead of plugin oriented -> the sheer volumn of extra plugins you run can easily be implemented into an options system that would be 1) flexable 2) dynamically alterable and 3) not eat up so many plugin indexes as it relates to load order.

And in the end it would be more compatibable in relation to LO with other overhauls.

If you havent yet take a look at how I set up my options terminal and scripting -> my scripting really can not be applied to your mod considering the differences but the options can easily be implemented and you can completely scrap most all of your plugins while at the same time allowing people to customize thier play experience on the fly.
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electro_fantics
 
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Post » Sat May 28, 2011 12:20 am

Good question -- what does everyone else think? The perception hit at the moment is -4, from the hours of 9pm to 5am, only while outside.


It might be a bit too extreme at -4, but -2 or -1 you might not even notice it. Another problem with a -4 perception, is that it really hurts enclave and others that are using energy weapons, as the loss of perception lowers their skills. I doubt power armor enclave troops would be too hampered by night operations.

The real issue is wanting to reduce detection distances correct? You could adjust the detection "attenuation" gamesettings down, but that would require FOSE to implement gamesetting changes on the fly. Besides, the detection values for sneaking already factor in night time (as it related to light on the actor). I suppose my suggestion would be to reduce the perception change down to -1 or -2, or just do away with it altogether, as other game mechanics or mods address this more directly.
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GabiiE Liiziiouz
 
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Post » Sat May 28, 2011 1:00 am

Have you ever given thought to altering the base mod to be options oriented instead of plugin oriented -> the sheer volumn of extra plugins you run can easily be implemented into an options system that would be 1) flexable 2) dynamically alterable and 3) not eat up so many plugin indexes as it relates to load order.

Yes I have, but I don't get a lot of time to mod so I spend it concentrating on the core mod.


It might be a bit too extreme at -4, but -2 or -1 you might not even notice it. Another problem with a -4 perception, is that it really hurts enclave and others that are using energy weapons, as the loss of perception lowers their skills. I doubt power armor enclave troops would be too hampered by night operations.

The real issue is wanting to reduce detection distances correct? You could adjust the detection "attenuation" gamesettings down, but that would require FOSE to implement gamesetting changes on the fly. Besides, the detection values for sneaking already factor in night time (as it related to light on the actor). I suppose my suggestion would be to reduce the perception change down to -1 or -2, or just do away with it altogether, as other game mechanics or mods address this more directly.

This is true, but other mods involving stealth usually focus on the player. This focuses on the NPCs and specifically those that MMM will spawn. And I didn't actually want to implement this for stealth players per se, but generally for all players as it just makes sense -- plus there are plenty of complaints from people unable to see NPCs at night but they have an uncanny ability to hit them from afar in pitch black. It's a simple change with a subtle effect.

If not -4 and -2 is too low, then -3? :) And for power armor NPCs, it's very simple to do a DR check with GetArmorRating and not apply the penalty, or GetItemCount on a FormList for the armours.

BTW if you think this isn't to your liking for FWE I'll stick a global in so it's toggleable. It's just another check in the control script that runs once and removes itself when actors spawn.
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Kay O'Hara
 
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Post » Sat May 28, 2011 6:43 am

Yes I have, but I don't get a lot of time to mod so I spend it concentrating on the core mod.



This is true, but other mods involving stealth usually focus on the player. This focuses on the NPCs and specifically those that MMM will spawn. And I didn't actually want to implement this for stealth players per se, but generally for all players as it just makes sense -- plus there are plenty of complaints from people unable to see NPCs at night but they have an uncanny ability to hit them from afar in pitch black. It's a simple change with a subtle effect.

If not -4 and -2 is too low, then -3? :) And for power armor NPCs, it's very simple to do a DR check with GetArmorRating and not apply the penalty, or GetItemCount on a FormList for the armours.

BTW if you think this isn't to your liking for FWE I'll stick a global in so it's toggleable. It's just another check in the control script that runs once and removes itself when actors spawn.


I'm not too worried about how this affects FWE either way . . . so proceed however you would like. A -3 PER could work. Out of curiosity, how is this implemented? Is it implemented globally for everything, or is the effect attached to particular spawns/NPC's/creatures? I ask, because something like a night ghoul isn't going to be effected by the PER penalty. If that's the case, folks wearing PA helmets, night ghouls, maybe even super mutants (they are super after all) wouldn't be effected (or as effected) at night, while the rest of the wasteland scumbags would be =)
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elliot mudd
 
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Post » Sat May 28, 2011 6:33 am

I'm not too worried about how this affects FWE either way . . . so proceed however you would like. A -3 PER could work. Out of curiosity, how is this implemented? Is it implemented globally for everything, or is the effect attached to particular spawns/NPC's/creatures? I ask, because something like a night ghoul isn't going to be effected by the PER penalty. If that's the case, folks wearing PA helmets, night ghouls, maybe even super mutants (they are super after all) wouldn't be effected (or as effected) at night, while the rest of the wasteland scumbags would be =)

That's basically it -- NPCs only have it applied, so animals, mutants, ghouls etc aren't affected, nor are NPCs inside. I'll add a check for power armor through DR (anything higher than 45 seems reasonable, but let me know iof FWE puts power armor in a different range).
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Eileen Müller
 
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Post » Fri May 27, 2011 9:53 pm

Can you check if the NPC is wearing something from a form list? If so then the repair lists could be used as a guide. Mods might add items that are inappropriate to the lists, like scrap metal, but if you can check if the item is worn the risk of errors would be minimized.

RepairEnclaveArmorHelmet
RepairPowerArmorHelmet
RepairTeslaArmorHelmetList
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Kortniie Dumont
 
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