[RELz} Damage Resistance Overhaul

Post » Tue Nov 16, 2010 3:29 am

oh...

this way this mod will be structured will make it perform beautifully, but conflict with nearly everything...

i would have to do individual compatability mods for each and every single problem >_<
User avatar
Auguste Bartholdi
 
Posts: 3521
Joined: Tue Jun 13, 2006 11:20 am

Post » Tue Nov 16, 2010 9:08 am

darmani, as to that mod you mentioned, it does nowhere near what i am aiming to do.

that mod just lets you toggle the ammo when you equip it. My mod is aiming to allow you to toggle the ammo in the field, when you already have it equipped. It will also be used as a toggle for firing types (burst on AR anyone?)

the game just seems to hate my toggles that go without popping up a menu

Oh you want different fire modes please refer to this: http://www.fallout3nexus.com/downloads/file.php?id=9204
Also I dont really get your ammo power list..... actually I'll get to that later.


is anyone still interested in this?

i might give it another try now.

would people be satisfied if it was a change via toggle button? (press the button, it brings up a menu, you select what you want to switch to...)

You really you don't need to toggle it in the field, if you want you could modify the script to force you to reload your gun as soon as you leave the menu.
Now lets get to this abysmal ammo list:
Low caliber:
all 5mm caliber weapon variantshere is a quote from the fallout wiki:"in Fallout and Fallout 2, there are two types of 5mm ammunition, 5mm AP and 5mm JHP. 5mm was the standard US military round for bases located around the Core Region by 2077." a lmg or a Squad automatic weapon would not be in a caliber less likely to penetrate than the primary assault rifle caliber its just stupid.
all 10mm and .32 caliber pistol variants Ok 10mm auto, the ammunition most common in the wastes is super powereful i mean to give you an example, .357 magnum is a shorter cartridge with less pressure than it. Honestly speaking . 32 is a terrible caliber to begin with its uncommon and any gun you get chambered in will be far more expensive than a .22 rifle. If I were you I would convert all 32 ammunition to .380 ammo especially since .380 revolvers can take 9mm and 32 ammo if it is fired single action.
Assault RifleI had a good laugh about this one, Ok here is a simple solution: fallout 3 already has both assault rifles balanced to favor each in different ways just change edit 5.66 ammo not the weapons themselves.
Dart Gun:pneumatic weapons should be the absolute lowest tier, this basically negates all the calibers above and merits that this and the rock it launcher get their seperate tier.
Rock-It Launcher: see dart gun

Medium caliber:
all .32 caliber rifles:just a quick fyi pistol rounds out of a rifle have more muzzle velocity but they are still only good for plinking steel plates. So yeah toss this next to the .32 pistols*cough* .380 pistols
all 10mm rifles (PL)The advantages of putting a pistol round through a rifle are very marginal and not very noticeable however I would recommend you place the 10mm round just before the 44 magnum
Chinese Assault Rifle:See assualt rifle
all shotgun variants"I'm ok with this as long you dont do something stupid like frag ammo or explosive incendiary, of course you probably intended to.

high caliber:
all 44 mm weapon variants place it before the 5.56 round
all .308 caliber weapon variants
railway rifle:its just a rail spike propelled by steam. seriously it should be with the dart gun in terms of tiers

energy weapons:
all energy weapons:Psuedo ballistics is not my best subject.

explosives:
all explosives: fine

Oh and please dont refer to this as a caliber list because obviously you don't know what the word implies, this is a tier list of ammunition in terms of "stopping power" (which by the way is bull since if you shot knocks someone down you should be knocked down as well, for more info see newtons laws of physics)
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Tue Nov 16, 2010 10:42 am

those are some good suggestions, my information/grammar/etc was terrible back then (to put it plainly, i was a newb)

i understand what you said about knockdown, and i've read enough to know that guns will rarely ever knock someone down.

realism is what i was originally aiming for, so criticism that helps is always welcomed.

okay... randomly structured comments are out of the way now...

when i get back from vacationing, i will have plenty of time to devote to making this thing work. There will be a lot of tweaking involved, as there is with any mod, and I am hoping for good input from those interested in this project.

some things I believe deserve to be discussed:
~ how real should the damage be? (how easy is it to die?)
~ how should the tier list for ammo types be structured?
~ what should the general resistance levels for the armors be?

the damage system that i was able to make lets me use only three (3) different levels of power. The original structure for that was a horrible mess, so for the new one, I was thinking about something like this:
tier 0 - explosives: not affected by resistances aside from damage resistance (which only the player has... and only from perks or meds. Med-x will have to be changed)
tier 1 - high powered projectile weapons: {some ammo types} only strong armor has resistance to it
tier 2 - lower power projectile weapons: {some ammo types} most armor has resistance to it
tier 3 - unconventional projectile weapons {dart gun, railspike rifle} all armor has some degree of resistance to it

energy - you don't have energy resistance, you're getting zapped badly... need suggestions for what should have energy resistance
fire - better armor will likely have better fire resistance, some (environment suit) will high resistance. I guess power armor should have pretty high resistance...

armor (already good, i guess...)
tier 1 - power armor: tier 3 weapons have little/no effect on users, tier 2 aren't too useful, tier 1 are okay
tier 2 - combat amor: tier 3 weapons aren't too useful, tier 2 are okay, tier 1 still do decent damage
tier 3 - improvised armor (raider, etc): tier 3 weapons are okay... tier 2 do decent damage, tier 1 are unaffected
tier 4 - clothing! : sure, it might stop a dart, but not a bullet

Now, there's the different fire modes/bullet types to think about...

in addition to the standard, and the predictable AP rounds, i was thinking there should at least be hollowpoint rounds, and maybe incendiary rounds.

-One dilemma i have is regarding the AP rounds. should they just totally ignore armor, or is that unrealistic?
-Hollow point rounds will do more damage, but should they be less effective VS highly armored foes?
-incendiary (if i put it in): fire damage, deal lots of damage to armor?

new fire modes:
single, semi-auto, auto, possibly burst

of course, not every type of ammunition will come in every variation, and not all guns will have all those options... so what should it be?
(not listed in any apparent order)
10mm - AP, hollowpoint,
.32 cal - im guessing nothing
.44 magnum - AP, hollowpoint.
7.65 mm - again, nothing
.308 cal - AP, incendiary, no hollowpoint (?)

as for firemodes:
rifles: none
ARs: semi, burst, and possibly single in addition to the regular auto. (or are they considered to be semi-auto?)
pistols: hmmmm
combat shotgun: semi-auto
energy weapons: hmmm
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Tue Nov 16, 2010 6:06 pm

Sweet Christmas!!!! How did I miss this thread??!?

I had started working on bringing JHP, AP and FMJ rounds to the Capital Wasteland over a year ago. I ran into technical issues and set it aside. I recently (2 days ago) stubled upon the answer to my problems. I was planning on dusting off my old scripts and giving it another go this weekend. I'm still planning on making mine but with a different focus (right now it needs FWE and WMK), but if you are still having issues with some things let me know, I may have already written scripts for some of your problems or vise versa.
User avatar
Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Tue Nov 16, 2010 4:13 pm

what exactly did you figure out?

the toggle without a menu thing? (that would be golden :D)
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Tue Nov 16, 2010 2:58 pm

what exactly did you figure out?

the toggle without a menu thing? (that would be golden :D)


Check to see if the player pushes the button, then set a variable to 1. If variable is 1 and the button is pressed, set the var to 2. If variable is 2 and button is pressed, set the var to 0. Then change the ammo if the vars are changed.

0: AP
1: JHP
2: FMJ

Is there some reason why this would not work?
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Tue Nov 16, 2010 3:53 pm

ill try it, but i'm not sure if it will work.

seeing as how that would still cause a loop -> crash.

the crash results from the game receiving the command more than once, because you can't press the button for just one cycle of the script



i might have to set it so its a select-toggle.

i.e. press F1 for normal, F2 for AP, F3 for hollow... that should remove the loop problem...

lets see if that works
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Tue Nov 16, 2010 12:13 pm

what exactly did you figure out?

the toggle without a menu thing? (that would be golden :D)


Well the method I was going to use I later retooled for http://www.fallout3nexus.com/downloads/file.php?id=11611 But if your wanting somthing more like an ammo swap key that plays the reload animation and then equips the correct gun...I'll have to try out a few things.
User avatar
Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Tue Nov 16, 2010 5:31 am

ill try it, but i'm not sure if it will work.

seeing as how that would still cause a loop -> crash.

the crash results from the game receiving the command more than once, because you can't press the button for just one cycle of the script



i might have to set it so its a select-toggle.

i.e. press F1 for normal, F2 for AP, F3 for hollow... that should remove the loop problem...

lets see if that works


The Return command terminates the rest of the script and should terminate the loop. Should be just after the part where you switch the ammo.
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Tue Nov 16, 2010 5:41 am

well, using that logic, the thing still crashes...

might be bad scripting on my part thou

ah, Onequip might help :P

lets see..

nope... crash...

guess i'll post the script in case there are obvious errors...

scn A10mmPistolAltFire

short CND
float WeapHealthFloat
int MODE


Begin Onequip

if(Player.GetEquipped Weap10mmPistol == 1)
set MODE to 0
endif

if (Player.GetEquipped Weap10mmPistolAP == 1)
set MODE to 1
endif
end

Begin GameMode


if (Player.GetEquipped Weap10mmPistol == 1 || Player.GetEquipped Weap10mmPistolAP == 1)

if (IsKeyPressed 63 == 1 && MODE != 0)
set MODE to 0
endif


if (isKeyPressed 64 == 1 && MODE != 1)
set MODE to 1
endif

if (MODE == 0 && Player.GetEquipped Weap10mmPistol != 1)
set CND to PlayerRef.GetWeaponHealthPerc
set WeapHealthFloat to (CND * .01)
Player.AdditemHealthPercent Weap10mmPistol 1 WeapHealthFloat 1
Player.Unequipitem Weap10mmPistolAP
Player.EquipItem Weap10mmPistol 0 1
Player.RemoveItem Weap10mmPistolAP 1 1
endif

if (MODE == 1 && Player.GetEquipped Weap10mmPistolAP != 1)
set CND to PlayerRef.GetWeaponHealthPerc
set WeapHealthFloat to (CND * .01)
Player.AdditemHealthPercent Weap10mmPistolAP 1 WeapHealthFloat 1
Player.Unequipitem Weap10mmPistol
Player.EquipItem Weap10mmPistolAP 0 1
Player.RemoveItem Weap10mmPistol 1 1
endif
endif
end

User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Tue Nov 16, 2010 2:18 pm

well, using that logic, the thing still crashes...

might be bad scripting on my part thou

is there an "on equip" type of function? my scripting skills have apparently vanished :P


There's a script block type OnEquip, yes.
User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Tue Nov 16, 2010 7:54 am

Hotness. Totally looks like what I need. I've been using "Realistic Bodypart Damage" for a while now and I love it, but groups of Brotherhood soldiers are getting slaughtered by Raiders with 10mm pistols and I'm just sitting there like, -.-.

THX.
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Tue Nov 16, 2010 4:43 am

this thing ain't finished yet, hell, i'm just starting to fix it.

sadly, i won't be able to work on it for 3 weeks. Vacation...
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Tue Nov 16, 2010 2:40 pm

Please release a Fook 2 or FWE patch
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Tue Nov 16, 2010 5:57 am

Please release a Fook 2 or FWE patch along with a beta
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Tue Nov 16, 2010 5:08 am

hmmm:

before i release a rough beta, i need to do a few things:

( ) either get the real time mode swap to work, or implement the menu based one. and then apply it to every weapon >_<
( ) change some minor details with weapon tiering (i do not have access to a windows PC as of now...)
( ) tweak item lists and locations.

and that's just for vanilla fallout, then i have to do the DLCs. If everything goes alright and this turns out to be a success, i might consider compatability patches, but i will definitely start on the small side as each weapon needs:
-stats to be changed
-varied instances of it to be created and added to NPC lists
-a script to be written for the toggle (thankfully its only one for the entire set. one script for normal 10mm pistol, AP 10mm pistol, etc..)
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Tue Nov 16, 2010 1:49 pm

how about looking for people for help like in Fo3 nexus?
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Tue Nov 16, 2010 8:31 am

that's a good idea, probably will try that when i get back...
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Tue Nov 16, 2010 7:29 am

Pls try to finish it before New Vegas.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Tue Nov 16, 2010 3:57 am

ok...

there will be multiple ammo types in the beta, with a menu based swap mode.

weapons tiers are fixed to a good degree of realism (but not so much that it makes the game boring)

a question: for adding things to containers and shops' inventories, what is the best way to go about it to avoid conflicts?

oh, and what order should i do the DLCs in? (hint, the Pitt ammo press will be able to make the new ammo types!!)

i'm thinking...
1. vanilla mod
2. pitt patch
3. BS patch
4. PLO
5. OA
zeta ain't likely as i don't have it...
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Tue Nov 16, 2010 4:08 pm

a question: for adding things to containers and shops' inventories, what is the best way to go about it to avoid conflicts?


I would suggest making your own leveld lists with just your ammo on them and then run AddToList in a script to add them to all the appropiate leveled lists in the game.
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Tue Nov 16, 2010 3:57 am

hm, is there anything glaringly obvious that would compliment what i'm working on here (and wouldn't be too hard to add in)?

oh, and could a moderator please change the title of this thing to WIP?
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Tue Nov 16, 2010 6:55 pm

So is this being updated?
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Tue Nov 16, 2010 4:19 am

this will be updated, but i'm going to need to find time to do it.

-weapon swap's implementation will be delayed so i can release the expansion packs.


okay... i have (rushed) the mod for vanilla. there might be some errors, and i have no clue how (un)balanced it is.
-i was unable to give creatures resistances that would work with the weapon's set damage type, but this shouldn't prove too much of a problem as people want this mod for (violent) human interactions. please tell me if it is too easy/too hard to kill anything.

http://www.fallout3nexus.com/downloads/file.php?id=9636
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Tue Nov 16, 2010 11:41 am

My game might crash due to the fact I use FWE MMM EVE and WMK or does merged patch fix it?
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

PreviousNext

Return to Fallout 3