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My Pyro Rebalance Mod


lilgamefreek

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Can be downloaded: http://www.megafileupload.com/en/file/9825...edFire-rar.html

 

So this is a huge extension of my first mod and I've just finished the more delicate parts of it, the scripting and the fire effects.

 

Basically, this mod is meant to be a complete rebalance of how fire weapons work in this game. This means modifying both the weapon stats and the way the fire effects enemies. For the past two weeks I've been focusing solely on the fire effects (since weapon stats is just number play and should not have too many bugs) and getting them to work and now I think the hardest part is mostly finished, but I'M NOT SURE.

 

So I was hoping you people could kindly playtest what I've developed so far so that I can have as bug-free a release as possible.

 

What this does:

 

It makes the burn effect more devastating. The fire weapons have unique burn effects that cause different intensity burns for different lengths of time. Pyromaniac perk will increase both burn intensity and time period.

 

When an enemy is on fire, it will have a random chance of fleeing. This chance is based on its level of endurance and it's current health percent. Higher endurance means it has a greater chance of withstanding the flames and a lower health percent means it has a greater chance of fleeing. The pyromaniac perk increases flee chances substantially. Robots and members of player faction will NOT flee.

 

Fire effects are comboable, pending on the weapon. A flamethrower will not stack damage onto its own effect, so no matter how much an enemy is hit by a flamethrower (or burnmaster) it will always suffer 2/3 hp drain a sec. Hitting an enemy with a flamethrower and a zhurong pistol WILL stack the damage. The enemy will suffer 2+5/3+8 damage per second in the duration these effects are in occuring.

 

Fire promotes fire. Without the pyromaniac perk, the zhurong pistol's effect lasts only 5 seconds. However, hitting a person with a zhurong and then attacking with a flamethrower will cause the zhurong's effect to potentially last 15 SECONDS so long as the flamer effect is being applied. Damage is unaffected.

 

Pyromaniac incorporates all fire weapons.

 

Weapon stats:

 

NOTE: The weapon stats haven't been started. The following lists each weapon's specific effects. In the current build, fire weapons are grossly OVERPOWERED because I have not adjusted the original damage outputs to compensate for the improved fire effects. This will be put in the final release.

 

Flamer\Burnmaster\nukagrenade -2hp (10 sec), with pyromaniac -3hp (15 sec), causes fleeing

to be done: causes damage to all limbs overtime

 

Shishkebab -2hp (5 sec), with pyromaniac -3hp (10 sec), causes fleeing

to be done: slows enemy movement (this is because fleeing enemies often get out of range after a while)

 

ZhuRong Pistol -5hp (5 sec), with pyromaniac -8hp (15 sec), causes fleeing

 

FireLance -2hp (20 sec), with pyromaniac -3hp (30 sec), causes fleeing

 

notes:

-if you've downloaded my "Better Fire Damage" mod, this completely overrides it.

-I don't use many mods, so I'm not certain about compatibility. Any mod that modifies the shishkebab, zhurong, or firelance will likely nullify my changes. Any mod that modifies the original burn effect will override changes to the flamer\burnmaster. Any new fire weapons will use the flamer by default

-Because of the way the script works, the pyromaniac variant effects will only be effective close to medium range. In other words, the player must be close enough for auto aim to kick in. I'm assuming this means close enough for the reticle to turn from green to red. Even then, the player must actively center the reticle on the target at some point, which means means things like the nuka-grenades or gas leaks will not have pyro effects unless the player stares at the target while it is still on fire.

 

Anyways, I'd appreciate any feedback or bug reports you guys can give me. Hopefully I can polish this down. I am very worried about compatibility troubles the most so don't shy away from using this mod with other mods.

 

Can be downloaded: http://www.megafileupload.com/en/file/9825...edFire-rar.html

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Generally I wouldn't bump this, but not only does this topic have zero replies, but it has zero downloads. Slipping to the next page pretty much dooms it and I'd really appreciate some playtesting reports. If it slips back, I won't bump it and hope my own playtesting has been sufficient.

 

And if you guys are thinking that I should do my own playtesting, you have to realize that I have been doing my own playtesting. I've been playtesting every iteration to make sure everything works but I haven't the time to go on extended periods of play. I've done controlled experiments with a couple spawned deathclaws and a timer but just the other day I found the mod caused mysterious crashes when lighting outcast and brotherhood of steel members on fire. I've since "fixed" that, but I haven't any idea about other situations.

 

Plus I don't use many mods, especially popular ones. I don't have fook or body replacers or even the unofficial patch, so I have very little idea about compatibility. Ideally there are only unavoidable conflicts with mods that edit the same objects as my mod, but I won't know without large and varied testing, and I just don't have the time for that (And I really mean it).

 

I realize none of you owe me anything, but I could really use your help. I really see this as my first mod and I don't want it to be plagued with bugs or inusability. Please help me playtest this preliminary version and help me find any showstopping issues.

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This lack of enthusiasm for something someone has worked hard on is rare on this website, but I'd be happy to help you test this. Downloading it now and making a new character for it. Since I'm running a large amount of overhaul mods I should be able to give you some info on compatibility, and I'll tell you about any bugs I find.
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