Scorpio9 Posted July 11, 2011 Share Posted July 11, 2011 Can you make aiming more dynamic/fluid/natural feeling/not rough, like it's in Crysis, LostPlanet2, FEAR3... ? Link to comment Share on other sites More sharing options...
avianmosquito Posted July 11, 2011 Author Share Posted July 11, 2011 I don't animate. If someone else does, then maybe. Link to comment Share on other sites More sharing options...
adman85 Posted July 11, 2011 Share Posted July 11, 2011 Ahh, okay yeah, fair enough, it would look weird if there are no injured crouching animations. I also was thinking about skill to gun recoil ratios.. Could the physical recoil be faster, or not as harsh at higher levels? (or possibly much harsher at lower levels?) To represent the "getting used" to weapon recoil? This would in effect make higher skill levels faster at firing pistols, shotguns etc. Sorry if you already covered that. Just thought of it. Link to comment Share on other sites More sharing options...
avianmosquito Posted July 11, 2011 Author Share Posted July 11, 2011 (edited) Ahh, okay yeah, fair enough, it would look weird if there are no injured crouching animations. I also was thinking about skill to gun recoil ratios.. Could the physical recoil be faster, or not as harsh at higher levels? (or possibly much harsher at lower levels?) To represent the "getting used" to weapon recoil? This would in effect make higher skill levels faster at firing pistols, shotguns etc. Sorry if you already covered that. Just thought of it. The game doesn't have a real recoil system, which is unfortunate. No, I have skill decrease spread, (50%) increase the rate of fire for non-automatic weapons, (2x) speed up reloads (2x) and reduce the strength requirement. (4pt) EDIT: Oh, and while I'm posting anyway, I'll introduce a new feature: Squads. Simply put, in the wasteland you no longer run into raiders every five minutes. Now, patrols of human enemies are few and far between. (Most engagements will be creature engagements, which are also rarer and more difficult.) However, they have also gotten larger, more potent and come in balanced groups of semi-static composition. Numbers are typically 6-12, may be smaller or larger. You'll only meet them maybe once a week, but they'll be difficult if you're prepared and impossible if you aren't. It's better to duck squad engagements when you can, unless you have soldiers of your own. IE: A squad of Powder Gangers would consist of six "main infantry" with single shotguns, (kind of a crappy weapon for main infantry, but these are the powder gangers we're talking about) two "marksmen" with .22 rifles, one "sniper" with a varmint rifle, one "engineer" with a coach gun, one "grenadier" with more dynamite than brains and an officer in charge of them all, armed with a cowboy repeater. That's twelve men in total, all armed to the teeth, and three of them are wearing actual body armour. Not something you can take lightly, and this is the single most pathetic human faction in the game. (By the way, thrash NCRCF and they'll stop patrolling, period.) Edited July 11, 2011 by avianmosquito Link to comment Share on other sites More sharing options...
hadoumastery Posted July 12, 2011 Share Posted July 12, 2011 The book of earache had recoil scripts. They were done pretty well too, but it only took affect on the weapons in the book of earache, so it seems it would need some editing if you want it to work with everything. Link to comment Share on other sites More sharing options...
avianmosquito Posted July 12, 2011 Author Share Posted July 12, 2011 The book of earache had recoil scripts. They were done pretty well too, but it only took affect on the weapons in the book of earache, so it seems it would need some editing if you want it to work with everything. I could seek that out, then. I'll get back to you. Link to comment Share on other sites More sharing options...
adman85 Posted July 13, 2011 Share Posted July 13, 2011 I personally like the idea of the battles being fewer but more difficult, (though I do like the creature spamming of AWOP MOMod and IWS, simply because the vanilla wasn't "challenging" enough), buuuut i was a much bigger fan of the fallout tactics assault the outpost style missions.. Obviously these above mentioned mods wouldn't go well with yours, so Is it possible to add stuff like that?.. More faction bases and guarded outposts etc? (much like the NCRCF which I though was cool, but way too small) If you can't get physical recoil, I'm sure a saw a mod somewhere that instead increases spread slightly after each shot to compensate for recoil, but as I recall the rates were pretty low, and faded even quicker as skills got around 50.. I think it was Project Nevada but looking at the description it doesn't say anything about a recoil system.. I'll have a bit more of a look around and try to find it if you want.. Link to comment Share on other sites More sharing options...
hadoumastery Posted July 13, 2011 Share Posted July 13, 2011 I always found that most creatures (besides radscorpions and dogs that are easy to deal with) don't appear often enough for fighting. Not only that, but AI behavior is crap, especially raiders and other people with guns (NCR,Legion,etc.) or melee, just had terrible AI all they ever did was stand in the open shooting or rushing forward, making them seek cover might be worth it, and making it so that cover is more readily available would be nice too. I mean you are talking camps and forts that have almost no places to hide behind? Even when they are obviously at war? That is just stupid to me. And even more stupid is the fact they don't even try to take cover at all unless they get scared and run away which is WAY too often. This is not the only problem either, they also have the worst skills possible I notice. When you compare... At lvl 1 you (the courier) have at least 20 in every skill (give or take) and by level 4 already have at least 1 skill at 50+ (at least I did anyways) and yet the NPCs tend to have a skill of 50-60 at level 30? sounds to me like there's something wrong with that. Even NCR veteran rangers only have a skill of 87 in guns, which is their main weapon ( I checked this in geck) which is crazy... An elite, organized and trained bunch of rangers that are supposed to be the best of the best has a skill of 87 at best? And not even 87 on their other stats. Also, the equipment they wear, even though they are elites is terrible too. Considering they have an anti-material rifle, the rifle is usually only at 20-30% durability and won't do much damage... that to me is unreasonable for an elite troop. Also, the armor that pretty much any NPC has in the game is about 20-30% as well? that is just crazy, and the fact NPCs don't even have good armor (for the majority) is crazy as well. Of course I remedied this problem already for my game, but playing vanilla really annoyed me sometimes, that's the whole reason I got into modding. Link to comment Share on other sites More sharing options...
avianmosquito Posted July 13, 2011 Author Share Posted July 13, 2011 Well, I've improved equipment condition for some factions. (The wealthier ones, logically.) Enemy SPECIAL will add up to 35+(lvl/10), so a level 1 enemy adult male, for instance, will have fives across the board, but a level 30 will have three more points dependent on their specialization. Skills are dependent on the NPC, and NPCs with higher intelligence will have higher scores. As for individual stats, age and sex will mean more in that regard. The total will be 35 regardless, but the stats will vary. And creatures will appear in small groups. Or large groups, for certain enemies. For instance, deathclaws travel in pairs, but geckos come in groups dozens strong. Link to comment Share on other sites More sharing options...
hadoumastery Posted July 14, 2011 Share Posted July 14, 2011 So I was thinking more and more about this mod and thinking of certain problems it could have (because I want to see it done right) And I find that there is one loophole for bleeding effects, currently the game does damage over time effects regardless of armor resistances, therefore a bleeding effect from a bullet would keep stacking, and stacking, and stacking and just keep you bleeding, even if you had armor that the bullet didn't even penetrate through enough to do damage. Example: Ranger Veteran Armor vs. 9mm bullet, in this circumstance, the bullet most likely won't even penetrate the DT and yet would still give off a bleeding effect, this would have to be fixed for it to work properly, or for instance, the bullet penetrates, but not enough to cause massive bleeding like it would normally do, these are two major things that need to be fixed with a bleeding effect before anything else. Link to comment Share on other sites More sharing options...
Recommended Posts