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The Staging Mod


avianmosquito

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Hey I'm just happy when someone comments on my post at all.. Gets it back to the top of the list right? :D

 

Wait whoops.

 

So you can't just reduce weapon damage and add effects to bullets of projectile data? (effects that stack and are conditional obviously)

 

Those settings would be too stiff. They aren't affected by armour and can't go slower than 1pt/second. The script is a simple, reliable alternative that provides much greater flexibility. It just takes longer to do.

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Hmm.....dunno if anyone will bother to read this but here is my thought on the hit point system

Boosting your characters or anyone HP to several thousands does not make sense, because you will have to raise the damage of weapons to at least hundreds per hit. Otherwise you can't kill a powder ganger even with a rocket launcher.

But then you are just inflating the HP and DAM, adding more zeros to the number to make it looks awesome. Well, it is just a gimmick and a waste of computer resources. The game set these numbers for a reason.

 

Other RPG games eg FF, DQ have an extensive leveling system which allows your characters to build HP from hundreds to several thousands, because both you and your enemies get stronger as you progress. Fallout doesn't. At the end of the game, your enemies on average may only be 3 times stronger than when you are level 1.

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Hmm.....dunno if anyone will bother to read this but here is my thought on the hit point system

Boosting your characters or anyone HP to several thousands does not make sense, because you will have to raise the damage of weapons to at least hundreds per hit. Otherwise you can't kill a powder ganger even with a rocket launcher.

 

But then you are just inflating the HP and DAM, adding more zeros to the number to make it looks awesome. Well, it is just a gimmick and a waste of computer resources. The game set these numbers for a reason.

 

Other RPG games eg FF, DQ have an extensive leveling system which allows your characters to build HP from hundreds to several thousands, because both you and your enemies get stronger as you progress. Fallout doesn't. At the end of the game, your enemies on average may only be 3 times stronger than when you are level 1.

 

 

Not really. Larger numbers give greater flexibility, and when the end result is a mod with bleed, that's important. Sure, it could be accomplised other ways, but it's easier for the player to tell how badly they're hurt when the hitpoints are smaller and there's less time between losses. Further, it gives me something real to run with.

 

A human adult male has 5000ml of blood. So I can just give them 5000hp and run the damage off my basic knowledge of exsanguination.

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Hmm.....dunno if anyone will bother to read this but here is my thought on the hit point system

Boosting your characters or anyone HP to several thousands does not make sense, because you will have to raise the damage of weapons to at least hundreds per hit. Otherwise you can't kill a powder ganger even with a rocket launcher.

 

But then you are just inflating the HP and DAM, adding more zeros to the number to make it looks awesome. Well, it is just a gimmick and a waste of computer resources. The game set these numbers for a reason.

 

Other RPG games eg FF, DQ have an extensive leveling system which allows your characters to build HP from hundreds to several thousands, because both you and your enemies get stronger as you progress. Fallout doesn't. At the end of the game, your enemies on average may only be 3 times stronger than when you are level 1.

 

 

Not really. Larger numbers give greater flexibility, and when the end result is a mod with bleed, that's important. Sure, it could be accomplised other ways, but it's easier for the player to tell how badly they're hurt when the hitpoints are smaller and there's less time between losses. Further, it gives me something real to run with.

 

A human adult male has 5000ml of blood. So I can just give them 5000hp and run the damage off my basic knowledge of exsanguination.

Maybe that's because I'm not used to looking at such 4-digit HP. Even when playing FF I usually look at the first 2-digit anyway. Let alone those games like Valkyrie Profile where you can easily strike 10k or 100k damage in 1 hit. I always think that is quite meaningless, just a math trick.

 

But yes I agree with you, definitely it allows a very precise calculation of health and damage and has a practical advantage. It would be wonderful if this (or any) realism mod can accomplish this.

Probably we can take into account the effect of low blood pressure, and we will be getting something like a human simulator for medical students :thumbsup:

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But yes I agree with you, definitely it allows a very precise calculation of health and damage and has a practical advantage. It would be wonderful if this (or any) realism mod can accomplish this.

Probably we can take into account the effect of low blood pressure, and we will be getting something like a human simulator for medical students :thumbsup:

 

The effect of low blood pressure is balanced out by accelerated heart rate, at least as far as blood loss in concerned. As far as status effects from blood loss, I've got that covered. All SPECIAL attributes are decreased by 1 for every stage of blood loss. The first stage starts when you have less than 90% of your base health remaining. The next is 80%, then 70%, and so on. The last one is different, because it takes effect when you have lost 100% of your base health, regardless of your current health, (So stimpacks can't hold it off.) and reads "Kill actor." In addition to this, you are dehydrated by 10pts and tired by 100pts for every 10% health you lose, and lose fatigue at a steady rate. Your action point regen is also slowed tremendously.

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Hi everyone...

well..I'm not a modder and my post isn't for "technical" support...instead I'm here to congratulate for the cool idea. I hope avianmosquito can bring to life this mod....."soon" :)

Keep on modding.

 

...something like a human simulator for medical students :thumbsup: ...

 

Maybe in the future this mod will help me with cardiothoracic test ;)

 

By the way, keep on working on this, avianmosquito..

 

 

P.s.

Forgive my poor english

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Hi everyone...

well..I'm not a modder and my post isn't for "technical" support...instead I'm here to congratulate for the cool idea. I hope avianmosquito can bring to life this mod....."soon" :)

Keep on modding.

 

...something like a human simulator for medical students :thumbsup: ...

 

Maybe in the future this mod will help me with cardiothoracic test ;)

 

By the way, keep on working on this, avianmosquito..

 

P.s.

Forgive my poor english

 

6-8 weeks.

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I really like the sound of this mod. From the sounds of it I'll actually want to play Hardcore once this is released. I like how you're gonna want to avoid getting hit even once, making you carefully plan out each encounter. Because seriously, even if you're a tough character, if this game was more like real life you wouldn't go out absorbing hits left and right just so you can get the best DPS out with melee weapons
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I really like the sound of this mod. From the sounds of it I'll actually want to play Hardcore once this is released. I like how you're gonna want to avoid getting hit even once, making you carefully plan out each encounter. Because seriously, even if you're a tough character, if this game was more like real life you wouldn't go out absorbing hits left and right just so you can get the best DPS out with melee weapons

 

At the same time, melee weapons are actually safer to use if you're stealthy. They leave the enemy a broken, defenseless husk in no time, and can do that to multiple enemies in a short timespan.

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Health:

"Yay, I have 5 END and I have 5000 HP! Oh wait, the enemy got 5000 HP too. Guess I'm gonna have to treat every wastelander like a deathclaw". Case closed. I'm really hoping that you meant Endurance*100. Coz it's just ridiculous otherwise.

When guns do 40-400 damage, and there are organs that can multiply the damage by as much as 100, that's not much. More importantly, in the realism mod guns do ten times as much health damage over a long period, so that much health is neccesary.

The main problem with altering stuff like damage scales is it prevents people using their favorite non-vanilla weapons & armor with your mod as they are still all scaled for vanilla, I would suggest trying for 500.0 HP instead of 5000HP if you get what I mean, I think near everything is floating point anyway.

Sorry I can't help more, it sounds like an interesting mod but it's above my skills to help and I already have half a dozen half finished mods in progress, and haven't finished the main game yet to start the unused DLC's I have :)

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