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    Fallout rebalance Mod - Metathread

    I know stats cannot be 5.5, but that doesn't stop using the true mean of 5.5 to derive a better system to calculate derived statistics. And yes stats above ten are not possible at present, ... I'm looking at extra-FOMM methods of activating such behavior; hence my post on debuggers.
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    Fallout rebalance Mod - Metathread

    My real problem with FO3, and technically FO1/2 is that from a gameplay perspective there has never been incentive to play an extreme stat character. ( Other than perhaps INT extremes for skill points or funny low-INT dialogues. Derived statistics that grow linearly but are easily buffed...
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    Anybody having any luck attaching a debugger to FO3?

    Will give the cheat happens solution a spin tonight. Thanks for the tip. If this works I may actually be able to make more progress on my FO1/2 ruleset for FO3 mod. Thanks guys.
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    Anybody having any luck attaching a debugger to FO3?

    I've tried a hexedited tsearch and winject to mask the debugger, but FO3 still finds it somehow and crashes the game. Anybody else trying this at all?
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    Raygun Classic mod thrown up on Nexus

    Agree with you on your last point, implementing higher powered weapons distorts the gameplay even more, however. I have an unreleased project that attempts to rebalance weapons on top of these skill mods, and I find that at second level being able to drop a Super Mutant with a hunting rifle...
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    Raygun Classic mod thrown up on Nexus

    Thanks for the tip. Another user posted a comment requesting formulas, so I've posted a comment on nexus with all of the details. I will include the information in the next release. This is technically one of those mods that as you put it 'tones down' carrying capacity, so it could...
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    Raygun Classic mod thrown up on Nexus

    It's a mod I put together to bring back as much of the FO1/2 derived stat formulas and starting skill formulas as possible. It's just a beta, the whole game has yet to be balanced around these changes, but if you're interested in trying it out, and/or throwing up criticism/suggestions/hot...
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    Modding weapons

    Ar1z, would you be able to tell me where, in DATA and DNAM each of these variables are? I am going through the WEAP records and attempting to solidly map the WEAP format and your input ( particularly on DNAM ) would be *greatly* appreciated!
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    Modding weapons

    If you were to reinterpret the code above as a struct and each element doesn't have to be a 4-byte variable; the 4A 01 entry here directly corresponds to the price of a 10mm SMG, taken from the official guide.
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