F2: Combat Overhaul Mod 2.0

Glovz

Vault Dweller
Modder
"Brings back balance, brings back choice, brings back challenge, keeps the fun!"

F2: Combat Overhaul Mod 2.0 (compatible with killap's RP) --- http://www.mediafire.com/?m5zsdvatpuj

F2: Combat Overhaul Mod 1.3 (compatible with killap's UP) --- http://www.mediafire.com/?zv7yj9xmxya

This mod features adjustments made to weapon, ammo, armor, and critter proto files. It is based on killap's Unofficial Patch so as to make it 100% compatible. The changes done were focused on game balance in regards to weapons/ammo vs armor(various stats), carry capacity(weight of an item), theft possibility(size of an item), and item cost.

Critter files were only updated to reflect changes to armor stats, nothing else.

This mod must be used with the AP Ammo Mod found in Timeslip's sfall (included in killap's Unofficial Patch and his Restoration Expansion Project). Many ideas were inspired by Magnus' Weapons Redone mod, but are far from being exactly the same given the rules I set out for my self.

Have a look at the rules I set for myself while creating the mod and the spreadsheet which documents my changes.

There is even one small addition to the game, shotgun slugs! The slugs will only be available from Broken Hills and New Reno via vendors.

My goal was to be subtle with the changes, to correct or bring balance.

Feature list (just some of the highlights):
- AP Ammo Mod was modified to recognize the JHP and AP ammo in this mod (the AP Ammo Mod does also change the damage calculation beyond giving bonuses to JHP and AP ammo)
- All the ammo in the game has been tweaked to be more affective
- JHP ammo does best against soft armor (leather based)
- AP ammo does best against hard armor (metal based)
- the armor has all been redone and applied to most of the critters appropriately (this way not just the player is using the new values)
- armor AC and DR/DT Normal is a slow upward progression (gets better as armor gets better)
- armor DR/DT Laser has been adjust significantly to allow Laser weapons to be more or less affective against various armor types
- same can be said for most other types of DR/DT, one really *new* change is EMP grenades should now have some small affect against powered armor types! (after all they are powered)
- all weapons have been tweaked
- take a close look at grenades, small increase in range, but also added perks!
- all the shotguns are now more distinct from each other, a double barrel is now a double shot and added a perk to the Sawed-off!
- the Bozar now has best of both worlds, burst and single shot
- the XL70E3 is now a much more unique weapon as it's description would lead you to believe
- weapons that have upgrades have been adjusted to reflect their upgrade appropriately
- the Molotov Cocktail should be much better now
- the Plated Boxing Gloves now have Enhanced Knockout as they were most likely intended to have
- watch out for the Shiv, with Weapon Penetrate it should be more dangerous if a whore gets up close in combat

Word of advice, don't go into a fight with a pistol or rifle against enemies wearing any sort of powered armor and expect to do massive damage. Break out the really big guns! (but yes there may be a few exceptions to this ;) )

Google spreadsheet containing changes to proto files:
http://spreadsheets.google.com/ccc?key=pF_ntc685Cx5H9MydiVvcLg&hl=en

HTML/js calculator to test damage value outcomes:
http://www.mediafire.com/?9ep4m5pgpzm

Absolutes:
1- Ammo should never have any value less than or equal to zero, with the exception of the damage resistance modifier and armor class modifier.
2- Armor should never have any value less than or equal to zero, with the exception of damage threshold.
3- Weapons should never have any value less than or equal to zero.

Rules of thumb:
1- Ammo should never add to an armor's DR value, should only rarely minus from it and no less than -25.
2- Ammo should never add to an armor's AC value, should only rarely minus from it and no less than -25.
3- Ammo should have different impact on different types of armor when possible.
4- Armor should have a reasonable progression from weak to strong.
5- Armor should never have a DR value greater 80 against any type of attack.
6- Armor should never have a DT value greater than 20 against any type of attack.
7- Armor types should be diverse enough in DR/DT to promote desire for different use, against different weapons/ammo during combat.
8- Weapons should never exceed a maximum damage potential of 100 in a single shot. (unless it serves as a special/unique item)
9- Weapon damage ranges should be reasonable as to provide variety, desire for prolonged use, and with a slight dependence on when such a weapon can be obtained in the game.
10- Weapons should be diverse enough in damage type to promote desire for different use, against different armor during combat.

Damage calculation rules from AP Ammo Mod:
1- Overall DR is provided by the engine as Armor DR + Ammo DR modifier; used as a percentage to reduce damage by, I ensured no overall DR can exceed 100% or be less than 0%. (think of this as potential to deflect a portion of a hit)
2- The ammo type is identified, if JHP or AP then the damage value is given a small bonus or reduction based on what type or armor it's hitting. (ammo identified by it's A modifier value [dmg_mult] and armor identified by it's normal DT value)
3- The damage value is reduced directly by the Armor DT. (think of this as how much of hit will the armor absorb)
4- The damage value is adjusted for difficulty setting, reduced to 75% on easy and increased to 125% on hard. This ONLY applies to damage potentially to be done to the player from an NPC.
5- The damage is potentially increased by the type of ammo, Ammo damage modifier A [dmg_mult] over Ammo damage modifier B [dmg_div].
6- The damage value reduces the targets hit points for that round.

Example:
Random damage value based on a weapons range of 10 to 30. Let's say 20.
The overall DR is found to be 30.
The damage value is reduced by 30% to 14.
It's found that AP ammo was used against a metal based armor so the damage is increased by 5 to 19.
The damage value is reduced by the armor's DT Normal value; let's say Metal Armor was hit, damage is decrease by 4 to 15.
The damage is then increased by the ammo's damage modifier A[dmg_mult], 15*7 to 105.
The damage is then decreased by the ammo's damage modifier B[dmg_div], 105/6 to 18. (17.5 rounded up)
18 is now the damage inflicted on the target.

INSTALLATION:
Extract the archive to a new folder.
Copy the folder "data" to your Fallout2 directory.

Acknowledgments:
Great thanks killap for providing the script files and his unbelievable Unofficial Patch!
Thanks to Magnus for inspiring me with his own great Fallout 2: Weapons Redone mod!
 
It looks interesting ( like the slugs having-DR for the shotgun), but it's complicated. It'd be nice to have a simple change list for each weapon to compare with the other ammo mods. For example the WR mod is neatly summarised in a couple of lines in Magnus's sig. Ypur description's conclusive, but doesn't really say how it changes the way the game plays.

I have queries on the armor though. From the DR/DT it looks like with this mod lasers will still be bad weapons, as most armor has higher resistance than for standard damage. Odd, as if so, why develop laser guns in the first place?

Secondly, the choices of bonus resistances for the armor seem odd. Other than the Salvatore bar, there's nowhere in the game where it's advantageous to choose a weaker armour because of a single improved resistance as there's no other area I can recall that relies specifically on one damage type (Navarro has a LOT of Plasma weapons, but that's about it).
 
@Minigun Jim
Take a closer look at the spreadsheet.

Lasers should do more damage now given armor resistance values for laser damage specifically has been lowered across most armor types significantly. Also (even though I have not documented it yet), laser weapon damage ranges have been tweaked slightly too.

You might be right with your second point, I am simply trying to improve on stats for armor types and make them a little more interesting. I guess it all depends on your style of game play. :)
 
This is a good start, and you also have the advantage of being able to mod the game's damage calculation system, something I've never even dreamed of.

Remember not to juggle too many balls at the same time, though, or they'll come crashing down in your head. I have no idea how these changes will affect gameplay, because your damage calculation formula is too advanced for me to understand. It seems like you're on the right track, but I would advise you to leave the weapons for now and rather focus on the ammo. Hope you get far with this mod!

But... ehm. Why are you calling this v1.0 if nothing is done yet?
 
@Magnus
Actually the only things not done yet are the scripts to add the shotgun slugs into the game (killap is assisting with this) and actually documenting the changes. Modifying existing .pro files for items and critters and adding new item .pro and image for the slugs is all done.

I just didn't want to release the mod without the slugs, the documentation will get there slowly.

But if you want I can PM you the link to the mod as is. :D
 
Glovz said:
@Magnus
Actually the only things not done yet are the scripts to add the shotgun slugs into the game (killap is assisting with this) and actually documenting the changes. Modifying existing .pro files for items and critters and adding new item .pro and image for the slugs is all done.

I just didn't want to release the mod without the slugs, the documentation will get there slowly.

But if you want I can PM you the link to the mod as is. :D

It's okay, I'll rather study the readme than play with the mod, as I've got my own to test and update :wink: From what I've seen it looks good, though JHP looks a little powerless.
 
Magnus said:
From what I've seen it looks good, though JHP looks a little powerless.
It's a little deceptive because bonuses are applied in the damage calculation. otherwise damage values become to linear.

EDIT:
The mod has now been released for public testing/use.
 
@Glovz
Hi. I'm trying to compare your mod with F2WR, but it's a bit subjective if I just try them one after the other.

Would you be able to make a "Weapon damage vs armor" example spreadsheet like Magnus's one (link) so that I could see how all those mechanism changes affect combat directly? It'd be a good way for players to pick the mod that fixes the weaponry bugs in the way that feels best for them.
 
@Minigun Jim
Yes I will see what I can do about providing some examples, but do not expect anything until late Sunday maybe.

What I might be able to do sooner is provide a calculator written in html/js that I used to do some quick factoring. Just need to double check it's up-to-date. I'll let you know soon.
 
Glovz said:
@Minigun Jim
Yes I will see what I can do about providing some examples, but do not expect anything until late Sunday maybe.

What I might be able to do sooner is provide a calculator written in html/js that I used to do some quick factoring. Just need to double check it's up-to-date. I'll let you know soon.

Just give me your damage calculation formula and your planned edited weapon/armor/ammo stats, and I'll make a spreadsheet for it. My vacation started today and lasts until 20th August, so I've got nothing better to do;) You really need a spreadsheet like this, there's a lot of fine tuning in ammo/weapon/armor editing, and it becomes ten times easier when you can just plot the values in a spreadsheet and see how it turns out.
 
Looks promising. I shall try it when you will make it compatible with the restoration project, as I am currently playing it.
 
Added a link to a html/js calculator for the mod in the first post. You will need to download and run the file locally - don't worry it's safe, I'm no blackhat.

This should help you understand the mod better until I finish updating the google spreadsheet with stats and examples.
 
sah said:
Do I have to start a new game for this to work?
I do not believe so, but changes will not take effect fully until you move to a new map if not starting a new game.

Again, also remember this is only compatible with killap's Unofficial Patch right now. Compatibility with his Restoration Project is coming in the next version.
 
Made some updates to the spreadsheet, it is still incomplete but it now has more detailed information around weapons and some outcome damage values charted.

I have already spotted some additional values I will be changing in 1.1, before releasing a version that is compatible with killap's RP.
 
Glovz said:
Made some updates to the spreadsheet, it is still incomplete but it now has more detailed information around weapons and some outcome damage values charted.

I have already spotted some additional values I will be changing in 1.1, before releasing a version that is compatible with killap's RP.

Excuse me if this is silly, but if you add some shotgun slugs, you are probably going to add a description for them, too. Wouldn't that make the mod a bit incompatible with others, since the item descriptions are stored in just one file?
 
@Magnus
Yes, it's not possible to guarantee compatibility with all mods out there. I have made sure to make this mod compatible with killap's Unofficial Patch as stated previously (with help from killap) and will make this mod compatible with killap's Restoration Project 1.2.x. What will be tricky; but I will try, is to make this mod compatible with every optional install in the RP.

Beyond this I also plan to list the exact files changed, so savvy mod installers will at least have a way to figure out where overlap might be between this mod and mod x, and possibly be able to make an educated guess around compatibility.

But, no my mod is definitely not as modular as yours and this will limit use with other mods.
 
Updated to 1.1! See the first post of this thread and be sure to view the google spreadsheet for the latest stats.

I will now be working on making this mod compatible with killap's Restoration Project!
 
@gvx
I'm not sure that I've understood you correctly, are you saying that you think BB guns are incorrect somehow?

Please provide more detail.
 
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