Megamod 2.44 Bug Reports and Suggestions

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Good day. I'm sorry for my bad english.
1) I can't disable weapon drop to critical hit. I'm disable drop settings to Damage.ini and On_Death.ini, but nothing changed. Maybe setting is somewhere else?
2) Slow animation Power Armor brotherhood of steel in Fallout Tactics.
3) Lags Broken Hills - 2 locations. Door's can't open from the first time (sound open playing).
4) Facing Attacker Bonuses can't disable. Power Armor brotherhood of steel->Back To Front->submachinegun (10mm)-> -115 hit-points :(
Thanks.
 
MIB88 said:
I have not added those other armors yet. If you want to add them, you would need to create new critters that use the art with either Fallout Utility for Critter tinKering or the official mapper. Then the new critter would need to be placed on a map using the official. It also means updating the critter.lst file to introduce the new art. Check this forum for a tutorial on creating new critters.


Thanks MIB88. I have learned a little bit these days about the use of the mapper and other tools and I will try to "turn on" those animations :)! If everything goes wrong I'll reset all and I'll reinstall the MegaMod :wink:! However, still compliments for the mammoth amount of work done :clap:! It must not have been easy to assemble all the various mods with personal changes and have them co-exist! :notworthy: For that matter I have a curiosity: in the file party.txt I noticed the party member n. 37, Diago from FFmod(?); who is this guy since I have not met yet :lol:? This is a surprise?
 
Can't launch vertibird after the click.
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NeRoN said:
Good day. I'm sorry for my bad english.
1) I can't disable weapon drop to critical hit. I'm disable drop settings to Damage.ini and On_Death.ini, but nothing changed. Maybe setting is somewhere else?
4) Facing Attacker Bonuses can't disable. Power Armor brotherhood of steel->Back To Front->submachinegun (10mm)-> -115 hit-points :(
Thanks.

1) fixed this is my mods a few days ago,to correct it in your settup download custom perks and copy only hs_combatdamage.int to data\scripts\ folder

2) same as above but copy hs_tohit.int to same folder

Nirran
 
Good evening. I'm sorry for my bad english. Too. ))

Nirran, thank you for your mode.

Im play russian version.

1. Lagg in SAD in begin. When i destroy gate lagg end.
2. Lagg in Broken Hills, second area.

3. Modoc.
if { miner in the well (digging tunnel to ghost farm) }
then not {Dynamite explodes in a toilet}

Modoc area dont change...
And i cant find watch.

4. i find reserved item 2. have now 3.

5.

DAMAGE system.

Imbalansed.

I have PA.

Destert Eagle hit on 20-30.
Combat Shotgun - 75 hit.
Without critical.

(in normal game in equal situation 10 Eagle, 15-20 Shotgun)

i sow Damage.ini

May be dividers=5 need do less? 2-3?
 
barbarian said:
5.

DAMAGE system.

Imbalansed.

I have PA.

Destert Eagle hit on 20-30.
Combat Shotgun - 75 hit.
Without critical.

(in normal game in equal situation 10 Eagle, 15-20 Shotgun)

i sow Damage.ini

May be dividers=5 need do less? 2-3?

yes i have not tried to ballance the damage script in ages,will work on that later,the other 2 fixes work?

your english is fine

Nirran
 
Nirran said:
yes i have not tried to ballance the damage script in ages,will work on that later,the other 2 fixes work?

I copy your files to folder.(i play 244)

IMHO nothing change. But i dont disable Faceshot. And combat Shotgun do near 75 dmg again.
 
Nirran
1) fixed this is my mods a few days ago,to correct it in your settup download custom perks and copy only hs_combatdamage.int to data\scripts\ folder

2) same as above but copy hs_tohit.int to same folder
thanks, helped.
Your mod is very very nice. Good work. :clap:
 
barbarian said:
Nirran said:
yes i have not tried to ballance the damage script in ages,will work on that later,the other 2 fixes work?

I copy your files to folder.(i play 244)

IMHO nothing change. But i dont disable Faceshot. And combat Shotgun do near 75 dmg again.

you can disable it altogether,delete or rename or move hs_combatdamage.int and hs_tohit.int,fo2 will use vanilla code

Nirran
 
I try it. yes, dmg now as in original. But this not interest - bsce dmg is very low.


If i set this parameters to 1 game damage is equal as vanilla

BypassArmorDivider=1
ArmorPiercingAmmoDivider=1
WeaponPenetrateDivider=1
FullArmorPenetrateDivider=1

(I dont understood what they change),

What i need to change in damage.ini to double-triple damage?
 
barbarian said:
I try it. yes, dmg now as in original. But this not interest - bsce dmg is very low.


If i set this parameters to 1 game dameage is equal as vanilla

BypassArmorDivider=1
ArmorPiercingAmmoDivider=1
WeaponPenetrateDivider=1
FullArmorPenetrateDivider=1

(I dont understood what they change),

What change in damage ini to double-triple damage?

this would alter each shot if the ammo is armor piercing

ArmorPiercingAmmoDivider

it divides the armor by ArmorPiercingAmmoDivider

change these for double and tripple etc

Code:
;//*****************************************************Easy Setting Multiplier*****************************************************;//
;this sets the pecentage of damage not dont by the chosen one for all monsters on easy setting,vanilla is 75%
EasySettingMultiplier=75

;//*****************************************************Normal Setting Multiplier*****************************************************;//
;this sets the pecentage of damage for all monsters on normal setting,vanilla is 100%,the chosen one always has his/her damage calculated with this multiplier
NormalSettingMultiplier=100

;//*****************************************************Hard Setting Multiplier*****************************************************;//
;this sets the pecentage of damage not dont by the chosen one for all monsters on hard setting,vanilla is 125%
HardSettingMultiplier=125

found a bug in the fix,uploaded bug fix(crash bug),double checked that facing can be turned off

Nirran
 
Nirran said:
that should not change every shot,those are for armor bypass and weapon perks(shotgun has one),i will have to research

Nirran

Ypu know what parametr makes less

ADR = armor damage resistance value
ADT = armor damage threshold value?

in that formula?

http://falloutmods.wikia.com/wiki/Fallout_engine_calculations
ND = (((RD+RB)*(X*CM)/Y/2*CD/100)-ADT)*((100-(ADR+RM))/100)

for normal shot (not critical-penetrate);
 
If

Code:
BypassArmorDivider=5
ArmorPiercingAmmoDi5vider=5
WeaponPenetrateDivider=5
FullArmorPenetrateDivider=5
Normal shot from desert Eagle was near 20-30.
dont see criitical.

If i change for

Code:
BypassArmorDivider=1
ArmorPiercingAmmoDivider=1
WeaponPenetrateDivider=1
FullArmorPenetrateDivider=1

Normal shot from desert Eagle was near 3-8. average - 5.

Bcse i dont understund what do that parameters and how they stack in formula calculation of damage i ask u what change for double dmg.

ND = (((RD+RB)*(X*CM)/Y/2*CD/100)-ADT)*((100-(ADR+RM))/100)

I think -

Code:
ADT:=ADT / BypassArmorDivider
ADR:=ADR / BypassArmorDivider

if piersing shot -

ADT:=ADT / (BypassArmorDivider* ArmorPiercingAmmoDivider)
ADR:=ADR / (BypassArmorDivider* ArmorPiercingAmmoDivider)

if weapon have penetrate and poesring shot - 

ADT:=ADT / (BypassArmorDivider* ArmorPiercingAmmoDivider * WeaponPenetrateDivider)

ADR:=ADR / (BypassArmorDivider* ArmorPiercingAmmoDivider * WeaponPenetrateDivider)

After all dividing

PA armor - 
ADR = 20 / 125 = 0
ADT = 60 / 125 = 0

Have u PA or havnt - u take same damage....
 
yes,that is how it is coded,i argued with the person that was co-coding it,i am going to set it if_else_if_else preventing the "stacking" of the dividers

this is the code for threshold
Code:
   threshold := GetThreshold;
   //display_msg("before scaled " + threshold);
   if ((Is_Not_Party(target)) or ((target != dude_obj) and (get_sfall_global_int(4306) == 1))) then 
      begin
         threshold := threshold + get_sfall_global_int(2193);
      end
   //display_msg("threshold after scaled " + threshold);
   if ((twelve == 1) and (threshold > 0)) then 
      begin
         threshold := threshold / get_sfall_global_int(4263);
      end
   if (is_ap_ammo == 1) and (threshold > 0) then 
      begin
         threshold := threshold / get_sfall_global_int(4264);
      end
   if (full_armor_penetrate == 1) and (threshold > 0) then 
      begin
         threshold := threshold / get_sfall_global_int(4432);
      end
   if (unarmed_armor_piercing == 1) and (threshold > 0) then 
      begin
         threshold := threshold / get_sfall_global_int(4433);
      end  
   if (Weapon_Penetrate == 1) then 
      begin
         threshold := threshold / get_sfall_global_int(4431);
      end
   return threshold;

and for resistance
Code:
   resistance := (Get_Ammo_DR_Mod + GetResistance);
   //display_msg("total resistance before modified " + resistance);
   if (Is_Not_Party(target)) or ((target != dude_obj) and (get_sfall_global_int(4306) == 1)) then 
      begin
         resistance := resistance + get_sfall_global_int(2192);
      end
   if(has_trait(TRAIT_TRAIT,attacker, TRAIT_finesse)) then 
      begin
         resistance := resistance + 30;
      end 
   if ((twelve == 1) and (resistance > 0)) then 
      begin
         resistance := resistance / get_sfall_global_int(4263);
      end
   if (is_ap_ammo == 1) and (resistance > 0) then 
      begin
         resistance := resistance / get_sfall_global_int(4264);
      end
   if (full_armor_penetrate == 1) and (resistance > 0) then 
      begin
         resistance := resistance / get_sfall_global_int(4432);
      end
   if (unarmed_armor_piercing == 1) and (resistance > 0) then 
      begin
         resistance := resistance / get_sfall_global_int(4433);
      end
   if (Weapon_Penetrate == 1) then 
      begin
         resistance := resistance / get_sfall_global_int(4431);
      end
   //display_msg("before float " + resistance);
   if(resistance >= 100) then 
      begin
         resistance := 0.0;
      end 
   else 
      if(resistance <0> 0) then 
         begin
            resistance := 1.0 - GetFloatValue(resistance);
         end 
   //display_msg("after float " + resistance); 
   return resistance;

Nirran
 
decided this way,ap stacks with other dividers

resist
Code:
   if(has_trait(TRAIT_TRAIT,attacker, TRAIT_finesse)) then begin
      resistance := resistance + 30;
   end 
   if (is_ap_ammo == 1) and (resistance > 0) then begin
      resistance := resistance / get_sfall_global_int(4264);
   end
   if ((twelve == 1) and (resistance > 0)) then begin
      resistance := resistance / get_sfall_global_int(4263);
   end
   else
   if (full_armor_penetrate == 1) and (resistance > 0) then begin
      resistance := resistance / get_sfall_global_int(4432);
   end
   else
   if (unarmed_armor_piercing == 1) and (resistance > 0) then begin
      resistance := resistance / get_sfall_global_int(4433);
   end
   else 
   if (Weapon_Penetrate == 1) and (resistance > 0) then begin 
      resistance := resistance / get_sfall_global_int(4431);
   end

thresh
Code:
   if (is_ap_ammo == 1) and (threshold > 0) then begin
      threshold := threshold / get_sfall_global_int(4264);
   end
   if ((twelve == 1) and (threshold > 0)) then begin
      threshold := threshold / get_sfall_global_int(4263);
   end
   else
   if (full_armor_penetrate == 1) and (threshold > 0) then begin
      threshold := threshold / get_sfall_global_int(4432);
   end
   else
   if (unarmed_armor_piercing == 1) and (threshold > 0) then begin
      threshold := threshold / get_sfall_global_int(4433);
   end  
   else
   if (Weapon_Penetrate == 1) and (threshold > 0) then begin 
      threshold := threshold / get_sfall_global_int(4431);
   end

Nirran
 
Nirran said:
yes,that is how it is coded,i argued with the person that was co-coding it,i am going to set it if_else_if_else preventing the "stacking" of the dividers

Thank you for code. Interest.
When you fix stacking?

Interest. how play MegaMode other players. Each critical=death...

And thank you for your titanic work.
 
Megamod is not my mod,i am providing a download site(and help fix bugs),it is MIB88's mod

Nirran
 
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