dekrus / Fallout2MechanicsMiniRework

This is a small rework of some gameplay mechanics of Fallout 2 and games based on it.
17 stars 1 forks source link

Fallout2MechanicsMiniRework

Download

This is a rework of some gameplay mechanics of Fallout 2 and games based on it.
Описание на русском

Installation

Сontents

Mods

Secondary Attack

(Requires "AllowUnsafeScripting = 1 or 2") in ddraw.ini)
This module adds an alternative fire mode to Laser, Plasma and Gauss weapons.

Laser weapons: Secondary-Attack

Pulse weapons: Secondary-Attack

Gauss weapons: Secondary-Attack

Plasma weapons: Secondary-Attack

Pistols & SMGs: Secondary-Attack

Shotguns: Secondary-Attack

Traits Plus

(Requires "AllowUnsafeScripting = 1 or 2") in ddraw.ini)
When you first launch the mod after installing it, you need to load any saved game for the new trait descriptions to take effect.

Enhances base starting traits with new properties without altering their core mechanics.
All new trait properties are scripted and will function even if the traits themselves have been modified by the player or other mods.
Each new property for a specific trait can be enabled, disabled, or forcibly activated, even if the player does not possess the trait, when the option is enabled in the .ini settings file.

Fast Metabolism:

Small Frame:

One-Hander:

Finesse:

Kamikaze: (Compatible with "AutoMoveToAttack" sfall 5.0+)

Heavy-Handed: (Damage changes are displayed in the inventory only for sfall 5.0.8+)

Bloody mess:

Jinxed:

Chem Reliant:

Chem Resistant:

Skilled:

Skill Books

This mod allows you to use skill books on companions to increase their skills, and also allows you to change the amount of bonus skill points and the number of skills that increase when reading books. (Compatible with F2, F2 EcCo, F1.5: Resurrection, Nevada, Sonora: Bookseller Ashley mod, Et_Tu)

Additional settings that can be enabled:

An example of how to modify the "GUN AND BULLETS" skill book to increase the "Small guns" and "Big guns" skills. if the "books.ini" file is not present in your game folder, then you can take it from (https://github.com/sfall-team/sfall/blob/e703a82c8b5203919b83d99c54a5c76827818cef/artifacts/config_files/books.ini) Now look at the example below. For changing original books "overrideVanilla=" in "books.ini" can be anything if my mod is installed. "count" in "books.ini" should be equal to the number of changed and/or added books in square brackets indicate [1] the sequence number of the new/modified book starting from the number "1", the order of changing/adding the book does not matter. ### Beginning of the example [1] ; book item PID ("GUNS AND BULLETS" PID = 102, Big Book of Science = 73, First Aid Book = 80, Scout Handbook = 86, Dean's Electronics = 76, Chemistry journals (F2 and 1.5 only) = 237), for other books will have to google PID=102 ; textID from proto.msg which displayed when reading book("GUNS AND BULLETS" TextID = 805, Big Book of Science = 802, First Aid Book = 804, Scout Handbook=806, Dean's Electronics=803, Chemistry journals (F2 and 1.5 only)=802) TextID=805 ; corresponding skill (skill number in order from top to bottom starting with Small guns = 0, Big guns = 1, Energy weapons = 2, ending with "outdoorsman" skill = 17) ; Skill=0 will increase "Small guns" by the amount set in "FixedSkillInc" Skill=0 ; Skill2 Added only by this mod, and only works with it. ; Skill2=1 will increase "Big guns" by the amount set in "FixedSkill2Inc" Skill2=1 ### End of the example

Poison

(Requires "SpeedInterfaceCounterAnims = 2" and "AllowUnsafeScripting = 1 or 2") in ddraw.ini)
This is a rework of the original poison mechanics, designed to make it more dangerous for both the player and NPCs.

Healing

(Requires "SpeedInterfaceCounterAnims = 2" and "AllowUnsafeScripting = 1 or 2") in ddraw.ini)
Replaces instant stimpak healing with healing over time.

Medical Tools

Changes the way the First Aid Kit, Doctor's Bag, and Paramedic's Bag are used.

FA tools:

DOC tools:

Explosion injury

Damage from grenades (including plasma grenades as well as EMP for robots), grenade launchers, and other explosive weapons that exceeds 15% (35% for robots or 10% with EMP) of the !current! health points can cause damage to the arms/legs/eyes.   (The probability of cripling is configured in the ".ini" file and also depends on some S.P.E.C.I.A.L. of the target)

Misses

Changes how misses work in a more "logical" way.

Example: Purple highlights new possible targets if the shot misses the initial target (crosshair). Misses

Random bodypart hit

NPCs will now use aimed attacks targeting different parts of the body against the player and other NPCs.

Sneak

Removes randomness from the sneak skill. Now the detection area does not depend on random dice rolls and gradually decreases with increasing skill level and the general illumination of the map.

Sneak Detection

(It is recommended to switch graphics to DirectX 9 for best performance, and also set "DontTurnOffSneakIfYouRun=1" in ddraw.ini for convenience) Sneak
Color-coded sneak detection that works for both the original and new sneak mechanics.
While the sneaking player is within sight of an observing NPC, that NPC will be highlighted:

Steal

(Requires "SpeedInterfaceCounterAnims = 2" and "AllowUnsafeScripting = 1 or 2") in ddraw.ini)
The original mechanics of pickpocketing did not take into account the perception of the target. And also, the probability of unsuccessful pickpocketing did not depend on skill and was always the same for both 85 and 300 skill levels (approximately 15%).
Another frustrating aspect of the original pickpocketing mechanics was that failing to pickpocket would trigger a battle involving every city resident. The new Steal skill mechanic is an attempt to remedy these issues.

Steal Basic moments:

Modifiers that increase the skill requirement and reduce the chance of a successful pickpocket include:

Modifiers that reduce skill requirements and increase the chance of a successful pickpocket include:

Additional settings that can be activated include:

Swing&Thrust

With the setting enabled, swing attacks and thrusts will now have different properties.

  1. Knives:

    • Swing Attack:
      • Increases the chance to hit based on the target's agility and the attacker's melee skill.
      • On lightly armored targets, a swing attack is more likely to deal maximum damage than minimum damage.
    • Thrust Attack:
      • Penetrates some of the target's Damage Resistance (DR) and Damage Threshold (DT) based on the attacker's melee damage stat and maximum knife damage.
      • Increases the base chance of a critical hit by 1.5 times.
  2. Sledgehammers, Clubs, Cattle Prods:

    • Swing Attack:
      • Swings no longer have knockback but instead have a chance to knock down based on the damage dealt.
    • Thrust Attack:
      • Has increased attack range.
      • Deals up to 40% more damage to targets that are pressed against another object (such as walls, creatures, or scenery) and cannot be knocked back further or if they hit an object while "sliding".

AntiCritical

If enabled, prevents status effects (crippling, blindness, knockout, and instant death) when receiving/dealing 0 damage on a critical hit (player and/or NPCs).

StealthBoy AutoSneak

If enabled, Sneaking Mode is automatically applied when using a charged Stealthboy.

Stats Recalculation

When changing the base Endurance value to a new even value (through perks and implants but not drugs), it retroactively recalculates the maximum amount of health gained from previous levels, allowing you to start the game with an odd Endurance value and later make it even without losing the progress of maximum health.

An additional option for ODD Endurance value that changes the formula for increasing health points per level. Each point of Endurance now increases maximum health by +0.5 HP per level, rounded up every even level, instead of +1 HP per 2 points of Endurance.

When base intelligence increases (through perks and implants but not drugs), the player is given skill points according to the formula: (number of level-ups) (intelligence - initial intelligence) 2.

Compatibility

Setting up compatibility with the EcCo

Healing Mod

In the "misc.ini" [HEALING_DRUGS] (Fallout 2\mods\ecco folder)

In the "misc.ini" [HEALING_SKILLS] (Fallout 2\mods\ecco folder)

In the "mods/F2MechanicsMiniRework.ini" [MAIN]

Uninstallation

Delete both mods/F2MechanicsMiniRework.* files.