Is there a way to make fallout NV more FPS instead of RPG

Post » Mon Mar 14, 2011 9:55 pm

exactly thank you, most people who are responding to this thread have no clue what im talking about, but you guys do.

Took me forever to knowtice it in fallout 3 but once I did it made the whole game seem stupid, why would I want a shot that I clearly should have missed to curve several feet at the worst times and hit the target?

and for you idiots raging about FPS/RPG http://www.fallout3nexus.com/downloads/file.php?id=394

Um...people have been responding with the auto-aim info since the beginning of the thread. Did you see any of my posts? Yes, there was a Fallout 3 mod that disables auto-aim, but it probably won't work for NV until someone updates it for NV. Auto-aim is not making bullets curve, though, I'm still skeptical that that's actually happening.
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Sudah mati ini Keparat
 
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Post » Mon Mar 14, 2011 9:51 pm

U want fallout but more FPS than RPG? Buy Borderlands. Same type setting, sadly no big radiated mutants or anything (does have bandits) and Claptrap! <3 Good game, great DLC, but doesnt hold a candle to Fallout.
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Elisabete Gaspar
 
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Post » Mon Mar 14, 2011 9:14 pm

And by that I mean no curve ball bullets and auto aim? I don't even use vats unless I have to, so is there a way to make the bullets fly true to your aim instead of by dice rolls?

Why!?

**In answer though... Yes (somewhat). Just ignore character development and ruthlessly max out your firearms skill and/ or perception stat. :shrug:
Your guns will become as accurate as they can be.

** As for curve ball shots that hit... it is because they are supposed to hit? :shrug:
The guns in FO3/NV are for show; their exact position ~unimportant.
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Heather M
 
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Post » Mon Mar 14, 2011 7:32 pm

I did a lot of research on this and made my own mod to fix this, here's the thread with links http://www.gamesas.com/index.php?/topic/1122990-the-no-auto-aim-mod/
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Honey Suckle
 
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Post » Tue Mar 15, 2011 12:35 am

And by that I mean no curve ball bullets and auto aim? I don't even use vats unless I have to, so is there a way to make the bullets fly true to your aim instead of by dice rolls?

Why do people think free aim relies on a dice roll? It doesn't now and never did, yet for some reason people think it does.
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Mark Churchman
 
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Post » Mon Mar 14, 2011 7:10 pm

Why do people think free aim relies on a dice roll? It doesn't now and never did, yet for some reason people think it does.


And how is a random angle and bearing chosen within a constraint not comparable to a dice roll?

You know how hitscan weapons work, right?
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Far'ed K.G.h.m
 
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Post » Tue Mar 15, 2011 3:48 am

And how is a random angle and bearing chosen within a constraint not comparable to a dice roll?

You know how hitscan weapons work, right?

I think I may have misunderstood what you meant by "dice roll". Could someone explain to me the exact concept, just to be sure? I'm no expert, but I'm pretty sure there are alternatives to using hitscans to represent projectiles in video games. Are you certain New Vegas uses hitscans? Again, I know next to nothing on the topic, so please ignore the potential idiocy within this post.
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Raymond J. Ramirez
 
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Post » Tue Mar 15, 2011 9:16 am

And by that I mean no curve ball bullets and auto aim? I don't even use vats unless I have to, so is there a way to make the bullets fly true to your aim instead of by dice rolls?



Why in the hell would you want to make Fallout into a FPS?
Fallout has been the persona non grata of RPG's since Fallout 1.
It is the reason I buy Fallout - If I wanted a FPS I would by Quake
or something.
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Jenna Fields
 
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Post » Tue Mar 15, 2011 2:43 am

I think I may have misunderstood what you meant by "dice roll". Could someone explain to me the exact concept, just to be sure?


The weapons have two "cones" - imagine one's apex is at the barrel. This is the shot spread. It's a weapon and condition mechanic AFAIK. A real life anolog - a short, hot, fouled barrel would have a much larger spread cone than a pristine, cool, long heavy barrel would have.

The second cone governs "sway" - imagine that's the cone that the gun barrel swings around in.

That these sways and shot placements are based on a random number generator (constrained, of course) they are anologs to dice rolls.


(I may have the interaction between these cones, skills, and weapon condition mixed up. I played FO3 with FWE, which allowed me to tweak these in ways I preferred. Regardless, they are still driven by a PRNG.)
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Vicki Blondie
 
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Post » Tue Mar 15, 2011 12:18 am

The weapons have two "cones" - imagine one's apex is at the barrel. This is the shot spread. It's a weapon and condition mechanic AFAIK. A real life anolog - a short, hot, fouled barrel would have a much larger spread cone than a pristine, cool, long heavy barrel would have.

The second cone governs "sway" - imagine that's the cone that the gun barrel swings around in.

That these sways and shot placements are based on a random number generator (constrained, of course) they are anologs to dice rolls.


(I may have the interaction between these cones, skills, and weapon condition mixed up. I played FO3 with FWE, which allowed me to tweak these in ways I preferred. Regardless, they are still driven by a PRNG.)

So what I think you're saying is that the computer determines the bullet's trajectory by selecting random points within the two cones. I thought that what was meant by dice rolls (as did many others, including several high profile review sites, at least going by their explanation of the term) was that if the bullet hit the enemy, a dice roll was done to see if the hit would be counted and would cause damage, similar to how VATS randomly selects whether a bullet will hit or not based on probability, only in real time. Thanks for clarifying that.
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Farrah Lee
 
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Post » Tue Mar 15, 2011 9:51 am

So what I think you're saying is that the computer determines the bullet's trajectory by selecting random points within the two cones. I thought that what was meant by dice rolls (as did many others, including several high profile review sites, at least going by their explanation of the term) was that if the bullet hit the enemy, a dice roll was done to see if the hit would be counted and would cause damage, similar to how VATS randomly selects whether a bullet will hit or not based on probability, only in real time. Thanks for clarifying that.


No problem :) You got what I was describing, but with one minor bit:

The one cone moves the other, so it's not an intersection.

(hold the aim button and watch how the gun sways around. That's pointing the barrel cone about like a flashlight)

(autoaim modifies this a bit - basically if the cone gets close enough to an actor component (like an arm) the sway cone will 'snap' to that. not sure if this is based on skill at all. there's already a mod out to 'disable' this function, as it's mainly included to allow gamepad playing)
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Racheal Robertson
 
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Post » Mon Mar 14, 2011 9:28 pm

Well, it makes me wonder why you would buy an RPG if you wanted an FPS.

And no, I don't believe there is anyway to change it outside of a mod or something.



Probably because he'd like to have tactile response and good game play mechanics, while keeping the level of depth that an RPG should offer.
that is the problem with so many people on this forum, they think that RPG and FPS are mutually exclusive - they aren't.

FPS lacks depth
RPG lacks precision and immersive mechanics.

BOTH are lacking and someday, somewhere, a developer will combine Modern Warfare 2 with (insert your favorite RPG here) - and we will praise the day, and we will call it PB&J with cold milk.

At this point in time no developer is releasing a FPS/RPG.
This game (or expansion, if you will) is the the current best offer. A fun game it can be, but it ain't state of the art technologically speaking.
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XPidgex Jefferson
 
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Post » Tue Mar 15, 2011 4:20 am

The weapons have two "cones" - imagine one's apex is at the barrel. This is the shot spread. It's a weapon and condition mechanic AFAIK. A real life anolog - a short, hot, fouled barrel would have a much larger spread cone than a pristine, cool, long heavy barrel would have.

The second cone governs "sway" - imagine that's the cone that the gun barrel swings around in.

That these sways and shot placements are based on a random number generator (constrained, of course) they are anologs to dice rolls.


(I may have the interaction between these cones, skills, and weapon condition mixed up. I played FO3 with FWE, which allowed me to tweak these in ways I preferred. Regardless, they are still driven by a PRNG.)



Thats true, but fallout has an extra dice roll that governs a for sure hit on top of all the stuff you just said, its the auto aim. I removed that in my mod. And this thread is of no use now and full of so much miss information anyway from people who do not know what we are talking about that it should be closed.

Further discussion should be http://www.gamesas.com/index.php?/topic/1122990-the-no-auto-aim-mod/
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naome duncan
 
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Post » Mon Mar 14, 2011 8:35 pm

Why in the hell would you want to make Fallout into a FPS?
Fallout has been the persona non grata of RPG's since Fallout 1.
It is the reason I buy Fallout - If I wanted a FPS I would by Quake
or something.



comments like this are from angry people who are pretty much saying "if you don't like what I like you are an idiot."

Why would anyone want to have a rare steak, rather than tartar?
Why on earth would you combine chocolate syrup with vanilla ice cream?
Why in God's name would you want Fallout to play like an FPS?

- because people have different tastes and some things are even better when they are combined. That's why.

If you like crappy play mechanics, walking on a treadmill, outdated graphics, and a deep and engrossing storyline then you've found your perfect game. No reason to be dumbfounded because someone else would like to play the same game AND feel like he was in control of his shots.
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Bird
 
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Post » Mon Mar 14, 2011 10:42 pm

Closed by OP request.
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Monika Krzyzak
 
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