[WIPz] XFO-NV! The Ultimate Overhaul soon for NV!

Post » Tue May 17, 2011 10:25 am

I am not sure which of the systems is better and how hard it is to balance . This gives me an idea. why not use a mix of both along the lines of every armor have DR and DT the incoming damage is calculated with both systems and the the lowest out come would be applied as damage.

Here is an example. PA with DR 50 DT 30 is being shot with burst weapon like sniper rifle for 90 points of damage, Damage with DT would be (90 - 30)= 60 with DR (90*50%)= 45 Min(60 45) and thus the applied damage would be 45 same case but DPS weapon like submachinegun 9 damage per bullet 30 bullets. With DT it would be (30>9 => 9*20%(20% always gets through on DT calculatoin) *30= 54 with DR (9*50%)*30=135 again min (54 135) and thus applied damage would be 54.

My example and math is bit messy but it present and idea why not use the both system to have DR deal with burst type weapons why DT would handle DPS weapons and thus have them both in check. Of course then the numbers have to be tweaked manually to get the best balance, a global change would not be able to be precise.
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Shirley BEltran
 
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Post » Tue May 17, 2011 8:53 am

I am not sure which of the systems is better and how hard it is to balance . This gives me an idea. why not use a mix of both along the lines of every armor have DR and DT the incoming damage is calculated with both systems and the the lowest out come would be applied as damage.


I don't think it's possible to do this, at least not without ridiculously extensive scripting that would have a bunch of annoying unfixable bugs. You can have a system where both DR and DT are taken into account at once, but you can't have an either-or system, nor can you alter the way the game calculates damage after taking into account DR/DT.
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Claire
 
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Post » Tue May 17, 2011 10:18 am

I don't think it's possible to do this, at least not without ridiculously extensive scripting that would have a bunch of annoying unfixable bugs. You can have a system where both DR and DT are taken into account at once, but you can't have an either-or system, nor can you alter the way the game calculates damage after taking into account DR/DT.


You can, but you would have to ignore the game values and introduce new variables to the armor , granted those variables would have no use except in the "take damage" script. But yeah, you would have to do extensive changes which will cause it not to be compatible with anything else and will not be very customizable.
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Karine laverre
 
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Post » Tue May 17, 2011 3:45 am

You can, but you would have to ignore the game values and introduce new variables to the armor , granted those variables would have no use except in the "take damage" script. But yeah, you would have to do extensive changes which will cause it not to be compatible with anything else and will not be very customizable.


The problem is you can't make a 'take damage' script without making every single weapon use a script effect rather than the game's hardcoded damage formula. As I said, extensive scripting and it'd result in unfixable annoying bugs, like weapons not actually displaying how much damage they can deal.
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Alisha Clarke
 
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Post » Tue May 17, 2011 3:17 am

The problem is you can't make a 'take damage' script without making every single weapon use a script effect rather than the game's hardcoded damage formula. As I said, extensive scripting and it'd result in unfixable annoying bugs, like weapons not actually displaying how much damage they can deal.


Yep, pretty much, glad that we are in agreement. "weapons not actually displaying how much damage they can deal." if used together with Darn's UI could display anything you want.
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Noely Ulloa
 
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Post » Tue May 17, 2011 2:38 pm

I don't think a UI mod can display script variables for individual items in the interface, even with NVSE functions.
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Lauren Dale
 
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Post » Tue May 17, 2011 1:52 am

I'm looking forward to a rebalance of body part data. At the moment I've given my player the same as the npc. For a while I played the game with the npc having the same default body part data as the player is given and it became impossible to temporarily disarm them by shooting their arm, although I'm not sure if this would have changed at a higher level.

When being a sniper I would dearly love it if the npc's would get behind cover and STAY there until they knew where the gunfire was coming from, forcing me to move and risk being spotted.
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Eoh
 
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Post » Tue May 17, 2011 4:02 am

I just want to add.

Someone said about PowerArmour should be damaged by Radiation and the like. I dont agree.

Accordin to lore Power Armour is a sealed unit resistant to external forces such as radiation. Having such things damage PA wouldnt fit lore and wouldnt be "realistic". Power Armour is SUPPOSED to make the wearer a "god". Small arms are not supposed to be effective against PA.

That is not "unbalanced" if its working as designed.
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Melis Hristina
 
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Post » Tue May 17, 2011 1:53 am

I don't think a UI mod can display script variables for individual items in the interface, even with NVSE functions.


You are right, they can't display scaleable numbers, only a predefined value. ergo it will display wrong values just like you've said all along.

Any progress on the mod? Any alpha that needs testing? *Hint hint*
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Iain Lamb
 
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Post » Tue May 17, 2011 1:07 am

My opinion on the AR vs DT is that DT should be reserved for the high class armor, while AR should be for lighter armors.
AR cushions after all, like a light armor should, while the DT effect of removing a falt number is something metal plate would logically do.
And it goes with the old XFO unarmed changes.

-Exo
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yessenia hermosillo
 
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Post » Tue May 17, 2011 3:49 pm

imo
DT should be from armor and clothing
DR should be your ability to resist pain
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Jessica Thomson
 
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Post » Tue May 17, 2011 1:43 am

The only problem I see with this is that some people (including myself) would rather have one system over another. I'd rather have just DT than a hybrid system, as having both makes me think the game would be even more unbalanced because of this.


As always (and I try to make this clear, but like you said, you weren't around for the old one)...

Everything is optional ;) And customizable. That means that I will offer a DT "fix" (adjusting DT values to fit other changes in XFO and better intrinsic balance to the DT system), a DR "fix" (eliminating DT in favor of DR), and a DT/DR hybrid system (utilizing both, where DR first adjusts damage proportionately, then DT subtracts from the remaining damage absolutely). For each of those three, there will be a "mild," "medium," and "hard" version, just like everything in XFO. So that's 9 options for the first alpha release. Judging by previous releases, there may be more like 15 or so options by beta.

Unfortunately, as The Castle pointed out, the GMSTs and NVSE options for DT and DR are sorely lacking -- one of the few areas where the engine and the esm actually devolved from FO3. The normal go-to is scripting, and I'll look into it (easy at least to change the armor on YOU, or even your TARGET, but not everyone everywhere, as armor doesn't spawn independently, but as part of a character). In the meantime, yes, I'll have to adjust individual armor values. Among other problems this presents, it *will* make it incompatible with armor add-ons like FOOK. FOOK, IIRC, uses an esm, though, so I can make a patch. It's just a TON of tedious number-crunching :( I also hex edit (I don't use GECK except to compile scripts, which is mostly doable from TESsnip, too), which is nice for most things, but svcky for object editing.

Yes, it appears that DT will be the thorn in my side this time around. But last time, the thorn in my side was creating a hunger/thirst/sleep system and balancing everything about it appropriately, but it looks like they did the work for me this time (*yoink!* :P).
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Melung Chan
 
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Post » Tue May 17, 2011 6:12 am

I'm looking forward to a rebalance of body part data. At the moment I've given my player the same as the npc. For a while I played the game with the npc having the same default body part data as the player is given and it became impossible to temporarily disarm them by shooting their arm, although I'm not sure if this would have changed at a higher level.

When being a sniper I would dearly love it if the npc's would get behind cover and STAY there until they knew where the gunfire was coming from, forcing me to move and risk being spotted.


The old XFO modified the body part balance between NPC and PC pretty easily -- this one will also add more tactical options. This part is mostly done right now, actually.

As for the NPC's using cover, thanks for reminding me. I *did* do this in my enemy rebalance in the old XFO -- enemy logic, tactics, and preferences in battle are adjustable and editable. I played with battle AI quite a bit in Oblivion and found it to work even better in FO. I've noticed that when I make changes, the AI "knows" about them -- it will utilize and calculate different body part values and damage/armor values, and it uses the increased speed I give it very nicely to suppression-fire and run-n-gun to the next cover point. Therefore, besides simply changing the AI, giving it more options (say, spawning with a couple additional weapons) works doubly. This takes a LOT of testing, scripting, and value editing, so it won't be in next week's initial alpha, but I'm glad you reminded me to add it to my to-do list.
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Hussnein Amin
 
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Post » Tue May 17, 2011 1:40 am

UPDATE

Unfortunately (oh SO unfortunately!), in the first night of working on XFO-NV, I got so zoned-out (like 12 hours of straight hexadecimals :P) that I put a cup of water behind my monitor. When I was done, I turned my monitor to watch some star trek TNG (I know, what a nerd!), and knocked the cup, which landed UPSIDE-DOWN, full of water, on the 20cm fan slot on the top of my computer. It is ruined (and was an i7/SLI beast :( ). As a result, I'm using my gf's cruddy Dell. Things will be slowed, especially my posts here, but I will have something up on the Nexus by the first, if I have to stay up all weekend :P
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Leticia Hernandez
 
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Post » Tue May 17, 2011 2:11 am

UPDATE

Unfortunately (oh SO unfortunately!), in the first night of working on XFO-NV, I got so zoned-out (like 12 hours of straight hexadecimals :P) that I put a cup of water behind my monitor. When I was done, I turned my monitor to watch some star trek TNG (I know, what a nerd!), and knocked the cup, which landed UPSIDE-DOWN, full of water, on the 20cm fan slot on the top of my computer. It is ruined (and was an i7/SLI beast :( ). As a result, I'm using my gf's cruddy Dell. Things will be slowed, especially my posts here, but I will have something up on the Nexus by the first, if I have to stay up all weekend :P


Damn! Sorry to hear that man, I do not know what I would do if I lost my good ol' core2duo e4700, so I can't imagine what's like xD
Anyway, I'm waiting patiently : )
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Katy Hogben
 
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Post » Tue May 17, 2011 1:28 pm

UPDATEUnfortunately (oh SO unfortunately!), in the first night of working on XFO-NV, I got so zoned-out (like 12 hours of straight hexadecimals :P) that I put a cup of water behind my monitor. When I was done, I turned my monitor to watch some star trek TNG (I know, what a nerd!), and knocked the cup, which landed UPSIDE-DOWN, full of water, on the 20cm fan slot on the top of my computer. It is ruined (and was an i7/SLI beast :( ). As a result, I'm using my gf's cruddy Dell. Things will be slowed, especially my posts here, but I will have something up on the Nexus by the first, if I have to stay up all weekend :P


OUCH!

I feel for you man, really, that's a terrible shame.

Taking this into account, I admire your dedication in continuing to work on the mod.
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Liv Brown
 
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Post » Mon May 16, 2011 11:35 pm

OUCH!

I feel for you man, really, that's a terrible shame.

Taking this into account, I admire your dedication in continuing to work on the mod.


Are you sure the entire machine is fried? Plain water usually doesn't kill electronics...it wouldn't surprise me if you only needed a new motherboard or power supply. The processor is very likely fine, same with the RAM, and the hard drives, and possibly the video card.
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Shae Munro
 
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Post » Mon May 16, 2011 11:37 pm

There is DR effect in the game (med-x) so you could just apply the effect to enemies (propably you have to make diffrent magnitudes of the effect for diffrent enemies) without interfering (how do you spell this) DT.

I liked your barter changes in FO3 but I doupt they would work in NV as the game already contains better barter than FO3. I have been experimenting with only by increasing prices of cheap items you need (like ammo) and it has proven rather succesful. I might even lower prices of the expensive items (3k for combat armor is too much) to see how that works.
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Chrissie Pillinger
 
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Post » Tue May 17, 2011 10:56 am

Are you sure the entire machine is fried? Plain water usually doesn't kill electronics...it wouldn't surprise me if you only needed a new motherboard or power supply. The processor is very likely fine, same with the RAM, and the hard drives, and possibly the video card.


Water fell upside-down from a cup into the top fan, a 20cm slot (antec 900) -- thoroughly soaked the mobo, video card, down to the bottom-mounted PSU. CPU might be okay, but I don't have anything to sink it into, and the hard drives are fine and sitting in a lovely little e-sata hotswapper. Still haven't salvaged my work on XFO, since they're at the gf's and she's, well, let's just say I can't get to them right now :P Should be soon, and as soon as I do, alpha will be UP on the Nexus (two or three days -- sorry I didn't quite hit the deadline :( ).
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roxxii lenaghan
 
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Post » Tue May 17, 2011 5:56 am

Okay -- I've decided to make a run for the finish line. I have a LOT of work to do (not to mention the readme -- oh god, the readme!), but I'm going to try to stay up until it gets done. I ordered four two-liters of Dew from Dominos. Expect Alpha on the Nexus within 48 hours.
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Baby K(:
 
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Post » Tue May 17, 2011 3:22 pm

Okay -- I've decided to make a run for the finish line. I have a LOT of work to do (not to mention the readme -- oh god, the readme!), but I'm going to try to stay up until it gets done. I ordered four two-liters of Dew from Dominos. Expect Alpha on the Nexus within 48 hours.


That rocks man!
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GPMG
 
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Post » Tue May 17, 2011 11:37 am

Okay -- I've decided to make a run for the finish line. I have a LOT of work to do (not to mention the readme -- oh god, the readme!), but I'm going to try to stay up until it gets done. I ordered four two-liters of Dew from Dominos. Expect Alpha on the Nexus within 48 hours.

...just make sure you don't keel over in the process...
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c.o.s.m.o
 
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Post » Tue May 17, 2011 8:44 am

BIG UPDATE

Alpha is finished being made. However, there are 51 (!!) esp's in it, which means a hefty readme. It's going to cover a LOT of ground! Eventually, I will hugely reduce the process of installing it by FOMODing it and NVSE-ing it for in-game scaling and customization. But that's beyond my time constraints so far.

My apologies for being a week late. I feel really bad, and I've been pretty stressed about it. But with my computer destroyed, I'm stuck with my gf's cruddy dell laptop (try running FNV on that!) in her studio apt, which means sharing space, pissing her off, and sharing the laptop since there's no TV or stereo! I'm dedicated to XFO, but I'm more dedicated to, ummm, other benefits :P

It should be out in the next couple days, and though it's the tip of the iceberg, alpha and untested, I'm hoping its redoubled expansiveness will wow and satisfy :)
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Bambi
 
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Post » Tue May 17, 2011 12:28 pm

51 esps good god man
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Causon-Chambers
 
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Post » Tue May 17, 2011 3:33 am

BIG UPDATE

Alpha is finished being made. However, there are 51 (!!) esp's in it, which means a hefty readme. It's going to cover a LOT of ground! Eventually, I will hugely reduce the process of installing it by FOMODing it and NVSE-ing it for in-game scaling and customization. But that's beyond my time constraints so far.

My apologies for being a week late. I feel really bad, and I've been pretty stressed about it. But with my computer destroyed, I'm stuck with my gf's cruddy dell laptop (try running FNV on that!) in her studio apt, which means sharing space, pissing her off, and sharing the laptop since there's no TV or stereo! I'm dedicated to XFO, but I'm more dedicated to, ummm, other benefits :P

It should be out in the next couple days, and though it's the tip of the iceberg, alpha and untested, I'm hoping its redoubled expansiveness will wow and satisfy :)


OMG O.O

Nice job man, thanks for your hard work. All I can do is thank you and give my feedback, but know that I do this with much apreciation =)
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Robert Devlin
 
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