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  1. Q

    FO2 Mechanics Overhaul Mod

    Beside, i've some 2nd thoughts about economy. I try to avoid, but ending every time in hoarding money. The reason is, that money is rare. If a trader has a good expensive item i try to pay only with collected weapons. If i have too give up money, i think twice, mostly not buying the item. If...
  2. Q

    FO2 Mechanics Overhaul Mod

    I think bonus rof should give -1AP to burst and big guns and maybe aimed shots (but i remember you had some other perk in mind with that). And the snapshot could lose it's penalty. So, together with fastshot it has no penalty anymore (which matches with vanilla - 3AP, no penalties).
  3. Q

    FO2 Mechanics Overhaul Mod

    Sry, wasn't clear... ;) So, did you find a solution to the fastshot/bonus rate thing?
  4. Q

    FO2 Mechanics Overhaul Mod

    That sounds impressive! :) But as the luck for critFails i would take ST=5 as base (5 is always good for base SPECIAL values ;) ). And i think, the damage for a melee/hth PCshould be better distributed. The original martial art system goes a bit that way. But melee isn't nice. There only...
  5. Q

    FO2 Mechanics Overhaul Mod

    Could you give a short explanation? In my opinion, companions HP raising per level is the only way to counter their dumbness.
  6. Q

    FO2 Mechanics Overhaul Mod

    If i drop companions of, they are getting back their base HP value regardless of their level. :crazy: I noticed, the HP of level 1 companions are lower than in vanilla. Also Kaga gets this downgrade. He should have over 300 HP, as i remember from last RP playtrough.
  7. Q

    FO2 Mechanics Overhaul Mod

    If LK=10 then n will always be 0. So raising/lowering n in this case causes no (dis)advantage. Maybe something like 75+n(LK-5) fits better because then LK=5 will neutralize n. In this case, n should not exceed 4, which means you only get the best luckiness(95%) when you have LK=10 and set the...
  8. Q

    FO2 Mechanics Overhaul Mod

    I looked into ini settings, so this could be solved by adding a lower limit to the AG+skill check. I think the formula isn't that bad in general. For the LK check, i am wondering a bit about the luckImportance n. Raising n in 99-(n*(10-LK)) only make things for bad LK values worse. Is it...
  9. Q

    FO2 Mechanics Overhaul Mod

    Oops... that explains something. I looked up the LK values for Vic(5) and Cassidy(9). I had about 5 to 10 encounters with them in party. Vic destroyed his weapon 3 times and ammo 2 times. I could say, i wasn't very pleased... After that, Cassidy destroys his FN FAL. Ok... maybe that was only bad...
  10. Q

    FO2 Mechanics Overhaul Mod

    Continued my testplaying a bit. I figured out, that custom combat settings for vic prevent him from fleeing. Now he attacks even with unarmed! Maybe this is helpful. NPCs only attack with snapshots. For Vic and Cassidy, this isn't nice, because they tend to destroy their guns or ammo too...
  11. Q

    FO2 Mechanics Overhaul Mod

    Ok, that seems to be nice. With this attributes, it should be possible to balance it all out if set correctly. Maybe inflation rise value could be tied to ingame difficulty setting. Thinking about a inflation cap? Balancing should be based on ammo and healing items. You should never come to a...
  12. Q

    FO2 Mechanics Overhaul Mod

    Looks like the player level based regional inflation seems to be the only way (in addition to the techleveldemand of weapons) to make it less exploitable. But i think for most players it's ok that money making isn't that easy anymore. If a player really wants to swim in cash, he will find a way...
  13. Q

    FO2 Mechanics Overhaul Mod

    Ok, i finally get your point. After short thinking, i think you need a tech value for weapons or items and a techWanted value for the traders. But including the personal passions or stuff like that would be a bit overkill.
  14. Q

    FO2 Mechanics Overhaul Mod

    For the supply&demand i would say KISS. :) The F2 trading system basically implies that YOU want to trade something, so i think prices for buying stuff shouldn't be affected by any amounts. Aside from this, the barter skill takes care of that. Maybe there could be sometimes a special...
  15. Q

    FO2 Mechanics Overhaul Mod

    One more question. How's the influence of the critical perks now (more and better criticals)?
  16. Q

    FO2 Mechanics Overhaul Mod

    Hehe... carrying junk makes some people happy. Don't make them sad. ;) Btw this wouldn't balance the economy either, as far as i can say now while testplaying. If i have 10 stacks of 10mm with me (and you don't get me anyways bunkering them somewhere else at this time), then prices at vendors...
  17. Q

    FO2 Mechanics Overhaul Mod

    Maybe this isn't important right now, but i did some thinking about your AP system and the related traits and perks. While traits have benefits and drawbacks, perks should only have benefits. So for the fast shooter trait i think it's ok that you get the aimed body hit chance for the...
  18. Q

    FO2 Mechanics Overhaul Mod

    But what about the critters with guns? I saw an unhurt Tyler (with a gun) fleeing. But this was at night. And lvl 1&2 Vic (10mm gun)? His chance to hit shouldn't be that bad (only annoying sometimtes). Beside, he has much more HP than any other critters in the starting area. It would be fine...
  19. Q

    FO2 Mechanics Overhaul Mod

    No, they are all at -80. Otherwise, i think their fleeing was also caused by having to low HP. Someone starts fleeing, some other chase him, ending in fleeing too. I'm not completely sure of this. Are NPCs affected by morale and exhaustion? I watched (encounter) some radscorpions killing...
  20. Q

    FO2 Mechanics Overhaul Mod

    There is another good reason for capping at 99%. The numbers in the window for aimed hits getting messed up, when exceeding 99% (there are only 2 digits). And now for some other things: fleeing... ;) Had the quest fight at the church in den (lara, tyler,...). Fleeing isn't an option in...
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