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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    They'll be back, but just not for a while.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    I'm almost done with the damage formulas, and I need to know something from you all. How important are critical hits? Right now, with these formulas, critical hits do not exist (and cannot exist). This should change in time, when FOSE gets more advanced. There is also no other way to manage...
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    Rewriting Fallout 3: The 200 years issue

    What about the muties then? Or the ghouls? For that to be true, there only needs to be an ample source of long-term radioactivity. Impact craters would not count. There'd need to be a meltdown of some sort, caused perhaps by the impacts.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Yes, I COULD make it like it is in the first two. However, given the discussion on power armor's 'proper' effects, a line may need to be drawn -or- at least give the user an option of which version of the power armor replacement to install. One would increase strength as just a number, like in...
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    An exoskeleton doesn't add to the wearer's strength, it -replaces- the wearer's strength. This is because the exoskeleton is many MANY times stronger than the person is, and therefore any strength applied by the person is neglible compared to the exoskeleton's. This also means an elderly man...
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Oddball is correct. 10 is the maximum for stats. While the effects of a stat such as 11, or 12, could be -emulated- with scripts to some degree, it's more of a hassle than just having the power armors raise the strength a certain number regardless of what your own physical strength is.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Yep!! A guy wearing a vault security vest will be very resistant to ballistics on the torso only - and that depends how many shots the ballistics protection has absorbed. The limbs are only clothes, and unprotected. YEP! There is, but nothing actually -uses- it. Search the console help for...
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    Easter egg armor

    Re: Ka-CHUNK! No, I think a little something like this would be a better easter egg... http://www.youtube.com/watch?v=qgiUSEpg8Xc
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    Fallout 3 - Realism, the world, and trees

    Oof, my sides. They hurt.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    GREAT UPDATE ------------------- You guys are going to love this! ... I have finally cracked and erased the vanilla damage calculations! I can now proudly announce that the next release will include realistic ballistic physics and realistic penetration physics! This is *infact* vastly...
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    Questionnaire for F3C's Weapon Features

    Feel free to PM me your answers, or (preferably) just post them in the thread. *Please avoid discussion and/or unrelated comments in this thread.* If you have them, please forward them to my inbox as a private message. All questions are either Yes/No or Multiple Choice. Please list the...
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    VATS Overhaul

    have you tried disabling depth of field, anti-aliasing, and motion blur?
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Pretty much. In later releases, when I have the new AI ready, npcs will also use some of those settings. Like, if the player has decided not to use run & gun AP, then the npc's AI won't use an AP system either... and likewise if the player does use run & gun AP. Actually it's because of how...
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Only happens with some people. F3C Update The next release will include -only- the following: Guns with more than one ammo type Armor penetration mechanics Body Armor combined with its related Helmet piece, (example: equipping power armor will automatically equip the power...
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    Join the F3C team; read the official design plans

    This is part of how the new AI works.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Looked at the script. Not the best way to handle it, imo. Leaves little to no power to the editor and can be prone to errors.
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    "AIExt" - Comments on Squad-Controls?

    So mods that let you "hack" a robot do so via a terminal?
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Attack targeting is being addressed with the new AI programming, as npcs are force-fed combat commands 80% of the time, rather than allowing the engine to make decisions for them. Prices are a little off right now, I know. The variety of weapons and skill of the enemy with that weapon is...
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    "AIExt" - Comments on Squad-Controls?

    robots are handled slightly differently because they're programmable. this can be done with a few settings in the core, for detecting if a node is a robot. question is, what mods should be checked on the core's startup / loading sequence?
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