Fallout Tactics mod How to edit random encounter challenge & experience reward

Bigwilleh

First time out of the vault
Hello,

I'm currently having a play around with XKon's Ultimate Ripoff mod, and I'd like to bump up a) the challenge of random encounters, and b) the experience reward.

For context, I had a brief look through Redux recently, and I liked that the NPCs in hard random encounters were really challenging, and I liked that they gave more exp than normal (although I think the Redux exp was too high; I want to bring the exp in line with fallout 2 randoms IE 50-100ish exp for easy stuff, 200-400ish for moderate stuff, 500-1500ish for big nasties, as oppose to Redux where big raiders dunk 8000 each on you).

a) Regarding the challenge, in other posts it was suggested that all that needs to be done is edit the campaign file in the tables to bump up the levels on everything. I've done this and bumped up easy encounters generally to between level 5 and 10, moderate encounters to between 10 and 18, and hard encounters between 18 and 25, similar to what I found in the redux files. That said, I'm unconvinced that humanoid npcs encountered are actually higher level (they seem to have the same amount of hp as before, ie ~80 for a raider). Do I need to be editing the referenced entities in FT Tools as well? (For reference, this was definitely effective for animals, not including deathclaws; giant rats got bumped from ~80 hp to ~250 hp).

b) Regarding the exp reward, I haven't the foggiest idea how Redux bumped its exp modifiers so high. Even with my pumped up rats of 250 hp, I still only get fed ~25 exp for one, whereas in redux they feed you about 700 each (ideally I'd like an animal that is moderately threatening like a giant rat to feed me ~250). Any ideas in this regard?

Also, I'll just preface this since I saw it in other posts looking for ways to bump up exp rewards that yes I'm being a dirty filthy cheater what with wanting more exp, please ring the shame bells and lets move on to how to implement if you please :)
 
Great ideas here. In the vanilla Entity editor, you can find an input box for experience given by the actor if I understand it well, a bit under its level. In my memories, Tactics vanilla game gives a pretty stupidly low ammount of xp for kills, like 5 to 20, something like that. I boosted it in my mod to 100 per experience level, making level 20 chars give 2000 each. At this point, it seems to work fine.
 
Great ideas here. In the vanilla Entity editor, you can find an input box for experience given by the actor if I understand it well, a bit under its level. In my memories, Tactics vanilla game gives a pretty stupidly low ammount of xp for kills, like 5 to 20, something like that. I boosted it in my mod to 100 per experience level, making level 20 chars give 2000 each. At this point, it seems to work fine.

Awesome, thanks for the info.

On a related note, I've been noticing that in deathclaw encounters with 10 or more, the deathclaws seem more interested in brawling among themselves rather than coming after me. Do you know how I can fix this?

Thanks!
 
Very simple. In Campaign.txt file, all random encounters are listed. For each of them, you either tag them as « good », « critter » or « bad » encounters. Deathclaw must be tagged « critter », as it bring the ennemy to odd, animalistic behaviour, like not noticing you sometime and fighting among themselves. Also, as soon as there are two different entities with « critter » tagged, I think they fight to the death. You can tag the deathclaw to « bad » and they will go strait for you. Don’t forget to update the random encounter by importing « campaign.txt » in the Campaign editor. Check also when doing this that all random encounter are not ereased before saving. It happen when specific modification has been made to the list (like list order and encounter names) and the editor is confused. It then decide to remove all random encounter entirely from the map.

Finally, you might not have the vanilla file campaign.txt in the campaign/ folder. If that happen, you might find it somewhere on the Internet. I don’t have any copy of it unfortunately.
 
You can tag the deathclaw to « bad » and they will go strait for you. Don’t forget to update the random encounter by importing « campaign.txt » in the Campaign editor. Check also when doing this that all random encounter are not ereased before saving. It happen when specific modification has been made to the list (like list order and encounter names) and the editor is confused. It then decide to remove all random encounter entirely from the map.

Good info...thanks for that, I'll give it a go.

Finally, you might not have the vanilla file campaign.txt in the campaign/ folder. If that happen, you might find it somewhere on the Internet. I don’t have any copy of it unfortunately.

The campaign.txt editions I currently have are the one the comes with XKon's Ultimate Ripoff mod as a backup, and a modified edition thereof that increases the amount of stuff and (if I understand it correctly) the level of stuff that spawns in randoms. Obtaining a fresh one isn't much of an issue.
 
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