Version 1.48 REQUIREMENTS/COMPATIBILITY The only requirement for this to work is that you have sfall installed. It is compatible with either the official 1.02 patch, or killap's Unofficial Patch (v1.02.28), or the Restoration Project (v2.2, though untested). INSTALLATION INSTRUCTIONS Step 1 (for official patch): Make a folder titled Patch000.dat in the game directory, and then use Dat Explorer or another program to extract your Patch000.dat file in that directory. Step 1 (for RP or UP): Install either RP or UP. Step 2: Extract the contents of the "Full Install ([your version])" folder in your game folder and let it overwrite what it needs to. Step 3: If you want to use the fixed hp system, go to these lines in sfall's ddraw.ini file in your game folder: ;To change the relationship between SPECIAL stats and derived stats, uncomment the next line ; See the stats.ini in the modders pack for an example file ;DerivedStats=stats.ini and uncomment the last line. Step 4: If these folders are present, write protect the "maps" and "proto" folders in the Patch000.dat folder (right click on the folders and go to the permission options). KEY MAPPING ; = display morale. \ = display exhaustion. CHANGELOG: 1.48 Bugfixes: - Fixed bug in exhaustion system where exhaustion would increase exponentially, instead of linearily. - Fixed bug in exhaustion system where NPC's would still have their "stamped" AC bonus as a constant exhaustion penalty. Changes: - Added a flat 10% bonus to the to hit chance (applied before the nerfing stage, so the effect should mainly be to help critters get basic to hit chances if they're extremely low, not considerably higher ones if they're already high). This bonus is customizable. - Changed the way the distance modifiers worked because (1) they were way too punishing and (2) they made no sense. For some reason I made them increase exponentially in the old system (so first couple of hexes had penalty of x, the next couple of x+1, etc). Made no sense, and I probably just did it to feel smart. Now the formula is (relatively) straightforward (see the .ini to view it) and results in a max penalty of 7.5 per hex when using an unaimed shot with a short barreled weapon and 1 PE, up to no penalty at all for a 10 PE character aiming with a scoped weapon. - I've given human and ghoul critters a bonus of 10% to all combat skills. The main reason for this is that their skills are ridiculously low in general (nearly all leather armor enemies you encounter have their relevant skill at 50-60%, metal armored ones at 60-70%). This isn't a difficulty concern, but a balancing one: it's damn hard to make a to hit formula that takes into account the player having at least twice the skill of most enemies he encounters. Still, I've kept the bonus relatively low to avoid the game becoming too hard (I think). So, consider it somthing of a customizable difficulty slider. - I've again drastically lowered the value for the AI fleeing due to not being able to hit its opponent. I already did this earlier, but because of the problem that in my to hit formula, the AI believes it gets a hefty distance modifier when targeting far away enemies while carrying a melee weapon (doesn't matter when the AI actually attacks, but it does very much matter for the AI's fleeing), it still flees regularly. This measure, combined with the to hit increases mentioned above, SHOULD make the fleeing problem everyone's been complaining about go away. 1.46 Bugfixes: - Fixed issue in to hit formula where ranged attackers thought they were unarmed. - Set armor repair system off by default. The system works like ass and causes crashes for some reason I can't discover at the moment. Will eventually replace it with something better anyway. 1.45 New Additions: - Exhaustion, which was always calculated on the spot, has now replaced the redundant AC stat. This means you can now keep track of it in the UI, and it also doesn't abruptly drop to zero once you leave combat (it drops by 1 per second, though you can change this). Also, (super) stimpaks now temporarily drop your exhaustion. Note that the AC counter doesn't reliably update outside of combat, so if you want to check your exhaustion in that situation, briefly enter combat. - Two- and One-handedness now changes based on the wielder's strength. So, with extremely low strength, you now no longer get a penalty for using the lightest pistol (10mm), but you do then have to wield it with both hands, which costs an extra AP. The switching is automatic at the moment, but you can customize when it switches through the .ini to some degree. - The AI now extremely rarely flees because it has a too low chance of hitting you. This had become extremely problematic for my mod, because (a) the AI calculates this based on unaimed shots, which have become less accurate, and (b) it operated on the assumption that bigger armor equaled more dodge, like in the old system. So, instead I've added a system where the AI flees if either (a) its "main threat" (either the one shooting at him the previous round or, if nobody did, his target) has a damage threshold that exceeds the max damage of his weapon (could be unarmed with strength modifiers), or (b) this threat has a min damage that exceeds the AI's current hit points + his damage threshold (i.e. he probably would be killed in the next attack). -Psycho finally does what it was supposed to do for a while now: raise max hp by a good number temporarily (instead of the weird DR bonus that was useless against explosions or lasers). To make this possible the INT penalty is gone, which was really only an exploit anyway. 1.4 Bugfixes: - Hopefully finally fixed the AP bugs tied to the localization system. - Fixed way too many bugs in the to hit formula to name (pretty embarrassing really). For instance, it previously broke once exhaustion kicked in due to an ill-fated change I'd recently made; also, the unarmed defence bonus for the enemy was calculated based on your own skill for some reason, and so on, and so on. All fixed. New Additions: - Added a two-handed gun fix mod: no longer will you be able to switch guns while armed with a two handed weapon. - Added the option of making your Outdoorsman skill decide the speed at which you move through the wasteland. - Added an AI improvement where he will switch any aimed shot he is making to the torso if his to hit chances drop under a certain value (30 by default). - Added two new customizable options to the Weapons Mod: perks and attack modes (and two handed/big gun defines, tied into the modes). -Added a whole load of new customizable aspects to the hitherto nebulous to hit formula. -Made some more stuff customizable. Changes: - Changed the To Hit formula to make ranged penalties work better (they first treated max range as if it were something like an "effective range", rather than an actual max range due to bullet drop). - Changed the unarmored critter HP/DR/DT formula to more closely resemble the original (so less focus on DR/DT for more "soft" critters, and more on HP). - Dropped the critical hit rate of bodyparts, due to the localization changes resulting in lots of non-torso hits and consequently lots of crippling criticals. It's still pretty high though. - As part of the new Weapons Mod options, I've changed spears to two-handed weapons, and scrapped a lot of seemingly arbitrary weapon perks (e.g. now only the Ripper has the armor penetrate perk, the weird "Accuracy" perk of +30% THC is non-functional now and only rifles have the long range perk, which lots of guns including Miniguns previously had.) - The Radiation Mod is now off by default. -Lots and lots of changes to the to hit formula (check the .ini for more explanations). 1.36 - fixed bug where (again) a value would divide by zero in the armor repair mod. - fixed the text for gaining morale after drinking booze. - fixed the resurrecting dead bodies bug (they'd get extra hp from the stats mod), and the bug where they'd get additional weapons for you to loot. - dropped extra 1 AP cost for energy weapons. Not too sure why I put that in in the first place; you can easily restore it of course with the Weapons .ini. 1.35 - bugfix for the armor repair system (it would previously try to divide by zero and crash when the damage thresholds were zero). - Hopefully some performance enhancing changes: made a couple of scripts more economical and less taxing. 1.31 First some bugfixes: - Sudden inexplicable shifts in AP cost due to a conflict with the Localization system are no more! - Dead Enclave soldiers don't suddenly get guns through Gear Randomization! Then the new stuff: RADIATION SYSTEM Josan12 had this idea way back in the day, namely of making Radiation a bigger threat than it is now. It's still very (extremely) crude, but you can now configure how often, for how much and at what chance, you get hit with radiation as you travel the wasteland. It purely deals in terms of time, is completely irrespective of location (you could be holed up in Vault 13 for years for all this script cares), but it could eventually make for an interesting Hard Mode. Again, it's crude, so you might want to turn it off, but some might find it amusing. REVAMPED ARMOR REPAIR My armor repair system was a bit flimsy, especially because it dealt with absolute values which fudge everything up. Now it's all beautifully relative and customizable; plus it also deals with thresholds, not just resistance. It now also works on a party basis: if you're great at repair then that decides the party's armor repair skill, if Vic's in your party and is better at that, then he does (same goes for Myron when it comes to the science check for laser and plasma resistance). Finally some smaller changes: -Healing rate is now completely dependent on First Aid if you enable that feature (you won't sleep off bullet wounds regardless of how high your endurance is now). Also, Lenny can function as a Rest Healer just like Vic and Myron in the case of Armor repair. - As requested, you can disable the smaller ammo stacks while still keeping Randomization. -besides fixing the AP issue, I also now made things like aimed AP cost and Scoped aimed AP cost customizable. - The Weapons Mod is also included now. 1.25 Small new update to mainly fix another stupid morale system bug. Besides fixing that, you can now press "\" (sometimes press it a little bit longer if nothing pops up) to get your exhaustion penalty (what gets subtracted from your to hit chance, and added to the opponent's), and ";" to get your morale rating (very general, "your morale is high", that sort of thing). Both are displayed in the console. Also, Super Mutants now get super-human Endurance (they really should have that) by adding + 3 to their normal values. 1.2 First, and most importantly, everything is now customizable through the JimsMods.ini file (viewable below): not only can you now change lots and lots of the values in the mods and have more control over which components to use, installation has become a lot more straightforward, without all the annoying separate folders. Second, three new features: NEW POISON SYSTEM Poison doesn't really do much in FO2 because (a) it's basically only radscorpions that dispense poison and (b) poison has such an immensely delayed effect that it's more an annoyance than anything else. This mod tries to address both these points: (a) Needler pistols now do poison damage: if the dart pierces the armor of the opponent, its regular damage becomes zero and a range of poison damage is done (lower for AP darts than regular ones by default, but all these values can be changed). (B) Poison works a lot faster now: outside of combat every five seconds (can be changed) a check is made against endurance to see if between all and 1/5 of the poison damage is taken. The same is done every combat round. SHOTGUNS Shotguns in FO2 never really felt like shotguns: their damage output was the same whether you were shooting a critter at maximum range or at point blank range. This mod makes them more shotgun-y by making long range shots less damaging than close range ones (how much so can be changed through the .ini). CRITTER FORMULAS Earlier, I just had a formula for the HP of armor-wearing critters; now there's a lot more formulas. For one, armor-wearing critters get a formula for a variety of skills that they need for some features to work properly (armor repair, critical failures and healing rates), for which the values can be changed (in fact, all the formulas can be messed with a lot, see the .ini below). Non-armor-wearing critters get formulas for HP and DR/DT (to see examples in action go to the NMA thread in the first post).