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Gameplay enhancements...

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H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Gameplay enhancements...

Post by H1ms3lf » Tue Apr 25, 2017 11:31 pm

I'll try to implement this on my game and maybe release simple mods as I slowly learn my way around modding for FO3/NV, recently played the games and got amazed by how entertaining their modded versions are (and could be even better).



Still, if some mods already do this or are planned features for the TTW release, had be great and spare lots of work, so here are some ideas in case it interest modders that can do it fast:





Player should always be encouraged to play on max difficulty and receive less xp as progress goes, so a penalty of 1% xp is added at each level up (for example a lvl 21 player would receive 20% less xp overall).


FWE and Project Nevada have the option to calibrate loot, but looting should automatically become harder as player levels, otherwise it amounts to a mountain of caps and a broken economy (system loses fun/depth), maybe at player levels 8/11/13/15 (food/ammo/chems/general loot) a decrease is applied to each type of loot respectively, so player at least has a harder time to break the economy by having to buy some stuff.



FWE and Nevada add many cool enhancements to chems, but some drugs are a bit redundant and could be made better by adding extra quirks: Food effects last much longer (afterall, we're what we eat). Becoming stuffed (-20 to hunger) causes the player to have a stomach ache, pass out and become sick (-1 all stats) until it reaches -10 where only the full (-1 AGI) is in effect. Stimulation instead of +1 PER causes the player to ignore bad effects from lack of sleep. A new effect could be Invigoration - ignores bad effects from hunger/thirst/sleep, Loaded - ignores bad effects from any drug addiction, Focused - ignores (or reduces) vision impairments. Etc, all effects are temporarily ofc ^^



Instead of going to 1st lab and detoxify using 1 stimpak, need to brew a coldturkene in there - consumes 1 of thorazine, methamphetamine and jet, takes 50 mins to get ready.



Schematics for grenades/explosives don't benefit from extra copies, this thing of making x3 with x1 ingredients is so incredibly cheesy. Extra schematics of any kind are not added to the inventory for 'selling' if the player already has enough copies (otherwise, why wouldn't the player just mass copy schematics to get rich by selling).


Ammunition schematics are grouped by type (normal bullets, explosive ammo, energy ammo, etc) and also don't benefit from any extra copy. Having to get each ammo schematic individually is a royal pain in the A.


Stealth Boy: Instead of providing X seconds of invisibility, changed to be a device that consumes a type of energy source (maybe ammo least used by weapons and etc?).


Stealth field max duration set to something like 18 seconds (12 on PA due to increased conceal size and faster overheat of the device), this duration can be increased by adding conductor + scrap metal via workbench, each increase adds +2 second normal or 1 second on PA. Stealth field can be put on/off, and cools down while inactive, reaching the limit duration requires a full 6 second cooling before it can be put up again.



Suffering damage while the field is ON can break the device (and is often supposed to happen), that is where additional Stealth Boys come in place, when one breaks the player has to start using another. Enhancements done on the broken device are not salvageable. Going in combat while in stealth mode should provide some evasion (dunno if game mechanics have evasion, if not some extra DR) aside from the bonus stealth. Since advanced PAs can have a built-in stealth system, it could fry (requesting repair that consumes a new stealth boy), or/also temporarily malfunction turning itself off and dealing damage to the player in the process.


:P



Thats what I had to add right now, good to clear me thoughts and index whats on top of the head atm... few of you did read but hey thanks if you did! :)



I'll be requesting some modding tips (hoping it happens very little!).


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Sounds like you have quite

Post by RoyBatty » Wed Apr 26, 2017 3:09 am

Sounds like you have quite the idea for an overhaul mod, the GECK is waiting.


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H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Yup, learning a new script

Post by H1ms3lf » Wed Apr 26, 2017 1:37 pm

Yup, learning a new script language gonna be a pain... :) hopefully I can become knowledgeable enough to someday help TTW in a way or another.



Small question to you or anyone reading: Is there a "main script" that runs all the time? Like a player script or similar, I've done some searching but no real answer...



I used to mod for Baldurs Gate, there it uses baldur.bcs as the "main game script" which runs all the time, anywhere, and keeps the major/constant checks of the game up and running, while each area and NPC or object (the player as well) had their own local scripts, is there a similar "main script" for Fallout 3 and Vegas? Could you tell me the name of it?


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

There's a number of mods that

Post by jlf65 » Wed Apr 26, 2017 5:40 pm

There's a number of mods that make the stealth boy use energy cells. You might check them out for ideas for your own stealth boy mod. Stealth boys run off a script and are a consumeable. When you consume one, the script keeps track of the time, turning on and off effects at the right times. Most mods change the script to add back a depleted stealth boy that you can recharge, or they might add back a regular stealth boy and consume energy cells instead.


 



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Quests, npcs, objects, ammo,

Post by RoyBatty » Thu Apr 27, 2017 2:56 am

Quests, npcs, objects, ammo, effects and other stuff can all have their own scripts. There's events too. The engine is quite complicated has a lot of depth. Best thing to do is start small and work your way up in knowledge.


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H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Thanks guys :)

Post by H1ms3lf » Thu Apr 27, 2017 12:09 pm

Thanks guys :)


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



CVB_Taihou
Posts: 67
Joined: Tue Jun 21, 2016 7:27 pm

PA system changes sound great

Post by CVB_Taihou » Tue May 09, 2017 3:05 am

PA system changes sound great. I can't wait!



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

Just removed the part abouts

Post by H1ms3lf » Sat May 13, 2017 4:48 am

Just removed the part abouts PAs :P, have to think it through some more... I'll make a post solely for it and request some help as I understand the system a bit better :)


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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