The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Problems with updating the vats fix scripts

General mod discussion and requests.
Question
Posts: 134
Joined: Thu Jul 16, 2015 5:33 am

Roy : Im not seeing it,

Post by Question » Tue Aug 11, 2015 4:56 am

Roy : Im not seeing it, theres a vats to hit chance (for hitting the weapon) and a damage multiplier for vats special attacks, but i cant see any vats damage multiplier for weapon normal attacks...


deadboy : TTW fixes already includes two seperate fixes for projectiles not critting properly in VATS, im merely updating it for FO3 weapons and to factor in things like perk and ammo modifiers.


luthien : im not trying to balance vats though, but make it work properly for projectiles. I do think VATS is OP, and im interested to see if it would be more balance if it was realtime, but the only realtime vats mod i know of still forces the camera to cut away in VATS mode which is very jarring in realtime (imagine the camera rapidly switching back and forth).



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

Hrm seems I was a little

Post by RoyBatty » Tue Aug 11, 2015 11:05 am

Hrm seems I was a little mistaken about that, the field is apparently ignored or no ones tested it.


Anyways, I was right about the crit chance, once a shot in the burst is determined to be a critical, then ALL the shots are criticals in the burst. There is where the ridiculous damages come from. There's no way to "fix" this in forms or scripts because it's handled by the engine itself, unless each critical hit triggers the script, which I don't think it does, but it might. In any case you'd have to do that for every single weapon, which is pointless because it's not a fix. Obviously the developers intended this behavior since it's hard coded to act that way.


I know these scripts from FOOK are in TTW Fixes, however I don't know exactly what they are trying to accomplish. I'm going to investigate that further because it's actually been nagging at me for some time.


You shouldn't have to factor in perks at all, they are part of the base damage calculations, you can view them on the fallout wiki, or the GECK wiki.


:EDIT: removed pointless rant.


Image

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

He's said repeatedly that he

Post by JaxFirehart » Tue Aug 11, 2015 4:14 pm

He's said repeatedly that he understands it's not balanced... who was that directed at?



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

Apparently when I'm tired I

Post by RoyBatty » Wed Aug 12, 2015 1:11 am

Apparently when I'm tired I can't read.


 


Image

Question
Posts: 134
Joined: Thu Jul 16, 2015 5:33 am

Im confused, the vats fix

Post by Question » Wed Aug 12, 2015 6:17 am

Im confused, the vats fix scripts im working on dont affect automatic weapons, they only affect multi-projectile weapons. Since the script is applied as a crit effect, it fires once per projectile that crits. The YUP shotgun fix scripts seem to assume that the script only fires once, ever, which leads to ridiculous damage as


You do need to factor in crit damage perks like better criticals, because the engine only does one crit in VATS (and hence the crit perks only apply to one projectile). You dont need to factor in stuff like bloody mess though from what i can tell.


Anyway since ive hit a dead wall with the vats fix scripts, ive decided to release the bug fix mod that ive been working on. If anyone wants to take a crack at the vats fix scripts, feel free : http://www.nexusmods.com/newvegas/mods/60131/?



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Autofire weapons don't work

Post by deadboy » Wed Aug 12, 2015 10:57 am

Autofire weapons don't work the same way as other weapons.  IIRC, it's all about which weapon damage, attack animation you use, and then the attack multiplier. How that translates to the way your script tweaks things... It's just a different deal.



Question
Posts: 134
Joined: Thu Jul 16, 2015 5:33 am

But the vats fix scripts i

Post by Question » Wed Aug 12, 2015 11:19 am

But the vats fix scripts i made dont affect any autofire weapons?



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

I don't understand.  Do you

Post by deadboy » Wed Aug 12, 2015 11:29 am

I don't understand.  Do you mean for it to affect them and it is or you're not sure why it isn't affecting them or...


 



Question
Posts: 134
Joined: Thu Jul 16, 2015 5:33 am

I mean i'm confused as to why

Post by Question » Wed Aug 12, 2015 11:38 am

I mean i'm confused as to why people are mentioning auto fire weapons when the vats fix scripts i made only apply to multi projectile weapons...



deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

Just so I'm clear then, when

Post by deadboy » Wed Aug 12, 2015 12:02 pm

Just so I'm clear then, when you say, "But the vats fix scripts i made dont affect any autofire weapons?" you mean to say, "What I did doesn't, and isn't meant to, affect autofire weapons." 


Is that correct?



Post Reply