Question about ammo statistics

Discuss the creation and scripting of new fan-made games and mods for the Fallout series of games.
Post Reply
User avatar
nexus
Scarf-wearing n00b
Scarf-wearing n00b
Posts: 30
Joined: Mon Mar 03, 2003 9:54 pm
Location: denmark

Question about ammo statistics

Post by nexus »

I was poking around ammo *.pro files with FIME to see if there was a way around the AP ammo issue in F2.

When I try to edit the values for AP Ammo, it is like F2 will only accept certain predefined values - Is this true??

For example: If you have original 10 mm AP. it looks something like this.
AC mod: 0
DR mod: -25%
dmg mod: 1/2

if you try to change it, to say:
AC mod: -5
DR mod: -10
dmg mod: 1/1

- the values in the game will freak out completely, and say something like:
AC mod: 65231 (probably not the exact values as stated in game)
DR mod: 65521 (same as above)
dmg mod: 1/1 (This one dosn't change from what you set it to)

Does anyone know the reason why the progam does this - I would really appreciate it, if someone could elaborate on this

Thanks
Bombs are not the answer - yes is........

Image

*Raises hand and salute*
User avatar
nexus
Scarf-wearing n00b
Scarf-wearing n00b
Posts: 30
Joined: Mon Mar 03, 2003 9:54 pm
Location: denmark

Post by nexus »

heh! It's freakin odd - I tried check out if those insane values really applied - and guess what they did.

So changing the values as state above really induces a
AC mod: 65312
DR mod: 65213
dmg mod: 1/1

so my chance to hit one of the Dunton brothers with my modified 10 mm AP was -654 - so of course I lost the ammo and dropped the gun and hurt myself all in one go.

tsk tsk.............
Bombs are not the answer - yes is........

Image

*Raises hand and salute*
Our Host!
Post Reply