¬me
Decker
Posts: 94
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Post by ¬me on Jun 21, 2007 22:27:48 GMT 1
To get a better understand from SPECIAL, I am doing a SPECIAL table at the moment. With this is should be possible to pull nearly the whole character generation. That means I have to understand the multiplicators behind i.e. Carry Weight, Armor class... Is anyone some kind of SPECIAL expert who could help me? Or does anyone know good information pages about it?
When it is done, Ill upload it inhere.
//edit: I guess the fallout.wiki gives enough info ^^ Ill pull it up in some time I guess, then we will be able to alter it to our wishes =)
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Post by K on Jun 21, 2007 23:05:12 GMT 1
Yeah, I've been searching for a few minutes and I can't find more than wiki-stuff. You might want to ask around at the modding section at NMA, there should be modders who know it inside out right?
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Post by chrisube on Jun 21, 2007 23:12:53 GMT 1
I believe it tells you how it is calculated in the game character creation menu...I know atleast the skills are.
Edit: just create a new character and change things to figure it out. Strength for example alters the carry weight by increments of 25lbs.
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Post by K on Jun 21, 2007 23:21:42 GMT 1
Yeah I thought of that too, but that's a lot of work. If someone has it written out and everything, then it would save him trouble. But it's always possible to try it all out.
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Post by thirtyfive on Jun 22, 2007 0:15:19 GMT 1
I have it. Give me a sec to type everything out.
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Post by thirtyfive on Jun 22, 2007 0:39:20 GMT 1
This is based off Fallout 2. I lost my Fallout 1 cd, so i can't get any info off of that. If anything is wrong, let me know.
Strength HP +1 Carry weight +25 Melee damage +1 Unarmed +2% Melee +2%
Perception Sequence +2 First Aid +2% Doctor +1% Lockpick +1% Traps +1%
Endurance HP +2 poison Resistance +5 Radiation Res +2 Healing rate +1 for every 2 points of Endurance Outdoormans +2%
Charisma Speech +5% Barter +4%
Intelligence First Aid +2% Doctor +1% Science +2% Repair +3% Outdoorman +2%
Agility Armor Class +1 Action points +1 (for every 1.7 agility point?) This is a little weird. I dont know if I did the calculations right or not. Small gun +4% Big gun +2% Enegery Weapons +2% Unarmed +2% Melee +2% Throwing +4% sneak +3% lockpick +1% steal +3% traps +1%
Luck Critical Chance +1 Gambling +5%
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¬me
Decker
Posts: 94
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Post by ¬me on Jun 22, 2007 0:41:24 GMT 1
thank you! =) A pity that these are not the functions, I guess there are some calculation faults in there? :/ I think I am too narrowed within this table calculations program Gonna make a Java program of it I guess, after the basics are done.
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¬me
Decker
Posts: 94
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Post by ¬me on Jun 22, 2007 13:39:25 GMT 1
I have uploaded the early table, that you can see whats for. SPECIALThe java program named SCCC (SPECIAL-Character-Creation-Creator) will allow you to create very own SPECIAL based character systems, save, load and modify them. A character simulation of "healing", "being poisoned" i.e. will be included too. It is always rounded down, so there may be the mistake, as AP are rounddown(5+AG/2)
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Post by egalor on Jun 22, 2007 18:36:26 GMT 1
I have uploaded the early table, that you can see whats for. SPECIALThe java program named SCCC (SPECIAL-Character-Creation-Creator) will allow you to create very own SPECIAL based character systems, save, load and modify them. A character simulation of "healing", "being poisoned" i.e. will be included too. It is always rounded down, so there may be the mistake, as AP are rounddown(5+AG/2) uh oh. An Open Office document. Is it possible to use any more conventional format?
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¬me
Decker
Posts: 94
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Post by ¬me on Jun 22, 2007 18:39:33 GMT 1
OpenOffice is really the most conventional I can think of. I can put it up as xls, as maybe some people use old software.
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Post by egalor on Jun 22, 2007 19:03:40 GMT 1
XLS would be perfect!
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¬me
Decker
Posts: 94
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Post by ¬me on Jun 22, 2007 22:44:16 GMT 1
XLSSome things may not work correctly
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Post by wowposter on Nov 2, 2008 15:20:40 GMT 1
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