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Member Since 24 Feb 2015
Offline Last Active Jul 19 2017 11:50 PM

Posts I've Made

In Topic: PartySwap

17 July 2017 - 10:34 AM

There will be a 1.8.6?
That's news to me...


You mean you didn't know? lol


Seriously, though, I was just meaning the next release, whatever it was, because it would just happen that I finally decide to make the next version of PartySwap and then two days later there's a new RCM with changed files and back to work. It has happened before.


After all, there's a reason I'm sure (I'm not asking why) for RCM and M4-78 to not be back up here yet...

In Topic: PartySwap

15 July 2017 - 07:07 PM

Actually, progress has been halted until the release of TSLRCM 1.8.6. Sorry, I should have said something a lot sooner.

In Topic: Download:NPC Auto-Leveller

15 July 2017 - 06:30 PM

You do me a slight disservice here, DT. Surely I would have planned better than that? :P The function that resets a creature's stats is coded up and ready (minus the fact that I just realized it doesn't actually take feats, force powers, or skill points away, nor does is grant them like it should), but it is never actually executed. The k_ai_master.nss and fs_level.nss never actually call the function. The function can be called, but it isn't currently.


Oh, so the functions are there, they're just not called. That was the bit of info I was missing from our last communication on the script. Now it makes much more sense. Sorry there.



Here we go:
enemy_level = rounddown(player_level * levelmult)
enemy_hp_base = rounddown(player_level * vpmult) - 1

enemy_attack_mod = rounddown(player_level * tohitmult)

enemy_ac = rounddown(player_level * armormult) + 2

enemy_save_mod = rounddown(player_level * savemult)

enemy_damage = rounddown(player_level * damagemult + 1)


I don't seem to have figured out what crmod does though. As far as I can remember, those calculation gave the right results, but you should obviously check those for yourself.


That seems almost too easy. And crmod I'm guessing was meant to modify challenge rating, which is what actually assigns the amount of XP on death, as far as I'm aware. But all testing that I've done with it tells me it doesn't work.


However, there are clearly more calculations involved in some of these steps. For example, with hit points I know that:

rounddown(28*0.80) - 1 ≠ 630(base) or 1050(max), which are the values I see after opening up the save file GIT.

In Topic: Download:NPC Auto-Leveller

15 July 2017 - 02:48 PM

What's so bad about the autobalance.2da


As I said, deciphering it is a pain, and Fair Strides and I sat down and went through a few hours of trial and error, and after all of it the only explanation I could come up with is that it doesn't follow the rules of the game. None of the values it puts out make any sense. It's the problem that started the idea for this mod.

In Topic: Download:NPC Auto-Leveller

15 July 2017 - 12:06 PM

I know I've stated before that the randomness in how enemies 'level' as a result of this script could potentially break the difficulty of the game, due to the fact that they only truly rely on certain stats. So if all those stats/modifiers are randomly zero, which is possible, then a fight that's supposed to be challenging could end up being way too easy for some, and an absolute nightmare for others. And it takes away some of the power of mod designers, something I'm not a huge fan of.


But it's way better than trying to decipher the autobalance.2da (honestly, Obsidian, what were you thinking making this gibberish?!?)  :P