FCS Robotic Limbs Randomization Option

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Shidan
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Mon Apr 08, 2019 10:29 pm

Love the new robotic limbs option on characters, and I'm already going through some mods and adding them into the world. That said, there is one thing I would have hoped to have with such a feature that we didn't get.

The ability to randomize whether a character even has a robotic limb. As it stands the feature only allows a guaranteed robotic limb (with randomization on which kinds), or no robotic limbs at all. The ability to have a chance for any individual limb to be organic as well would be great, as there are not many cases where I'd want literally every NPC of that type to have them.

For example, adding economy limbs to western hiver characters. The hive is well known to make limbs, and yet none of them actually use them. It'd be great to add them randomly into the characters, so that you can sometimes come across ones with a limb or two.

Ideally it would be separate for each limb. So you could for instance have a 50% chance for an organic right arm and 50% chance for an economy right arm, while also separately having a 75% chance for economy left arm and 25% chance for KLR left arm. The way I'd suggest doing it is to make use of a negative value on quality, similar to how clothing works with a negative value on quantity to act as an empty slot.

But really any method would be appreciated. :D

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Shidan
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Mon Apr 15, 2019 3:59 pm

Nice! So far it seems to be working perfectly. Thanks for taking the time. :D

Though it might be worth adding the info about how to do it to the little tooltip at the bottom. As it stands I only knew how to do it because I made the thread suggesting it. And random user would be completely lost.

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Abek
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Tue Apr 16, 2019 5:47 am

Is it still binary, Shidan? I was trying to make Cybercannibals before 1.023 but they ended up all getting the limbs rather than being due to chance.

(I'd check myself, but I can't seem to load 1.023 with any mods without crashing)

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Shidan
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Wed Apr 17, 2019 4:56 pm

Works for me so far ever since .23 hit. Though that was definitely a crash happy version, .24 is handling much better in that regard. :)

To get an organic limb you need to set the limb quality (first number) as a negative number. 0 or higher will not work, but it seems to work fine at -1.

Then you simply use the relative chance (second number) to determine the chance of it being organic vs robotic. Personally I've been keeping the organic stand in at 100, and setting the various robotic limbs to very low numbers (usually between 1 and 10). As I want to keep them uncommon. Not every random dude should be missing limbs.

MECR
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Joined: Mon Apr 15, 2019 5:06 pm

Thu Apr 18, 2019 10:36 am

Does anyone know if there is a way to randomize the quality of limbs? Something like the "armour upgrade chance" for gear? Had the idea to add two limbs of the same type, with different qualities and chances, but that doesn't work - you simply cannot add two limbs of the same type.

I made some new robolimby factions for my mod and it turns out looting them gets boring rather quick, because after a short time, you always know what to expect.

Also I think there may be a small display bug with the quality settings, like on certain numbers, the game decides "that's standard quality" but the item is still displayed with white text, not blue. Will do some tests on that and post my findings here.

MECR
Posts: 17
Joined: Mon Apr 15, 2019 5:06 pm

Thu Apr 18, 2019 11:24 am

ok... this took less time than I thought. Here's my findings on that last issue (quality value and text colour):

0: prototype, grey
5: prototype, grey
10: prototype, grey

11: shoddy, grey
20: shoddy, white
21: standard, white
30: standard, white
35: standard, white
40: standard, blue

41: high, blue
50: high, blue
55: high, green
60: high, green

61: specialist, green
70: specialist, yellow
75: specialist, yellow
80: specialist, yellow
81: masterwork, yellow
90: masterwork, yellow
95: masterwork, yellow
100: masterwork, yellow


33: standard, white
67: specialist, yellow
18: shoddy, white

I highlighted the values I'm going to use for my mods.

I found something interesting: a 85ish masterwork is worse and cheaper than the 100 one... and so on. There seems to be no fixed grades, instead, the values are interpolated evenly.

To not have "poor Masterwork" and "perfect Masterwork" in my mods, I decided to use only the highlighted values: 10-20-40-60-80-100.

EDIT: did some more testing and changed values above for clarification as to which values cause a quality grade change. So it seems that 10-20-40-60-80-100 are the correct values to use.

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Shidan
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Fri Apr 19, 2019 5:38 pm

I will point out that if you want to match the craftable/buyable/lootable qualities, the levels you'll want to use are 5, 20, 40, 60, 80, and 95. Those numbers correspond to the exact levels the vanilla quality levels use.

MECR
Posts: 17
Joined: Mon Apr 15, 2019 5:06 pm

Sat Apr 20, 2019 7:16 am

Ah ok! So the values for Prototype and Masterwork differ. I will use those. Thanks for the clarification :D

Do you have any information or ideas regarding my other question: how can we randomize the quality of limbs (something like armour upgrade chance)?

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Shidan
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Sat Apr 20, 2019 7:25 pm

The only way I can think of to do it in the current system would be to create duplicates of the limbs that you use for that purpose. Not ideal, but the player would not be able to tell the difference. Personally I've gone for simply not doing randomized qualities, and sticking generally to the normal armour quality of the NPC.

MECR
Posts: 17
Joined: Mon Apr 15, 2019 5:06 pm

Thu Apr 25, 2019 1:31 pm

Oh hi Shidan, thanks a lot for your reply which I must have missed somehow until now :oops:

I just tried your suggestion and it seems to work. But I won't use that method for the time being, and wait if maybe the FCS is being updated. It's too much work to do it that way and I see the risk of making errors if I have a lot of items that are named the same.

That beeing said, it's an awful lot of work to change a whole faction, i.e. Tech Hunters, to randomly have robotic limbs and a random variety of limb type on top of that. As, as far as I know, you have to change any single character entry.

Are there methods that either

- allow me to copy only specific entries from one character to another or
- allow to set random robotic limb chances for whole squads or even factions? *or races??

I found nothing like this, but I sometimes have the tendency to beeing blind to obvious things, so I ask :lol:

If it's not possible, I think that would be great additions to the FCS's functionality.

* Edit

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Shidan
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Thu Apr 25, 2019 5:44 pm

The closest thing wold be the "set field" option when right clicking on an entry. It allows you to set a certain field across all selected entries. But it would still be a bit of pain with how many items being added and numbers changed.

I just recently finished distributing robotic limbs throughout the NPCs of the world in my Tweaks & Fixes mod, so I certainly feel your pain. Going through hundreds of characters was not fun. But it does add a lot to the immersion of the world. :D

MECR
Posts: 17
Joined: Mon Apr 15, 2019 5:06 pm

Fri Apr 26, 2019 10:18 am

Wow, thanks a lot, you're the best 8-)

This is more or less what I was looking for. Now I can finally mass-edit NPCs! Though the method is a bit counterintuitive, it's far better than editing every character. My Numpad wouldn't have survived for much longer :lol:

But I still think that adding (chances for) robolimbs via squad, faction or even race would be a nice thing, too. And maybe setting the standard quality of robotic limbs to "20" or "40" instead "50" which does neither correspond to "standard" nor "high" quality level. So you have to change that value all the time....

MECR
Posts: 17
Joined: Mon Apr 15, 2019 5:06 pm

Fri Apr 26, 2019 12:47 pm

Ok here's how I do it now, hoping to help others:
  • 1. Right click on of the characters you want to add (a chance of) robotic limbs to. Click "Set Field" and from the drop down select "robot limbs". Select all limb types you want to add.
    2. Do not click "Set Value" yet. Instead, copy the values to Notepad.
    3. Use Search&Replace to change the values as you desire i.e. Quality from "50" to "40" or Chance from "100" to "5".
    4. Back in the FCS, click "Cancel" and now choose ALL the NPCs you want to apply the changes to. Select "Robot Limbs" and paste the values you edited with notepad.
That works quite fast :mrgreen:

On top of that, if you save the notepad file, you can keep a set of templates like "chance to have robotic limbs / small variety of limb types / shoddy quality", and so on.

For example, parts of my list:

Code: Select all

Chance to have Robotic Limbs, standard limb types, shoddy quality

4999371-TIHYD_Out on a Limb.mod -1 100; 4999372-TIHYD_Out on a Limb.mod -1 100; 4999373-TIHYD_Out on a Limb.mod -1 100; 4999374-TIHYD_Out on a Limb.mod -1 100; 4999275-TIHYD_Out on a Limb.mod 20 3; 4999276-TIHYD_Out on a Limb.mod 20 3; 4999278-TIHYD_Out on a Limb.mod 20 3; 4999277-TIHYD_Out on a Limb.mod 20 3; 96134-Newwworld.mod 20 3; 96137-Newwworld.mod 20 3; 96136-Newwworld.mod 20 3; 96135-Newwworld.mod 20 3; 95747-Newwworld.mod 20 1; 95748-Newwworld.mod 20 1; 95872-rebirth.mod 20 1; 96022-rebirth.mod 20 1; 4999271-TIHYD_Out on a Limb.mod 20 3; 4999272-TIHYD_Out on a Limb.mod 20 3; 4999273-TIHYD_Out on a Limb.mod 20 3; 4999274-TIHYD_Out on a Limb.mod 20 3; 4999267-TIHYD_Out on a Limb.mod 20 3; 4999268-TIHYD_Out on a Limb.mod 20 3; 4999269-TIHYD_Out on a Limb.mod 20 3; 4999270-TIHYD_Out on a Limb.mod 20 3

Chance to have Robotic Limbs, almost all limb types (exploring NPC Types like Tech Hunters), standard quality

4999371-TIHYD_Out on a Limb.mod -1 100; 4999372-TIHYD_Out on a Limb.mod -1 100; 4999373-TIHYD_Out on a Limb.mod -1 100; 4999374-TIHYD_Out on a Limb.mod -1 100; 4999275-TIHYD_Out on a Limb.mod 40 1; 4999276-TIHYD_Out on a Limb.mod 40 1; 4999278-TIHYD_Out on a Limb.mod 40 1; 4999277-TIHYD_Out on a Limb.mod 40 1; 96134-Newwworld.mod 40 1; 96137-Newwworld.mod 40 1; 96136-Newwworld.mod 40 1; 96135-Newwworld.mod 40 1; 95747-Newwworld.mod 40 3; 95748-Newwworld.mod 40 3; 95872-rebirth.mod 40 3; 96022-rebirth.mod 40 3; 96022-Newwworld.mod 40 1; 96024-Newwworld.mod 40 1; 96186-Newwworld.mod 40 1; 96187-Newwworld.mod 40 1; 96188-Newwworld.mod 40 1; 96189-Newwworld.mod 40 1; 4999308-TIHYD_Out on a Limb.mod 40 1; 4999309-TIHYD_Out on a Limb.mod 40 1; 4999331-TIHYD_Out on a Limb.mod 40 1; 4999332-TIHYD_Out on a Limb.mod 40 1; 4999333-TIHYD_Out on a Limb.mod 40 1; 4999334-TIHYD_Out on a Limb.mod 40 1; 4999271-TIHYD_Out on a Limb.mod 40 3; 4999272-TIHYD_Out on a Limb.mod 40 3; 4999273-TIHYD_Out on a Limb.mod 40 3; 4999274-TIHYD_Out on a Limb.mod 40 3; 96020-Newwworld.mod 40 1; 96021-Newwworld.mod 40 1; 4999267-TIHYD_Out on a Limb.mod 40 3; 4999268-TIHYD_Out on a Limb.mod 40 3; 4999269-TIHYD_Out on a Limb.mod 40 3; 4999270-TIHYD_Out on a Limb.mod 40 3; 95871-rebirth.mod 40 1; 95579-Newwworld.mod 40 1; 95742-Newwworld.mod 40 1; 95870-rebirth.mod 40 1

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