A Simple Q

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Max-Violence
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A Simple Q

Post by Max-Violence »

So simple, in fact, I feel like a noob asking it: Say I enter "75" in the "Chance to Unlock" box of a door/chest/etc. That means the game "takes" away 75% of the actor's lockpicking skill, right? So if a PC has a 100% LP skill to start, he/she'd only have a 25% chance to pick the lock, right?

Does the same apply to the Science/Traps skill and Science Switches/Mines?

/noob
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Section8
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Post by Section8 »

I'm pretty sure that's how lockpicks work, and it makes sense that that is how traps and science switches work, but I'm not exactly sure.
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OnTheBounce
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Post by OnTheBounce »

From what Ed Orman told me many moons ago the difficulty on traps is overriden by the value entered in the difficulty field on the map. However, if you leave it at "0" the game uses the default which is set in the traps entity file.

All of my experimentation leads me to say that the difficulty setting is indeed a straight subtraction from the character's skill level. This includes using negative numbers, which in effect make it easier to toggle the switch/unlock the item, etc. This also applies to Repair Items.

(Interestingly enough Repair Items are grouped under "Kits" in the inventory...)

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