This user was a Patroller of Nukapedia, but this vet is still on the lookout! | ![]() |
![]() | This user was the Best Newcomer of 2013! |
![]() | This user is a hyperfixicada and emerges every few years to satisfy the urge to edit! |
![]() | This user is knowledgeable about Van Buren. |
![]() | This user is knowledgeable about Fallout: Brotherhood of Steel 2 |
![]() | This user is knowledgeable about Project V13 |
Howdy[]
- Hi all. Been gone a while, as per, sorry. But I've come back!
Good to see there's still a lot of enthusiasm around the Wiki!
-- Insert welcoming profile... ...quiet, but nice :) --
If I can be of any assistance, leave a message on my talk page and I'll get back to you as soon as possible.
Current projects[]
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Derived stats overhaul[]
Completing and expanding upon a Wiki project that lost momentum with the advent of Fallout 4. As I was a main participant and it being my first delve into more technical editing more often, I am compelled to pick up where we left off. I am happy to say this pet project has kept me focused and on a mostly steady learning curve.
Off hold[]
- Cancelled games project - An ancient, and gargantuan, pet project that looked at fleshing out and corroborating what we know about the Fallout universes that never were. See: The ultimate checklist for a progress overview
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010011110110111001100101 thousand article edits! - 21/08/2013
Patrollership! Hard work pays off. - 23/08/2013
100 days and counting! - 29/10/2013
NotY nominee?! Thanks for the nomination 69.l25, thanks for the second Peace'n Hugs and thanks to anyone who votes for me! - 30/11/2013
5000 article edits! Merry Christmas! - 25/12/2013
Best Newcomer Award 2013! Happy New Year! - 01/01/2014
On the leaderboard! It's not a competition, but hey. - 07/01/2014
200 days and counting! - 06/02/2014
300 days and counting! On the home stretch! - 17/05/2014
One year of editing without missing a day! - 10282 edits (8501 article) 6050 achievement points - 21/07/2014
Nnnooooooooooo! One's attention slipped and the edit streak ends at 668 days - 20/05/2015
User status: Inactive - 16/04/16 -27/06/20
10000 article edits! - 01/07/20
Top ten (10th) on the leaderboard! Only took seven years as well - 28/07/20
15000 article edits! - 30/08/20
Top five (5th) on the leader board! Took less than seven years this time - ??/??/20
User status: Inactive - 21/11/20 -17/02/24
20000 article edits! - 18/02/24
Hide and Seek
Presents | ||||||||||||||||||||||||||||||||||
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Disambiguating the disambiguation's
Majority complete (on going)
An unofficial project to update and standardize the disambiguation pages, creating a comprehensive catalogue to put lost souls on the right path once more.
- The following requires updating, so bear with me, but for those who are interested head over to my sandbox for an up-to-date status on individual projects, thanks!
Burham Springs characters -
Denver characters -
Jericho characters -
FOBOS2 content completion
Nearly complete - See sandbox for details
27 of 28 characters
4 of 4 locations -
4 of 4 factions -
Community projects: Fallout Wiki:Projects
See also: The testing ground (below)
Maintenance manual | Nominated for deletion | Broken redirects | Double redirects | New pages |
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Dead end pages | Uncategorized categ. | Uncategorized files | Uncategorized pages | Wanted categories |
The testing ground[]
Derived stats overhaul and Project Ares[]
Test subjects[]
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Notes and practice space for pre-FO3 infobox stats and for creating solutions to the sometimes complex relationship some characters, especially companions, have with their derived stats. Many stats are only "derived" for critters and robots as well as a few exceptional individuals, and are otherwise acquired exclusively with armor. These stats, in humans and ghouls, are instead additional resistances relavant to the derived stats section as fixed parts of their being.
Extreme infoboxing FO1/2[]
Experimental infoboxes | ||||||||||
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Extreme infoboxing FOT - Lancelot[]
Lancelot derived stats data |
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|derived ={{Derived stats FO4|hp=xxx|ac=xx|acmod=xx|ap=x|melee damage=x|carry weight=xxx|cwmod=x|crit chance=x|poison resist fo1=x|prmod=xx|rr=xx|rrmod=xx|dr=x% {{tooltip|(xx%)|Modified by armor}}|[SPECIAL]mod=x}}{{derived stats|bonus damage=x|healing rate=x|skill rate=xx|perk rate=x}} <hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|xx|Modified by armor}}|gas resist=0|gasdt=0|gasrmod=xx|gasdtmod=xx|electricity resist=0|eldt=0|elrmod=xx|eldtmod=x|explosion resist=0|exdt=0|exrmod=xx|exdtmod=xx|fire resist fo1=0|fdt=0|frmod=xx|fdtmod=xx|er fot=xx|edt=0|ermod=xx|edtmod=xx}} |
Notes[]
- Increased/Reduced derived stats are not uncommon pre-FOT. In FO1/2 this can be attributed to "hidden" bolstering or hindering modifiers to reflect certain individuals. These appear to have been done at developer discretion.
- While there are some characters in FO1/2 with increased Armor Class all other instances have been modified by "hidden" NPC armor and clothing modifiers. See: Armor templates tab for details.
- In FOT almost all derived stats are completely inherent by "race"/creature and modifiers are attributed to traits/perks allocated to characters.
- FOT super mutants have a 20% boost to their poison and radiation resistances; ghouls have a 10% boost to Poison Resistance and a 40% boost to Radiation Resistance. These stack on top of their Endurance stats.
- Healing Rates are disabled for non-player characters in FO1, FO2 and FOT, excluding companions/recruits.
- This calls into question whether they are worth having in infoboxes.
- In a similar vein, Perk Rates, and Skill Rates (excl. FOT recruits), are totally inactive for non-player characters in all three games. From my own digging it appears that while they have been calculated correctly and could have some small value, they are not actually drawn from implemented data and are probably completely redundant.
- This calls into question whether they are worth having in infoboxes.
- Things to remember when using stmod= pre-FO3:
- Doesn't scale for pre-FO3 Carry Weight but can be easily corrected with cwmod=x.
- For Melee Damage calculations the value must be double that of the true Strength increase/decrease.
- Damage Threshold is not typically a derived statistic pre-FO3, it is almost exclusively an additional resistance dictated solely by armor.
- Energy Resistance replaces laser and plasma resistance in FOT.
- After extensive work on the the derived stats template rrmod= and prmod= are fixed, and additional resistances have a comprehensive and standardized format.
- Further alterations would over-complicate a template already stretched over too many games.
'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|0|Modified by armor}}|laser resist=0|ldt=0|lrmod=1|ldtmod=1|plasma resist=0|pdt=0|prmod=1|pdtmod=1|electricity resist=0|eldt=0|elrmod=1|eldtmod=1|explosion resist=0|exdt=0|exrmod=1|exdtmod=1|emp resist=0|empdt=0|emprmod=500|empdtmod=0|fire resist fo1=0|fdt=0|frmod=1|fdtmod=1}}
'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|1|Modified by armor}}|gas resist=1|gasdt=1|gasrmod=1|gasdtmod=1|electricity resist=1|eldt=|elrmod=1|eldtmod=1|explosion resist=1|exdt=1|exrmod=1|exdtmod=1|fire resist fo1=1|fdt=1|frmod=1|fdtmod=1|er fot=1|edt=1|ermod=1|edtmod=1}}
The following contains templates for armor and clothing as well as extracted Armor Class modifiers unavailable to the player
FO1/2[]
FO1/2 armor templates | ||||
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FOT[]
Human armor []
Raider armor[]
Raider armor data |
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|dr=0|drmod=20}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt=0|er fot=0|edt=0|ermod=25|edtmod=0|gas resist=0|gasdt=0|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=20|exdtmod=0|fire resist fo1=0|fdt=0|frmod=10|fdtmod=0}} |
Leather armor[]
|dr=0|drmod=25}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|2|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=25|edtmod=0|gas resist=0|gasdt=0|electricity resist=0|eldt=0|elrmod=10|eldtmod=0|explosion resist=0|exdt=0|exrmod=20|exdtmod=0|fire resist fo1=0|fdt=0|frmod=15|fdtmod=0}}
Vandal armor[]
Vandal armor data |
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|dr=0|drmod=25}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|3|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=30|edtmod=1|gas resist=0|gasdt=0|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=25|exdtmod=1|fire resist fo1=0|fdt=0|frmod=17|fdtmod=1}} |
Leather armor Mk II[]
Leather armor Mk II data |
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|dr=0|drmod=25}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|3|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=30|edtmod=1|gas resist=0|gasdt=0|electricity resist=0|eldt=0|elrmod=10|eldtmod=0|explosion resist=0|exdt=0|exrmod=25|exdtmod=1|fire resist fo1=0|fdt=0|frmod=17|fdtmod=1}} |
Reaver banding[]
Reaver banding data |
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|dr=0|drmod=25}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|3|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=30|edtmod=2|gas resist=0|gasdt=0|gasrmod=15|gasdtmod=3|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=25|exdtmod=3|fire resist fo1=0|fdt=0|frmod=17|fdtmod=3}} |
Greater banding[]
|dr=0|drmod=35}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|4|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=45|edtmod=4|gas resist=0|gasdt=0|gasrmod=40|gasdtmod=4|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=30|exdtmod=4|fire resist fo1=0|fdt=0|frmod=20|fdtmod=4}}
- -15% Sneak where necessary.
Metal armor[]
|dr=0|drmod=30}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|4|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=37|edtmod=3|gas resist=0|gasdt=0|electricity resist=0|eldt=0|elrmod=10|eldtmod=0|explosion resist=0|exdt=0|exrmod=25|exdtmod=4|fire resist fo1=0|fdt=0|frmod=15|fdtmod=4}}
Metal armor Mk II[]
Metal armor Mk II data |
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|dr=0|drmod=35}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|4|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=45|edtmod=4|gas resist=0|gasdt=0|electricity resist=0|eldt=0|elrmod=10|eldtmod=0|explosion resist=0|exdt=0|exrmod=30|exdtmod=4|fire resist fo1=0|fdt=0|frmod=20|fdtmod=4}} |
Greater banding[]
Greater banding data |
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|dr=0|drmod=35}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|4|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=45|edtmod=4|gas resist=0|gasdt=0|gasrmod=40|gasdtmod=4|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=30|exdtmod=4|fire resist fo1=0|fdt=0|frmod=20|fdtmod=4}} |
Tesla armor[]
Tesla armor data |
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|dr=0|drmod=35}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|4|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=85|edtmod=15|gas resist=0|gasdt=0|electricity resist=0|eldt=0|elrmod=10|eldtmod=0|explosion resist=0|exdt=0|exrmod=20|exdtmod=4|fire resist fo1=0|fdt=0|frmod=45|fdtmod=7}} |
Midwestern Brotherhood power armor[]
Midwestern Brotherhood power armor data |
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|dr=0|drmod=55}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|13|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=50|edtmod=16|gas resist=0|gasdt=0|gasrmod=30|gasdtmod=5|electricity resist=0|eldt=0|elrmod=10|eldtmod=0|explosion resist=0|exdt=0|exrmod=50|exdtmod=10|fire resist fo1=0|fdt=0|frmod=60|fdtmod=13}} |
- Note to self, Percy still needs this template
Ghoul and super mutant armor []
Ghoul and super mutant armor |
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Ghoul armor|dr=0|drmod=20}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt=0|er fot=0|edt=0|ermod=25|edtmod=0|gas resist=0|gasdt=0|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=20|exdtmod=0|fire resist fo1=0|fdt=0|frmod=10|fdtmod=0}} Superior ghoul armor|dr=0|drmod=25}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|3|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=25|edtmod=1|gas resist=0|gasdt=0|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=20|exdtmod=1|fire resist fo1=0|fdt=0|frmod=15|fdtmod=1}} Plating mutant armor|dr=0|drmod=30}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|4|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=37|edtmod=3|gas resist=0|gasdt=0|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=25|exdtmod=4|fire resist fo1=0|fdt=0|frmod=15|fdtmod=4}} Spiked mutant armor|dr=0|drmod=35}}<hr />'''Additional resistances ({{tooltip|DR/DT|Damage Resistance/Damage Threshold}}):'''{{derived stats|dt={{tooltip|4|Damage Threshold modified by apparel}}|er fot=0|edt=0|ermod=45|edtmod=4|gas resist=0|gasdt=0|electricity resist=0|eldt=0|explosion resist=0|exdt=0|exrmod=30|exdtmod=4|fire resist fo1=0|fdt=0|frmod=20|fdtmod=4}} |
Leather armor NPC variants[]
Metal armor NPC variants[]
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FO3[]
FNV[]
FO4[]
There is relatively little work needed for Fallout 4, many smaller tweaks and smoothing out of formatting, but far less complex than previous games.
- Many stats are no longer %ed, making it a necessity to use the {{derived stats FO4| template.
- All xx[SPECIAL]mod= become redundant post-FNV except on very rare occacsions where the stars align. Even then it is questionable.
- There is a very niche "need" for a negative xx[SPECIAL]max=, but is probably ultimately unnecessary; reverting to my original long-form solution is probably for the best.
Minimum derived stats for level 1-4 base-game raiders:
|derived ={{Derived stats FO4|hp=30|ap=50|dr=0 {{tooltip|(2+)|Modified by armor}}|er=0 {{tooltip|(0/1+)|Modified by armor}}|rad resist=0 {{tooltip|(0→2/15)|Modified by armor}}}}<!-- Minimum modified stats -->
- This excludes raiders with fixed outfits.
- Maximum modified Damage Resistance is largely unpredictable, but maybe I can work it out
Modifiers for the common radstag hide outfit, athletic outfit, undershirt & jeans, Flannel shirt and jeans combo:
lkmod=1}} ([[Undershirt & jeans (Fallout 4)|Undershirt and jeans]] only)
|dr=0 {{tooltip|(0/1/2)|Damage Resistance modified by apparel}}}}