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M82A1 Barrett mod for Fallout2 RP 2.1.2b

 
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ziemeck
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PostPosted: Mon Apr 09, 2012 14:41    Post subject: M82A1 Barrett mod for Fallout2 RP 2.1.2b Reply with quote

I made this mod as a result of disgust in "Bozar" concept - "sniper" light machine gun. The barret might be a bit overpowered, but it is meant for later stages of game (i.e. enclave patrol engagements) - and as single-shot replacement for bozar. In addition it is an experiment with scarce ammo (bozar should not be .223 if .223 is that popular; neither should it be 14mm - pistol ammo makes no sense for sniper rifle, best choice for Bozar as machinegun would be rare 7.62mm, for Bozar as anti-material sniper rifle - .50 BMG added in several custom places).

Quick fixes 2012.04.09:
- resampled sounds to reduce slow-pace sound effects (reloading, empty magazine click, shoots), current version: 0.01, links updated

This mod can work properly "out of the box" only with Killap's 2.1.2b Restoration Project, provided you did not add any items on top of RP 2.1.2b! This is due to necessity of registering items' protos. I provide installation guidelines for other fallout versions (but note - I modded maps from Killaps RP - so these I provide might be totally unfit for you).

INSTALLATION
If you're using KILLAP'S mod 2.1.2b - just go to (NOTE: my hosting provider, byethost, messes page requests, so please paste in address line of your browser if you have problems accessing links) http://zcnet.22web.org/fo2/index.html and download barrettM82A1.zip , extract folder 'data' into your Fallout installation folder (overwrites some original data folder files).

NOTE: If you wish to test the Barret right at start of the game you must backup original ARCAVES files and rename modified files:
data\Maps\_ARCAVES.cfg into data\Maps\ARCAVES.cfg
data\Maps\_ARCAVES.MAP into data\Maps\ARCAVES.MAP
Then start a new game, enter temple, take second turning to the right and search carefully left wall in niche ...


Sections:
1. Manual installation in other versions of Fallout - notes.
2. Technicalities - weapon and ammo characteristics.
3. Spoilers (see .zip archive).

___________________________________________________________
1.
Manual
You'd better have some experience in modding fallout.

FRMs:
In case you're willing to install individually in some other version of game - copy frm files, update data\Text\English\PROTO.MSG (add ammo caliber type .50 BMG) and data\Text\English\PROTO_ITEM.msg (items' descriptions are there) accordingly (NOTE1 - you must correct data\Proto\Items\0000058[1,2,3].pro accordingly - and "register" new filenames in data\Proto\Items\items.lst; NOTE2: data\Text\English\PROTO_ITEM.msg ID must match respective *.pro filename!!).
Copy .frm files from \data\Art\inven and \data\Art\items, append filenames to \data\Art\items\ITEMS.LST and \data\Art\inven\inven.lst.


Sounds:
Copy files from data\sound\SFX to your folder, download http://a234238.chat.ru/regsnd.rar, extract regsnd to your data\sound\SFX and execute (preferably from command prompt).

Maps:
Just copy files from data\Maps into your (FALLOUT2_instalDirectory)\data\Maps

___________________________________________________________
2.
Ammo characteristics:
FRM image: rfs2.gif in http://zcnet.22web.org/fo2/

Size: 2
Weight: 2
Cost: 1500
Dmg mod: 1/1
DR mod: 20
AC mod: -40
Ammo in mag: 10
Caliber type: .50 BMG

Barret M82A1 characteristics:
FRM image: barrett_82a1_5.gif in http://zcnet.22web.org/fo2/

On the ground image: brtGnd.gif in http://zcnet.22web.org/fo2/

Size: 6
Weight: 35
Cost: 90.000
Dmg: 80-150
Attack: only single
Range: 50
Action Points: 6
Min ST: 6
Perk: Scoped range
Magazine: 5 rds
Caliber type: .50 BMG
Other: 2 hand, big gun, hold frame: 13 animation "P"
Sound id char: 91 (custom made)

Barret M82A1 (malfunctioning) characteristics:
As Barret M82A1, except range 0 (unusable).

_______________________________________________

All remarks and suggestions are welcome.


Last edited by ziemeck on Mon May 14, 2012 9:39; edited 1 time in total
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oxidize
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PostPosted: Sat Apr 21, 2012 3:00    Post subject: Reply with quote

where can you buy this ammo? and what does this perk do?
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.Pixote.
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PostPosted: Sat Apr 21, 2012 3:24    Post subject: Re: M82A1 Barrett mod for Fallout2 RP 2.1.2b Reply with quote

ziemeck wrote:
NOTE: If you wish to test the Barret right at start of the game you must backup original ARCAVES files and rename modified files:
data\Maps\_ARCAVES.cfg into data\Maps\ARCAVES.cfg
data\Maps\_ARCAVES.MAP into data\Maps\ARCAVES.MAP
Then start a new game, enter temple, take second turning to the right and search carefully left wall in niche ...


This might crash the game, or at least make the player character disappear, because the tribal critter doesn't have the animations for a large gun. Just saying. You will need to be wearing the blue vault suit, or any armor to use this. Testing with the mapper at the same cave map will be OK though...Wink
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ziemeck
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PostPosted: Sat Apr 21, 2012 9:12    Post subject: Re: M82A1 Barrett mod for Fallout2 RP 2.1.2b Reply with quote

.Pixote. wrote:
ziemeck wrote:
NOTE: If you wish to test the Barret right at start of the game you must backup original ARCAVES files and rename modified files:
data\Maps\_ARCAVES.cfg into data\Maps\ARCAVES.cfg
data\Maps\_ARCAVES.MAP into data\Maps\ARCAVES.MAP
Then start a new game, enter temple, take second turning to the right and search carefully left wall in niche ...


This might crash the game, or at least make the player character disappear, because the tribal critter doesn't have the animations for a large gun. Just saying. You will need to be wearing the blue vault suit, or any armor to use this. Testing with the mapper at the same cave map will be OK though...Wink

I did not forget to put APA Mk II in the locker, being well aware of the tribals sprite lack for big guns.
oxidize wrote:
where can you buy this ammo? and what does this perk do?

Well, ammo is planted in several places. Limited amount per game, none in shops or no ammo restocking. That should be with the case with every weapon.
Regarding the perk - it applies same modificators as in case of scoped hunting rifle (better chance to hit at long range - and maybe some bonus to critical chance, not shure though - somebody correct me).
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oxidize
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PostPosted: Sun Apr 22, 2012 9:42    Post subject: Reply with quote

Why does the sniper rifle have perk weapon long range? Shouldn't it have weapon scope range?
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ziemeck
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PostPosted: Sun Apr 22, 2012 9:57    Post subject: Reply with quote

oxidize wrote:
Why does the sniper rifle have perk weapon long range? Shouldn't it have weapon scope range?

Sure it should. But programmers of Fallout wanted it to have no short-range penalty I guess. The whole weaponry in Fallout is badly messed up. I'd rather see it totally redone into historical weapons. Needler?!? Gauss?!? Plasma?!? Alien blaster?!? Pulse rifle/pistol?!? Bad ideas. On top of that - there should be no rocket launcher in game - it's an instant-death weapon. Imagine a person gets hit by anti-tank RPG-7 rocket.
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oxidize
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PostPosted: Sun Apr 22, 2012 10:12    Post subject: Reply with quote

I agree, rockets are just totally unrealistic... I personally like futuristic weapons. Though some of them are under powered,like lasers.
I mean leather jacket can't give you 20% DR from lasers... it's crazy.
5% maximum
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.Pixote.
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PostPosted: Sun Apr 22, 2012 11:08    Post subject: Reply with quote

ziemeck wrote:
The whole weaponry in Fallout is badly messed up. I'd rather see it totally redone into historical weapons. Needler?!? Gauss?!? Plasma?!? Alien blaster?!? Pulse rifle/pistol?!? Bad ideas.


It's a fantasy game, not modern warfare.
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ziemeck
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PostPosted: Sun Apr 22, 2012 11:21    Post subject: Reply with quote

.Pixote. wrote:
ziemeck wrote:
The whole weaponry in Fallout is badly messed up. I'd rather see it totally redone into historical weapons. Needler?!? Gauss?!? Plasma?!? Alien blaster?!? Pulse rifle/pistol?!? Bad ideas.


It's a fantasy game, not modern warfare.

Post-apocalptic SF rather.
Besides - the "new tech" takes post-apocalyptic, pre-war tech scavenging flavour off the game. Imagine - there was war, the industry got shattered. Even if there are some military vaults/shelters - they're mostly based on stocks, not on production. Survivors fight for very rare equipment, rather than produce cartridges, cells and new weaponry (or if they do - these are very poor quality compared to pre-war stuff).
Enclave or Navarro could be there - even with their APAs and laser pistols/laser rifles, but that'd be enough.
Oh, and I forgot - GATLING LASER. What a stupid idea. Good thing is that it is junk anyway.

I am impressed by the idea of Vintage Firearms http://survivor-mods.at.cr/ - that's the way to go (except for stupid idea of making "Carbines, which are like beefed up pistols requiring two hands" - carabine is carabine, not a beefed-up pistol). There are 4 types of cartridges -
- Heavy machine-gun cartridge, e.g. .50 BMG (12.7×99mm NATO),
- High power rifle cartridges, e.g. .300 Winchester Magnum, 7.62x51mm NATO (.308 Winchester),
- Intermediate cartridges: 7.62x39mm (AK-47 "Kalashnikov"), .223 (5.56×45 mm NATO, M-16)
- Pistol cartridges (eg 9x19mm Parabellum)

The Fallout world should not be much different from our world with respect to pre-war weaponry and ammo. Sure there might be something new, but I doubt it is necessary at all. Except for alien blaster maybe, that was meant as a joke (and should not be reloadable at all).


Last edited by ziemeck on Sun Apr 22, 2012 20:11; edited 6 times in total
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valcik
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PostPosted: Sun Apr 22, 2012 11:26    Post subject: Reply with quote

ziemeck wrote:
Imagine - there was war, the industry got shattered.

Yes, but it was in 2077. I can't imagine any military industry producing Desert Eagles in 2077.
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NovaRain
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PostPosted: Sun Apr 22, 2012 11:32    Post subject: Reply with quote

ziemeck wrote:
Post-apocalptic SF rather.
Besides - the "new tech" takes post-apocalyptic, pre-war tech scavenging flavour off the game. Imagine - there was war, the industry got shattered. Even if there are some military vaults/shelters - they're mostly based on stocks, not on production. Survivors fight for very rare equipment, rather than produce cartridges, cells and new weaponry (or if they do - these are very poor quality compared to pre-war stuff).

I guess you missed that Gun Runners have been manufacturing fine quality weapons and ammo since 2131.
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ziemeck
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PostPosted: Sun Apr 22, 2012 11:38    Post subject: Reply with quote

NovaRain wrote:
I guess you missed that Gun Runners have been manufacturing fine quality weapons and ammo since 2131.

Ammo scarcity is a good thing. GR are F1 away from F2 world, but that does not matter what fallout bible says if playability suggests otherwise.
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.Pixote.
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PostPosted: Sun Apr 22, 2012 11:58    Post subject: Reply with quote

ziemeck wrote:
.Pixote. wrote:
It's a fantasy game, not modern warfare.

Post-apocalptic SF rather.


I was referring to the true meaning of fan·ta·sy - The faculty or activity of imagining things that are impossible or improbable - and not those tolkienesque elves in tight underwear. Mr. Green
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oxidize
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PostPosted: Sun May 27, 2012 1:03    Post subject: Reply with quote

What about critters that are using bozar in the game? Are there any?
The old bozar should be removed from the game when using this mod. How do I do that? Unless none of the critters is using the bozar in the game...
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.Pixote.
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PostPosted: Sun May 27, 2012 3:33    Post subject: Reply with quote

Anyone that has the big-gun animation can use the Bozar. That's a lot of critters.
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oxidize
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PostPosted: Sun May 27, 2012 5:59    Post subject: Reply with quote

so there is only limited amount of ammo for this new weapon? how much? 200 bullets? 500?
is there any way I can add these bullets somewhere? like with the savegame editor? I tried but couldn't find this ammo in the savegame editor I am using. it really sucks that it's so limited...
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ziemeck
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PostPosted: Sat Jun 23, 2012 22:13    Post subject: Reply with quote

oxidize wrote:
so there is only limited amount of ammo for this new weapon? how much? 200 bullets? 500?
is there any way I can add these bullets somewhere? like with the savegame editor? I tried but couldn't find this ammo in the savegame editor I am using. it really sucks that it's so limited...
Please excuse me delay in replying, but I did not visit the site recently. Well, there's total 200 rounds, more than enough to take out Enclave and Navarro. I am not familiar with fo2 scripting so I cannot add the type of ammo to any of shops. In case you need more ammo you could use equipment editor.
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