Fallout 2 mod Change Weapon damage to real

Ah yea, now I get it why I have exchange my battle scarred buttocks meatbag tanks of around 5~6 liters (thats 1½ gallons for the imperial measurement crowd) every year for bigger ones, because I get more blood the older/more experienced I get... NOT! Is that what the NVA teached in the days?
Because I sure know the Bundeswehr doesn't ^^"

When i make here a sytem like human blood system for game then come many guys like you and crying why is that mod so difficult.

So i let i aside the game will be also difficult enough, dont worry.
 
Not crying at all, you mod how you like it. I actually like brutally hard games and surviving by the skin of my teeth. I would actually like to see some viability in gameplay, instead of pages of new threads, though. Those who can read will understand that I just remarked that your comparison missed the mark by miles ^^
 
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Not crying at all, you mod how you like it. I actually like brutally hard games and surviving by the skin of my teeth. I would actually like to see some viability in gameplay, instead of pages of new threads. Those who can read will understand that I just remarked that your comparison missed the mark by miles ^^

HP represent your life and without blood you cant live so blood means HP.

I know why many games dont have a really system because the game will be harder and you must make micromanagement and thinking what you are doing. But many game creators think that gamers dont have enough intelligence, so they make games easy.

In some rpgs you dont have hp potions they call them blood potions.
 
Since it seems my edit went under in the previous post I'll move it here:
Also I must remark that I personally don't get why everyone wants to use the old and clunky FO2 Engine for something like that? Kudos and Probs if you can, but why not an engine a bit more suited for that, f.e. Tactics (to stay on the basics) or even a more modern engine, or even make one yourself (okay, that's easier said then done) and make something completely new out of it?

HP represent your life and without blood you cant live so blood means HP.

I know why many games dont have a really system because the game will be harder and you must make micromanagement and thinking what you are doing. But many game creators think that gamers dont have enough intelligence, so they make games easy.

In some rpgs you dont have hp potions they call them blood potions.

As an abstract, yes, but then again you get more HP as you get more XP and level up, wich has no direct real life counterpart and get's more abstract from it for the sake of gamification.
The question that stands in the room is how viable from a gameplay perspective is a "real" damage system in the turn-based combat system of Fallout 1/2 without some deep engine changes.

Fallout Tactics, Jagged Alliance 2, Silent Storm and other similar games have a more suitable underlying ingrained structure in the engine that allow for that, because they are squad based, instead of focussed solely on a single player character. The named games are way easier to mod for a single player character RPG experience, than to overhaul the old Fallouts.
 
@Gizmojunk Ghandi vs The Hulk works for demonstrating HP because it's a melee engagement. The wya I see it, HP represents your ability to block or parry an incoming strike. The more you block and parry, the more fatigue accumulates. When your HP reaches 0, it's because you're simply too fatigued to defend and got hit in a vital spot.

However, guns apply too much force to be simply blocked or parried. Even if the bullet misses a vital organ, there's a lot of blunt force trauma involved that will cause a lot of internal damage. If you look at D&D systems along the era of 3rd edition (very similar to Fallout), they have massive damage rules that will instantly disable a target if you deal enough damage at once.

Speaking of D&D, their mechanic to simulate taking cover, like the officer in your example, is either a d100 miss chance or a straight-up bonus to AC.
 
If HP were related to blood, blunt trauma should not be deadly (or even have any effect). A shot to the heart or head that kills instantly way before you'd bleed out wouldn't be possible.
I think they use blood as a sorta meter of health in DayZ and PUBG? Along with more detailed damage statistics for all the body parts, of course.
 
Defense is normally passive in Fallout, but the mechanics do support a dedicated defensive action.

During a round, one might see the target parry, or dodge (duck & weave) against an attack; it's not player controlled. At the end of their turn the engine converts any unspent APs into concerted defensive action [potential]. Thereafter their armorclass is raised 2:1 from unspent APs, for the remainder of the round.

In the (very) early game it is viable to choose not to attack twice per round, or sometimes even not at all, in order to have the added AC against the remaining incoming attacks for that round.

*In Fallout 2, with the right stat, skills, perks, & worn armor, the AC can be temporarily raised
to around 60 for the remainder of each round.

A laserpistol now can kill a unarmored critter with one shot.
Sounds like there should be a variant of the junk armor that's been covered with mirror fragments, and also mirror polished (or chromed) Power Armor... that should both deflect or at least reduce incoming laser attacks. ;)
 
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Defense is normally passive in Fallout, but the mechanics do support a dedicated defensive action.

During a round, one might see the target parry, or dodge (duck & weave) against an attack; it's not player controlled. At the end of their turn the engine converts any unspent APs into concerted defensive action [potential]. Thereafter their armorclass is raised 2:1 from unspent APs, for the remainder of the round.

In the (very) early game it is viable to choose not to attack twice per round, or sometimes even not at all, in order to have the added AC against the remaining incoming attacks for that round.

*In Fallout 2, with the right stat, skills, perks, & worn armor, the AC can be temporarily raised
to around 60 for the remainder of each round.

Sounds like there should be a variant of the junk armor that's been covered with mirror fragments, and also mirror polished (or chromed) Power Armor... that should both deflect or at least reduce incoming laser attacks. ;)

The idea with junk armor with mirror fragments is very good. Yeah i like your idea with the power armor too, maybe as a prototype of a power armor, called Poseidon Power Armor,it will be like the tesla armor.

What you thinking to add more real world weapons in game? Because i have add some new locations.

I have a Idea to add a powerful energy weapon but i dont know where i can place this.?

The Weapon will call Redeemer and it will be a Railgun, the redeemer is powerful but ammo your find only in enclave outposts, yes i add one new and you must fight them.

@Hassknecht
Youre right in dayz you begin with a blood amount(number i think it was 1800 or so). When you get hit then you lose 200 by pistol shot i think, and you have bleeding effect so every minute 50 or 100 points.

When you have low blood(points) then it comes a black and white view and you hear and see things bad. By a really low blood you fall in and dying slow.

You can fill blood with blood packs, and have bandages to lose the bleeding effect.
 
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I've been trying out something in f2wedit while playing Et tu. I've applied the Weapon Scope Range to all long guns instead of just the unique hunting rifle.

I'm trying to replicate the concept that long guns are too unwieldy to use in close quarters so you have to use pistols or SMGs to maintain your ability to hit.
 
I've been trying out something in f2wedit while playing Et tu. I've applied the Weapon Scope Range to all long guns instead of just the unique hunting rifle.

I'm trying to replicate the concept that long guns are too unwieldy to use in close quarters so you have to use pistols or SMGs to maintain your ability to hit.


The problem is now that a guy with sniper can take out every guy, that have only a smg pistol or shotgun.

Sample player have a shotgun and a pistol ,there i a enemy far with sniper he takes the player out, before he can go near enough to fire.

Yes i added this too to sniper weapons they do more damage like real, and have their ammo fix so a sniper kill a unarmored guy with one shot, and can pierce every armor easy.
 
The problem is now that a guy with sniper can take out every guy, that have only a smg pistol or shotgun.

Sample player have a shotgun and a pistol ,there i a enemy far with sniper he takes the player out, before he can go near enough to fire.

Yes i added this too to sniper weapons they do more damage like real, and have their ammo fix so a sniper kill a unarmored guy with one shot, and can pierce every armor easy.

I'm not very familiar with Fallout 2 since I haven't played it in a long time. Fallout 1, however, has enough short range encounters (quests in cities and world map ambushes, for example) that keeping a short gun in a weapon slot will get you out of trouble.
 
I'm not very familiar with Fallout 2 since I haven't played it in a long time. Fallout 1, however, has enough short range encounters (quests in cities and world map ambushes, for example) that keeping a short gun in a weapon slot will get you out of trouble.

Yes for Fallout 1 is better a system like this, the game have not so many weapons like fallout 2 and encounters arent so dangerous.

I also like in fallout 1 that the merchants dont restock there weapons etc.

I think there was a mod for fallout 1 for real damage?
 
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