Fallout 1 Weapons and Drugs

dudejo001

It Wandered In From the Wastes
I liked Magnus' Weapons Redone mod and after finding the f2wedit item editor, i decided to make something of my own.

however, as the topic title says, this is for the original game. for some reason, i just like the 1st game more. go figure...

and while my changes have somewhat obvious inspirations from Magnus' mod, i tried to remain more, er, conservative in the changes. that is, the damage values are largely the same. however, the weapons DO have noticeable differences.

on the flip side, drugs were heavily changed. instead of increasing the primary stats, they'll directly boost your AC, HP, damage, defense...only Mentats isn't much different. oh, and you get poisoned when you eat them. Super Stims are the same except they give poison like all the drugs instead of fixed damage.

Food actually does something now. it'll heal and and radiate you. yeah, it's a lot like Fruit but at least you might actually bother to buy from Iguana Bob, now :P

Nuka Cola heals and poisons you. isn't that 100+ year old cola?


for those who are interested, you can download the mod here :

http://www.filefront.com/15890253/F1weaponsdrugs.zip
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EDIT march 21 :

new version! again!

The Laser Pistol fires slower but is more accurate over range.

the Alien Blaster is a bit stronger because i felt pity for its short range.

near-general damage increase for most of the Small Guns. and some tweaks.
 
That's a great job. Especially because it's mod for Fallout 1 - we have nearly no mods for Fallout 1.

But isn't adding poison to a lot of the drugs make the player to take antidote potions after drugs? And antidote potions are easy to get hold of. I adice you change the way the antidotes work.

Also, you can work on the balance. The original game is imbalanced when it comes to weapons.

Oh, and one more thing. Make sure it's compatible with the latest unofficial patches. That's what all mods should do anyway.
 
work on the balance...i'm going to need some examples, here.

i added poison to drugs because, outside of Radscorpions, you never have to deal with poison at all.

i also thought the way you get damaged from poison has a more natural feel to it. originally, i only wanted to add poison to superstims but i ended up doing it for all the drugs.

as for the unnoficial patches, do they change the internal item order or something? because all my mod does is modify the items themselves, along with a pro_items.msg file.
 
dudejo001 said:
as for the unnoficial patches, do they change the internal item order or something?
I have absolutely no idea.

I'm not saying your poison idea is bad, it's actually good. But it ends up the player taking antidotes after drugs, and this is no that good. But you will solve this if you remake or remove the antidotes. They are pretty useless anyway.
 
i won't remove them that would be kind of extreme (not to mention kind of unrealistic). however, i guess i could nerf them...

it wouldn't be so bad since even after the stores run out, you can hunt for radscorpions and bring the tails to Razlo to get more.

but hey, even if antidotes can easily counter-act the drug-induced poison, you have to admit you're actually USING them now :)
 
by the way, for those who already downloaded it, don't be shy :P

tell me what you think about it.
 
new heads up! i uploaded another update.

most of the small guns got a small damage increase and the Laser Pistol was made into a mid-range weapon.
 
i wonder if i should make the Red Ryder LE use Magnum ammo.

there are plenty of Magnum level-action rifles.

plus, it really would be a true classic if Red Ryder submitted a contract to, say Winchester for making a Magnum rifle with the looks of their best-selling toy.

so far, i got a prototype that uses the original hunting rifle with the Combat Shotgun's damage and the Desert Eagle's firing sound. it's pretty nice.

at least this gives the Magnum ammo an actual use since the Desert Eagle becomes useless almost as soon as you find the Vault 15 Hunting Rifle.

edit : i also wonder if i shouldn't trade the .223 pistol's damage for a better ROF. i figure it's possible considering it's not a large caliber handgun like the DEagle and 14mm epic hand cannon.
 
like i said before, don't be shy.

even if it's to say my mod is an epic failure. :P

i probably won't like it but hey, it'd be something. XD
 
dudejo001 said:
i wonder if i should make the Red Ryder LE use Magnum ammo.
:shock:
Though I respect what you doing, you need to be aware that messing around with the ballistics will alter the feel of combat completely. It might be good, it might not be. Black Isle spent a long time fine tuning its systems, and it’s a very contentious thing to mess around with people’s guns. The Red Ryder is a BB gun, that what makes its killing power such a joke, therefore no Magnum ammo please.
 
well, if you have any suggestions on what i COULD do, feel free to toss me some ideas.

edit :

i'll agree that changing the BB gun is touching a sacred cow but imo, the game needs magnum ammo to actually matter. as it is, magnum ammo and weapons are only good as money.

and for what it's worth, the regular BB gun hasn't really changed.
 
A weapon balance overhaul mod for Fallout 1... awesome!

But... reading the readme... 10mm revolver instead of 10mm pistol, with just 6 bullets? Surely the 10mm pistol is the biggest "holy cow" of Fallout.

The gun design does look odd, like combination of a revolver and an automatic pistol with a magazine... I'd have just left the 10mm pistol as it was, except with the 4AP cost.

As an energy weapons fan, it is cool that you have made the laser pistol quite a formidable weapon... except that it seems weird that it does about the same damage as a plasma pistol. (In fact it has a higher minimum damage than the plasma pistol!)

I quite liked the energy weapons in Magnus's Weapons Redone mod... he made both the laser pistol and plasma pistol have a 4AP cost, increased the laser damage from 10-20 to 15-25, and increased the plasma pistol from 15-35 to 20-35.

Then again, it was easier to find a laser pistol in Fallout 2 than a plasma pistol. I can't quite remember where the first places to find laser and plasma pistols are in Fallout 1. If you find them both about the same time, I guess that making the plasma pistol better than the laser pistol in every way would be a bit pointless. So maybe you have done the right thing.

But yeah... I think the advantage of pistol weapons is that they should have a lower AP cost than rifles so they can be fired more per turn. While rifles should be more powerful but you don't get so many shots each turn. A laser pistol having a higher AP cost than a plasma pistol doesn't make much sense to me... laser pistols have no recoil so should be easy to shoot.
 
thanks for the reply, evil twin.

basically, the 10mm pistol's name simply looked "wrong" to me. i fixed it.
on the other hand, i did try to stay within the original gun's spirit. you get a short description about how the gun works and the gun's model number refers to the comic it came from.

iirc, the Plasma Pistol is easy to find. ammo is another story as it is kind of rare. and while the pistol is easy to find, there aren't many in the game.

and while i would agree that pistols should require less AP to use, i find that it's not so simple. the Desert Eagle, in real life, is known to have quite a kick even when fired properly. by extension, the 14mm pistol should work the same way.

in the meantime, they are like all-around weapons. shotguns have damage, rifles have range, the heavy pistols are in-between.

as for the laser pistol, i compensated its slower rate of fire with increased accuracy. i just thought that, as it was, it was too similar to the Plasma Pistol.
 
2dudejo001
Sorry for being unentusiastic but IMHO any weapon balance mods for Fallout 1 are pointless unless damage formula in the game engine is fixed. And its not. So some important things like proper AP ammo behavior is currently unreachable. Tinkering DR/DMG mods doesn't have effect at all. And other values allow just as much as slightly masquerade the problem but not fix it.
 
what i was aiming at wasn't making the weapons stronger so much as re-arranging the hierarchy.

for example, i nerfed the accuracy for the rifles and shotguns except for the Sniper Rifle.

shotguns had a 20% bonus which, with their short maximum range, made aiming the weapon too easy. now you have to spend some more points into it to get the same thing, which could mean an extra level or two.

also, the Sniper Rifle has an actual advantage in long range accuracy. the regular rifles still have a bonus but not as big. you need very high skill to hit with rifles at their maximum range.

things like that here and there. it's not just damage tweaks.
 
Well done! I actually made something similar for Fallout 2, but don't think I ever released it. Did you also make Drymeat a food? I never managed that.

I advise you split the mod files into two folders, one for drugs and one for weapons, so that people who make their own weapon mods can still use your mod.

Regarding laser weapons, the problem isn't really that they're too weak, but that the armors' resistance levels are way too high. If you want to change the armors, you also have to change the critter protos. This is a lot of work to do manually, I can make you some tools that simplify the job if you are interested.
 
i use F2wedit for my item editing.

it doesn't want to work with Fallout 1 directly but since everything is backwards compatible, i fake it by editing Fallout 2's .PRO files. then i copy them in Fallout 1's data folders.

works like a charm.

that's how i changed the food items. there were free entries and i added HP recovery stats to the meat.

i know high-end armor has laser resistance out the ass but imo, it's easier to simply buff the weapons than nerf every single critter.

besides, critters with weak armor are weak *overall* to begin with so even if lasers were to keep their original damage, they'd die just as fast.

for critter files themselves, i've been tinkering with the F.U.C.K editor. again, it was meant to work with Fallout 2 and i had to replace some files with Fallout 1's so i could read the proper critters.

i even had to add blank data to the critter files because it only reads .pro files of a specific size.

and still, the critter references are mostly vague so i don't even know WHICH critters i'm changing most of the time (except the obvious ones like Ian)

fun

with that, thanks a lot for your feedback.

edit : i've been thinking of making the .223 rifle into a 4 AP gun with damage comparable to a hunting rifle. do you think the faster firing rate would compensate for the weakened damage?
 
Ive been thinking about changing wepons so that all weapons that use a given ammo will have the same damage, but while that may be more realistic to a degree, it would also change the feel of fallout........so I dunno. It would be a new experience, though
 
Severite said:
Ive been thinking about changing wepons so that all weapons that use a given ammo will have the same damage, but while that may be more realistic to a degree, it would also change the feel of fallout........so I dunno. It would be a new experience, though

guns don't work that way...
 
Severite said:
Ive been thinking about changing wepons so that all weapons that use a given ammo will have the same damage, but while that may be more realistic to a degree, it would also change the feel of fallout........so I dunno. It would be a new experience, though

guns don't work that way...
 
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