Fallout 2 mod Fallout 2: Weapons Redone v2.3

Whew, too much information for me to wrap my head around. What files would I need to replace for the whole Mauser/.223 business?
 
You mean to install it? In Folder 6, there are some files that have names beginning with zeros and ending in real numbers. The ones controlling the Mauser/.223 are 00000121, 00000122, 00000241 and 00000360. Put those in your Fallout2/data/proto/items folder. You could just move all of the files in Folder 6 to that directory, but if the Mauser/.223 is all you want, then you only need to move the files I listed above.
 
That's exactly what I meant. But... wait, if you switched the .223 FMJ and 9mm ball protos around, wouldn't that mean the .223 ammo would become much rarer and the 9mm balls much more common, or am I just being daft?
 
Magnus, you mentioned swapping certain unique items for molotov cocktails and such. I like most of your changes, but that's the one that doesn't sit well with me as I rather enjoy the unique random items in Fallout, despite the fact they have no actual use.

So is it possible to keep all the changes you made except for the ones I described above?
 
I seem to have introduced a few modding chargons that few people other than me would understand:

Swapping is the act of exchanging names and item IDs for two protos, like I've done with the Sawnoff Shotgun and the HK CAWS. This is usually a clean way to do things, but it may sometimes cause anomalies like the .223 Pistol being loaded with 9mmBall.

Morphing is the act of letting one proto have exact same stats as another, only different names and ID, effectively removing one of the items from the game and creating more of the other. One of these protos is "real" and one of them is "morphed", i.e. the item that morphed into another. This is a dirty way to do things, because real items will not stack with morphed ones even though they are completely identical, because they have different IDs.

In F2WR v1.3b, 9mmBall has morphed into .223FMJ, meaning you will find .223FMJ where you used to find 9mmBall, but still .223FMJ where you used to find .223FMJ, though these two types of .223FMJ will not stack with each other. Since this takes 9mmBall out of the game, I have morphed 9mm into 9mmball, meaning that the 9mmBall you will find in the game actually is 9mm ammo. I've also modded the Mauser to be loaded with 9mm ammo by default, so you won't notice the difference. This removes the useless 9mm ammo from the game, makes 9mmBall useful and buyable and makes the unique .223 Pistol turn up in a crate full of appropriate ammo.

I've morphed Gold Nuggets into Molotov Cocktails, but since the morphed molotovs will not stack with real ones I will change that back for v1.4. No other items have been Molotoved.
 
Yes, the gold nuggets thing is what I was "concerned" about. I can swear I also remember you suggesting you might morph boxed noodles into something else. I know these items are useless, but they add flavor to the game and there's just something that feels wrong about taking anything away from the game.

Anyway, thanks for all the great work you've done, and I love the speed at which you work on and maintain this.
 
Hi all.

I strongly object against making Mauser common and "fast-shot" weapon. Mauser is a heavy and large gun. It has antique design and presents in game as a toy, rare and funny item. Making it regular weapon just impoverishes the game. It is probably not bad idea to make it powerful, but making it common weapon... No, it has too exotic look and feel.

Thanks,
sorry for bad english.
 
It might have antique design, but so does the Tommy gun, Desert Eagle and .44 Magnum (from the point of view of 2077, when the war started in the Fallout setting). It fits with New Reno as the mobsters there use copies of old weapon designs, as you can see in the Tommy gun description; "for some reason this has been made to look like an antique gun" or whatever it says.

It might be heavy and large, but compared to the Magnums or the massive 14mm or .223 Pistols it's lighter. As such it makes sense to put it in the same "4AP fast shot" class as the 10mm Pistol.
 
But Tommy and DE was in wide use in the USA during 30ties. As far as I know Mauser was widely used in Europe, USSR, probably Latin America, but not in the USA (am I wrong?). For me, because of this, Mouser breaks the atmosphere of the game a little bit.
 
Eh? I'm pretty certain the Desert Eagle was a more modern gun than that. Never seen any of them mentioned in 1930s-setting movies/fiction/history articles etc.
 
Minigun Jim said:
Eh? I'm pretty certain the Desert Eagle was a more modern gun than that. Never seen any of them mentioned in 1930s-setting movies/fiction/history articles etc.
Yes, I was mistaken about DE, actually it was developed in 1983.
:oops:
 
kitovyj said:
Minigun Jim said:
Eh? I'm pretty certain the Desert Eagle was a more modern gun than that. Never seen any of them mentioned in 1930s-setting movies/fiction/history articles etc.
Yes, I was mistaken about DE, actually it was developed in 1983.
:oops:
Quite. A lot of deadly, efficient Mausers were sold commercially worldwide in the early 1900s, Winston Churchill is said to have sworn by them. That means a bunch of them were probably being used in the US in the 1930s, and so they fit in quite OK with the Tommy Guns.

A problem with real 9mmBall is that it penetrates, but does not stop, which means it leaves a small hole right through your body and makes shot location more important than with a Magnum loaded with JHP, which leaves a crater the size of a lemon somewhere inside your body, so you practically don't have to aim at all. This penetration effect is not quite what the current F2WR 9mmBall does, so perhaps I should change it. Then again, Gauss weapons fire 2mm sized bullets that penetrate everything but probably do not carry a lot of stopping power, and they still have a huge damage mod, so I guess the current 9mmBall is OK.
 
Magnus said:
...meaning you will find .223FMJ where you used to find 9mmBall. Since this takes 9mmBall out of the game, I have morphed 9mm into 9mmball, meaning that the 9mmBall you will find in the game actually is 9mm ammo.

Magnus, does this mean what I can never find 9mm ammo in the game? It's sad... Useless items is also a part of the game atmosphere...
 
kitovyj said:
Magnus said:
...meaning you will find .223FMJ where you used to find 9mmBall. Since this takes 9mmBall out of the game, I have morphed 9mm into 9mmball, meaning that the 9mmBall you will find in the game actually is 9mm ammo.

Magnus, does this mean what I can never find 9mm ammo in the game? It's sad... Useless items is also a part of the game atmosphere...

*sigh* I know, but unlike Dry Noodles and Gold Nuggets the 9mm ammo had the description "Ammunition. 9mm." and a pretty boring picture, so the atmospheric detraction should be minimal. The 9mm disappearance is a tradeoff I had to make in order to make the mod compatible with other mods and to get the Mauser/.223 exchange to work. If you really are that crazy about 9mm ammo, send me a PM with your e-mail and I will send you some tailored protos that you can install. Or you can install everything in F2WR except Folder 0 and Folder 6, to avoid any Pistol/9mm changes altogether.
 
Bulletmachine said:
Magnus you rock! I'm playing with version 1.3b now and I'm loving every second of it!

Thank you very much! I'm quite satisfied with it myself. If you haven't, you should try creating a character where you tag Throwing, put ST, EN and AG high and rely on melee/throwing weapons. Once the Throwing Knives won't cut it, you probably have enough Sharpened Spears to start tossing those, and later on you can keep for example a Ripper as your main weapon and some Molotovs or Grenades as your emergency sidearm.


Here are some of the current changes planned for v1.4:

Gold Nuggets are no longer morphed into Molotovs.

Included big bad booming FO1 sounds for the .223 Pistol and the 14mm Pistol, for those who are not using Killap's RP. See Folder 9 in the full list of changes for information on how to install these.

Fixed a 9mmBall typo in F2WRAmmoArmorValues.xls and spruced up the readme a bit.

Solar Scorcher does Fire damage in both Energy folders, as it does too little Laser damage with the default armor Laser resistances and too much with the ones from F2WR. Go to the Den and roast an Orphan, everyone!

Reduced damage from the HK P90c. The current ammo changes in F2WR actually make it do *less* damage than in default FO2, but even so it still does hundreds of damage to a Metal Armored critter, almost outpowering the Minigun. I believe the P90c was designed to use 9mm ammo, which has some serious damage reduction, but was later changed to 10mm without balancing the damage correctly. Don't worry, it will still be a conciderable big brother to the 10mmSMG.
 
Hi i dont know what i have done wrong but when i shoot with the 10mm gun or burst with the 10mm submachinegun i ALWAYS does 0 damage.

I have tried to shoot a couple of different enemies, including citizens without armour and i cant even hurt them.
 
elite_dannux said:
Hi i dont know what i have done wrong but when i shoot with the 10mm gun or burst with the 10mm submachinegun i ALWAYS does 0 damage.

I have tried to shoot a couple of different enemies, including citizens without armour and i cant even hurt them.

You have probably chosen the Finesse trait, that's what's wrong. Or you have a serious bug in the game. See if you have the Finesse trait, and if not, let me know. By the way, what setting is your Combat Difficulty at?
 
kitovyj said:
But Tommy and DE was in wide use in the USA during 30ties. As far as I know Mauser was widely used in Europe, USSR, probably Latin America, but not in the USA (am I wrong?). For me, because of this, Mouser breaks the atmosphere of the game a little bit.
In real life, there is a pretty big gun museum in Reno, not to mention there are certain people in the Western USA as well as the Southeastern USA that have made gun collecting their hobby. Not just modern American guns - guns from everytime and everywhere. I suppose that in the fictional retro-future US before the war they still had lots of guns. So it shouldn't break the atmosphere for the game as long as they are rare. If anything there should be more futuristic guns lying around that are broken beyond repair.
 
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