Fallout 2 mod Fallout 2: Weapons Redone v2.3

elite_dannux said:
Finesse and Hard.

That makes a rather bad combo, right? :oops:

Indeed it does. That's why you're doing no damage, and you would have done very little damage in unmodded FO2 as well, in fact no damage at all to Leather Armor. I'd suggest using FMJ in the Magnum or getting a Hunting Rifle. Hope that helps, but Finesse is what I would call a bad trait.

Everyone! I have released a side project called Fallout 2: Worldmap with Buildings. It's exactly what it sounds like. There's a thread for it right here in the modding forum, go check it out and tell me what you think.
 
Thanks for this mod Magnus. The game is much better and and more enjoyable for me with this mod installed. ( I'm playig again with Fallout
2 after several years of pause, first time with mods)
 
Magnus said:
Finesse is what I would call a bad trait

I have to disagree, while it does give you a penalty on damage it increases the chance to do a critical hit. I pick this one most if the time since I like to do target shooting getting even an higher crittical hit with instant death from time to time.
 
Well, with this mod you need to even more careful to pick the right gun for Finesse. Unless you're doing aimed shots it is a bad one to pick, but so long as your damage or bonuses (i.e. crippling) from crits is better than 30% damage, it's worth it. Finesse, One Hander and the .223 Pistol or 14mm is a good combination.
 
v1.4 is out. It contains some meddling with the Gold Nuggets in order to make them compatible with the RP, anyone who has installed F2WR v1.3b over the RP v1.2 should immediately download v1.4 and install it. I've also included an option to install the .223 pistol/14mm pistol sounds from FO1.

Changes in v1.4:

Gold Nuggets are no longer morphed into Molotovs.

Brass Knuckles and Spiked Knuckles are no longer swapped.

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.

Throwing Knives cost 4AP again, and do 7-11 damage. They still have a 20% bonus to hit.
 
Why swap the knuckles back? It seemed reasonable before that you found brass knuckles before coming upon spiked ones.
 
Magnus said:
. . . anyone who has installed F2WR v1.3b over the RP v1.2 should immediately download v1.4 and install it. I've also included an option to install the .223 pistol/14mm pistol sounds from FO1.

I just installed RPv1.2 yesterday and there was no option in the installer to select F2WR. The pistol sounds option was there, however, but I didn't select it.

- So F2WR wasn't actually included in RPv1.2 and needs to be installed separately?

Also, what exactly is compatible/incompatible included/not included between your F2WR and Glovz ammo mods? Sorry I am not smart about this stuff. :?
 
encinodude said:
Why swap the knuckles back? It seemed reasonable before that you found brass knuckles before coming upon spiked ones.
Yeah. It's like running into the Combat Knife way before the Knife.
Without them swapped, you don't get brass knuckles til VC? NR? and you can get spiked by pickpocketing the Duntons or in various locations/encounters.

@morticia.
F2WR isn't with the RP, but the BOOM! sounds for those guns are.
 
Minigun Jim said:
encinodude said:
Why swap the knuckles back? It seemed reasonable before that you found brass knuckles before coming upon spiked ones.
Yeah. It's like running into the Combat Knife way before the Knife.
Without them swapped, you don't get brass knuckles til VC? NR? and you can get spiked by pickpocketing the Duntons or in various locations/encounters.

@morticia.
F2WR isn't with the RP, but the BOOM! sounds for those guns are.

You can buy Brass Knuckles off the Duntons. Some players go and help Torr first, some go and buy stuff at various merchants, et cetera. I figured the change wouldn't matter much, either way. I'll change it back if you really want to.

Glovz' AP ammo mod that is bundled with the RP does exactly one thing: give AP ammo a damage bonus of 4 versus Metal Armor and stronger. Mine does a bit more to put AP ammo back in the game, and also a whole lot of other changes that restore useless weapons. Glovz' is currently working on a weapons mod like mine, but with different settings and stuff. It looks okay, but also really complicated. I'd choose mine :wink:
 
Magnus said:
You can buy Brass Knuckles off the Duntons. Some players go and help Torr first, some go and buy stuff at various merchants, et cetera. I figured the change wouldn't matter much, either way. I'll change it back if you really want to.

I always seems to encounter them at the same time (through the Duntons), so it's not that big of an issue to me. Also, if you don't swap them, then at least every NPC the original developers wanted to give a spiked knuckle to will have a spiked knuckle and so on...

Also, did you decide not to lower weapon prices any further? Or did you simply want to rush out this release to clear up the gold nugget issue?
 
Since I'm suddenly unable to save my game (I get a heart-wrenching error message whenever I attempt to save), I've got to ask if not updating v1.3b to v1.4 for F2RP could possibly cause a problem like this. It's a good thing I'm still at the Temple of Trials.
 
encinodude said:
Since I'm suddenly unable to save my game (I get a heart-wrenching error message whenever I attempt to save), I've got to ask if not updating v1.3b to v1.4 for F2RP could possibly cause a problem like this. It's a good thing I'm still at the Temple of Trials.

No, that sounds weird. F2WR should not cause any problems like that. Have you tried starting a brand new game and saving with that? If that doesn't help, you could try downloading v1.4, installing that and see if that helps. If nothing helps, try reinstalling everything.

Dravean, this release was rushed a bit because of a compatibility issue with the RP v1.2. It is advisable to download v1.4 and install that one, which can safely be done on top of the RP. I will reduce some more prices in v1.5, which will mainly be a price reduce version. As for the spiked knuckles, that's exactly what I too was worried about, I noticed that no enemies used Spiked Knuckles when they were swapped, so I changed them back.
 
Magnus said:
Glovz' is currently working on a weapons mod like mine, but with different settings and stuff. It looks okay, but also really complicated. I'd choose mine :wink:

I have this strange feeling that you might be biased but i can't think why
 
SSgt Curious said:
Magnus said:
Glovz' is currently working on a weapons mod like mine, but with different settings and stuff. It looks okay, but also really complicated. I'd choose mine :wink:

I have this strange feeling that you might be biased but i can't think why

I'm not trying to downrate his mod or anything, I'm just speaking my opinion; I'd choose my mod because I know every little detail of it, how it works and how it improves the game. Glovz has some good ideas in his, such as increasing item sizes to make stealing harder, a different damage calculation formula and so on. He'd probably also choose his own mod rather than someone else's. Author's pride and so on.
 
Magnus: Good work. I've finally played a little of the RP with F2WB 1.3 and i like most of what i see!

I installed from the 'all' folder:

1) The sledgehammer takes 5 AP's to swing. Are you sure about this? I wouldn't be so quick to say change it back,
as i watched Sulik carve through the Toxic caves with an improved damage sledge with only one swing a turn.
To be honest, i would make thrust 4 and swing 5, and reduce the damage on the sledge a little from what it is in 1.3 (remember it has knockback, which is worth something IMO)

2) Melee weapons are significantly better. Generally i like the improvements, esp. on thrown items. But, with 1.3 the early stages of the game are MUCH easier for a melee weapon user. Plus, i suspect it makes unarmed look even worse in comparison (unarmed was fairly weak even in the vanilla game)

3) Robbers, highwaymen JHP is often doing 'hit for no damage' against me in a leather jacket. I also noticed the Goldens in toxic caves often hitting me and NPC's (also in leather) for 0 alot more than normal.

Overall, great work. Keep it up.
 
Observations so far:

1. melee is much powerful, I found myself running around with a sharpened spear most of the time

2.it's now easier to get shred to bits by one burst - cool!

3. unarmed critters and lightly armed humans get their ass kicked by a 10 mm pistol as they should.

4. normal grenades can kick the hell out of even mutants as they should

5. some issues with .44 Magnum revolver - does 0 damage to pig rats and other animals since v1.4 (I don't have Finesse)
 
I've been playing with 1.4 and the RP, and I've got up to the Den so far.

I think the first part of the game feels balanced. I actually had quite a bit of trouble with the Geckos and had to use hit and run tactics (I did not tag melee weapons, but I got all the training I could in Arroyo and Klameth and also poured points into it when leveling). However, I don't think that's an issue, as I should have to struggle a bit at the start of the game since I didn't tag melee.

I'm sure if you tag melee then the start of the game is much easier, as it should be. The way I see it, when you create a new character in Fallout 2, you're faced with the choice of tagging melee and being able to kick ass through the first part of the game, or spending the precious tag on something that will be more beneficial later in the game, but you'll have to struggle early on.

Feels balanced to me.

As for the sledge, I think it's working fine with the damage it does and the 5 point cost. It's also more logical for a sledge hammer to be slow and strong as apposed to making it faster and less powerful.

Now that I'm at the Den and I'll be getting into gun combat, I'll let you know how that goes.

Once again, great job.
 
Dravean said:
Now that I'm at the Den and I'll be getting into gun combat, I'll let you know how that goes.

There are 2 guns and a good total amount of 10mm JHP in Klamath, so the only place you struggle without melee skills is Arroyo. Mind you, one gun in Klamath is a pain to get if you don't konw about the disappearing corpse issue. :)
 
Josan12 said:
Magnus: Good work. I've finally played a little of the RP with F2WB 1.3 and i like most of what i see!

I installed from the 'all' folder:

1) The sledgehammer takes 5 AP's to swing. Are you sure about this? I wouldn't be so quick to say change it back,
as i watched Sulik carve through the Toxic caves with an improved damage sledge with only one swing a turn.
To be honest, i would make thrust 4 and swing 5, and reduce the damage on the sledge a little from what it is in 1.3 (remember it has knockback, which is worth something IMO)

2) Melee weapons are significantly better. Generally i like the improvements, esp. on thrown items. But, with 1.3 the early stages of the game are MUCH easier for a melee weapon user. Plus, i suspect it makes unarmed look even worse in comparison (unarmed was fairly weak even in the vanilla game)

3) Robbers, highwaymen JHP is often doing 'hit for no damage' against me in a leather jacket. I also noticed the Goldens in toxic caves often hitting me and NPC's (also in leather) for 0 alot more than normal.

Overall, great work. Keep it up.

1. Sledgehammers cost 5AP to swing by default, and I received a furore of complaints when I tried to change that some time ago. They also require a ST of 6, so I think the damage is balanced out. Sharpened Spears do a bit less overall damage, but they have a lower ST requirement and Penetrate, so they are about as good, which lets the player choose between the two weapons as main Melee paindealers until you get a Ripper or a Super Sledge.

2. Unarmed is indeed a bit weaker in comparison. I don't think I can increase player unarmed damage by just editing critter protos, and even if I could, it would be adding more power to the player without taking anything away, and there comes the sneaking power creep since this would affect boxing, Lo Pan/Dragon fights, taking on Lemmy the mutant, and so on. Concider it a tradeoff for the much-improved Throwing skill.

3. The JHP weakness sounds weird. I experienced something similar when I experimented with running F2WR together with Glovz' AP ammo fix, are you absolutely sure you have turned that off in your ddraw.ini? Golden Geckos sounds even weirder, as I have not changed their damage at all. I have given Leather Jackets a DT of 1 instead of 0, but this should only reduce enemy damage by 1 point at best. I will test this myself and see if it's as you say.


Ravager69 said:
Observations so far:
(...)
3. unarmed critters and lightly armed humans get their ass kicked by a 10 mm pistol as they should.
(...)
5. some issues with .44 Magnum revolver - does 0 damage to pig rats and other animals since v1.4 (I don't have Finesse)

Magnum Revolver issues sound weird, especially since you say the 10mm pistol works good. I haven't changed Magnums at all in v1.4, so this might not be a F2WR related problem. Be sure to disable Glovz' AP ammo fixes in the ddraw.ini that comes with Killap's RP, as they might cause problems like that.

Could you try to test the Magnum with both FMJ and JHP against those pig rats and PM me the damages you get? If FMJ works good, then it might not be an issue, as I intended to improve FMJ with this mod, but FMJ should only outpower JHP versus Metal Armor Mk.II and stronger, and I don't think Pig Rats are that heavily armored.


Ravager69 said:
Observations so far:
(...)
4. normal grenades can kick the hell out of even mutants as they should
(...)

I think this is a good tradeoff for their rarity and so I will not add any more of them to shopkeepers, etc, in case anyone were wondering.


Thank you very much, all of you, for your constructive feedback!


And now... v1.5 is out. It is indeed a gigantic update, because almost every weapon has had its price reduced, though some have actually got a higher price, because it was appropriate. Weapons that you find loads of have been especially cheapened, while weapons that you must buy are about the same. The Sniper Rifle and Gauss Rifle are good examples.

Changes in v1.5:

Created a new folder, "SMGs" and gave it number 9, moved "Sounds" to folder 10. Folder 9 now contains all the SMGs in the game, and also the .45 caliber size change.


Both Flamers have had their minimum damage increased by 5.

The Bozar does 38-76 damage.

(3ab) The Plasma Rifle has the same damage and range as the Turbo Plasma Rifle, but costs one more AP to fire.

(3ab) The Laser Rifle and its upgrade have a ST requirement of 5.

(3ab) The Plasma Pistol costs 5AP again.

(3ab) The Pulse Pistol has a range of 18 instead of 15.

The Avenger now has a 40% bonus to hit like the Minigun. I can't believe I've overlooked a bug like that for so long!

The HK P90c does 10-15 damage.

Cattle Prods and Wakizashi Blades only have Thrust as melee attack, since they are stupid weapons to swing.

Little Jesus does 8-13 damage, but has Penetrate.

The Shotgun does 15-22 damage.


Almost all weapon sell prices have been redone for consistency and wealth reduction. Remember that the buy prices usually are much higher, but they depend on Barter. Upgraded weapons go for the same as regular ones, so the Turbo Plasma Rifle no longer cashes in 10000 while the regular Plasma Rifle nets a mere 4000.

Weapon - New Price - Default Price

Pistols
10mm Pistol - 300 - 250
9mm Mauser - 700 - 1500
.44 Magnum - 750 - 600
Desert Eagle - 800 - 800
14mm Pistol - 950 - 1100
.223 Pistol - 3500 - 3500
Gauss Pistol - 4750 - 5250

Shotguns
Shotgun - 850 - 800
Sawnoff Shotgun - 850 - 800
Combat Shotgun - 1200 - 2750
HK CAWS - 1750 - 4750
Pancor Jackhammer - 2500 - 5500

Rifles
Hunting Rifle - 900 - 1000
Assault Rifle - 1150 - 1300
Sniper Rifle - 1500 - 2200
FN FAL - 1350 - 1500
FN FAL HPFA - 2000 - 2250
Gauss Rifle - 8000 - 8250

SMGs
10mm SMG - 950 - 1000
Tommy Gun - 1000 - 1200
Grease Gun - 1100 - 1750
HK P90c - 2250 - 2500
HK G11 - 3650 - 6500
HK G11E - 4300 - 8000

Energy
Laser Pistol - 1400 - 1400
Plasma Pistol - 1800 - 2750
Laser Rifle - 4500 - 5000
Plasma Rifle - 5000 - 4000
Pulse Pistol - 7000 - 12500
Gatling Laser - 7500 - 7500
Pulse Rifle - 10000 - 17500

Big Guns
Flamer - 2000 - 2000
Rocket Launcher - 2500 - 2300
M60 - 2800 - 3500
Minigun - 3400 - 3800
Light Support Weapon - 4000 - 4750
Bozar - 4600 - 5250
Avenger - 5000 - 5500
Vindicator - 13000 - 15250
 
The changes, do you have to start a new game for them to work?

Edit: Nevermind, just reread the Readme.

I think the one I downloaded earlier today was 1.4, though I'm not sure that matters. But the Bozar I have wasn't changed, it still had only Burst fire.


Second edit: Downloaded 1.5, did all of it, deleted the sound folder from previous installation, and replaced item.int file. Tried to load my game and it didn't work and froze.

Third(Jeez): Deleted everything, installed the game again, installed the RP, then the weapon mod again, didn't replace item.int. Works fine.

Only problem is my dumb ass forgot to back up my save, so that got deleted too. Oh well. That's what Falche2 and trainers are for >.>

Wanted to make a female anyway.
 
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