Fallout 2 mod Fallout 2: Weapons Redone v2.3

The Wakizashi blades are confusing, because their game picture, their weight of 3 pounds and the real-life idea of a Wakizashi indicates a relatively short sword, but the weapon description says that it's a pointy dagger of some sort.

I originally gave the Wakizashi much higher damage, a higher AP cost, no throwing and removed their Penetrate effect, to fit with them being small swords. Then someone pointed out that they are supposed to be armor-piercing daggers according to the game description, so I changed them accordingly. I don't know which of these designs is the most correct, but I do know that some people won't like it no matter what I do with them.

I've changed the Improved Flamer and the Plasma Rifle to fit with the weapons' descriptions, i.e. the IF is meant to use improved fuel and the TPR is meant to fire faster than the regular one. Therefore, I'm also going to keep the Wakizashi Blades as they currently are, which fits with their weapon description. I might concider removing their throwableness, but their stats will remain.


Weight lower than 1 pound is impossible, as these values are stored in hexadecimal format, which only has whole digits.
 
Alright, man. It's your mod and therefore your choice. I edited it for myself, anyhow, simply changing the name of the weapon to "tanto", which is way more fitting, since either the developers were muddled with what a wakizashi really was or in Fallout 2's timeline history in feudal Japan got warped somehow and the wakizashi came to refer to a different kind of blade.
 
Magnus,

do you plan on messing around with the animations assigned to each weapon? cause I was wondering if you could switch the smg animation for the g11/g11e to use rifle animations. It's only a minor thing really but AFAIK the g11 is an assault rifle not an smg.
 
Phelanpatrick said:
Magnus,

do you plan on messing around with the animations assigned to each weapon? cause I was wondering if you could switch the smg animation for the g11/g11e to use rifle animations. It's only a minor thing really but AFAIK the g11 is an assault rifle not an smg.

One thing, be sure that Sulik have the rifle animation because if he have not, he will not be able to use it... NPC's does not have all weapon animation that why the say they can use some restricted weapon...
Like Marcus don't have gun animation and I think Sulik have not heavy weapon animation. :s
 
Touquet said:
Phelanpatrick said:
Magnus,

do you plan on messing around with the animations assigned to each weapon? cause I was wondering if you could switch the smg animation for the g11/g11e to use rifle animations. It's only a minor thing really but AFAIK the g11 is an assault rifle not an smg.

One thing, be sure that Sulik have the rifle animation because if he have not, he will not be able to use it... NPC's does not have all weapon animation that why the say they can use some restricted weapon...
Like Marcus don't have gun animation and I think Sulik have not heavy weapon animation. :s


yeah I have the npc armor mod so he does have rifle animations provided he has some armor on.
 
Right now, I am not planning anything, because right now, I am playing Diablo II on Battle.net, giving Fallout 2 an indefinite break. I'm not going to monkey around with the animation frames because of the NPC reasons.
 
CAR

Uh... Please don't kill me for that but:
Ak47s were made in 1947, so they fit in 50s desing...
But, no Real Life weaponary!!!
Yeah... But there are Chinese Assalt Rifles (names taken from F3, please don't kill me).
Knowing that Aks are cheap to built and realy reliable, i see no reason why we don't put Chinese Assalt Rifles (ak47), Chinese Lighweight Assalt Rifles (ak74) and Chinese Submachineguns (ak74u). Only in San Francisco (for sell), off course...

Obs: Sorry for the 1 year gap of posting... i'm out of internet and posting throuth a lan-house
 
FN-FAL

Great and much needed Mod.

Would like to see the FN-FAL properly fixed though.


Damage for the 7.62 round is all wrong. 7.62/308 is much more powerful than .223. Its damage range should be well above the Hunting rifle and just under the Gauss rifle. This would make the FN-FAL a good choice to upgrade from the Hunting Rifle.

Mag cap should be 20 (Although there are 30 round FAL mags, they are very rare). While I admit that 7.62 ammo is too scarce early in the game, if the damage were bumped up significantly it would offset the scarcity.
 
Hi-ho

Watching "Man on Fire" I got some idea... What about giving regular shotgun and sawed-off shotgun an ability of two-shell burst? Like pulling two triggers at the same time? The sound should stay the same as normal shot, or some louder "BLAM". Of course the animation would be still the same as single shot animation.
( As far as I know all of the double-barreled shotguns have two triggers. ;) )
 
encinodude said:
Do you know how long wakizashi are? [...] But that's what it is. A samurai short sword. Like 20-25 inches long.
Magnus said:
The Wakizashi blades are confusing, because their game picture, their weight of 3 pounds and the real-life idea of a Wakizashi indicates a relatively short sword, but the weapon description says that it's a pointy dagger of some sort.

This confusion happens often when western producers educated by ninja-movies use japanese terms. (See daikatana vs. nodachi).

Wakizashi literally means "companion on the belt" i.e. "sidearm" and served the same purpose as the handgun today's soldiers still wear in addition to their assault rifle.

A Samurai's main weapon depended on combat situation and time-period, originally it was the bow, later the Daito (long blade) which could have been a Katana (the well-known slightly curved bastardsword), a Tachi (longer and more curved, like a 2-handed saber), an Odachi ("Greatsword") or even a Nodachi ("Fieldsword", up to 10ft. more used like a lance or halberd)

As backup and close-quarter weapon (and also as status symbol outside combat situations) they wore a wakizashi on their belt which was either a Shoto (1-2ft: "right-sized" blade) or a Tanto (<1ft: small blade)

Just like "gun" is commonly used for "pistol" but actually also means an artillery cannon, "Wakizashi" became a synonym for "Kodachi", a shoto which was the most common type of sidearm used since the 17th century.



HateMe! said:
Hi-ho

What about giving regular shotgun and sawed-off shotgun an ability of two-shell burst? Like pulling two triggers at the same time? The sound should stay the same as normal shot, or some louder "BLAM".

You can do a two-shell "burst" no problem, but unless you create new sound files for the shotgun, you'll hear the three-Blam burst used for the automatic Shotguns.
 
Hi everyone. I'm playing Deus Ex now, and haven't touched Fallout2 since June. I haven't forgotten about F2WR, though.

Changes in v1.8 (not out yet):

Goris' minimum damage has been increased from 3 to 10, meaning he always does at least 10 damage before armor modifiers are applied, and usually a lot more because of the Melee damage.

The Gatling Laser does 20-40 damage in both energy folders.

The M60 spits out 12 bullets per burst instead of 10.

The 14mm Pistol and the Mauser have been swapped, along with 9mmBall and 14mmAP. This means that the Mauser becomes available around Vault City and has plenty of ammo available throughout the game, that you can buy both the Bozar and the 14mm Pistol from Buster in NCR, and that Duppo in NCR restocks all the 14mmAP ammo you will ever need. The .223 Pistol is still a one-of-a-kind weapon.

The 14mm Pistol does 16-24 damage, because it suddenly became much less available.

The Bozar has a range of 32.

Both Flamers do 60-90 damage.

A clip of 9mmBall has a base price of 100$.

The 10mmSMG does 7-13 damage.


I feel this is a bit too little to call it a new version, so keep those ideas coming. In the shotguns' proto files there are values indicating that they were meant to have Burst. I guess they dropped it once they decided to move away from the "Mad Max" weapon situation and over to the "Guns Galore" weapon situation, i.e. when they introduced Combat Shotguns and other bursting weapons.

I am thinking of *seriously* reducing the weapons' prices, so that Hunting Rifles/Shotguns/SMGs will cost 500-700, assault weapons 700-1000, and Big Guns 1000-2000. Endgame weapons will also be reduced, but not as much. I cannot fully anticipate which consequences this would have, though, so I'm still reluctant. I might also take a look at ammo prices.

Take care, now.
 
Mister Magnus, good night.

Eh good mod man, thats reaaaally cool !

I have a question, say why the 9mm mauser causes more damage than the 10mm pistol? a magazine of 9 bullets and so.

I mean thats an old weapon, shouldnt it cause less dmg than new 10mm firearms?

Eh other thing why dont'ya adapt 9mm bullets to be used on 10mm guns?

Only the mauser uses 9mm rounds.

Hey the adv. power armor mkII has the same protection of 16/70. Shouldnt be higher than the mkI?

And the BOS combat armor has more protection against laser attacks than a tesla armor.

Oh yes, make the sawed-off-shotgun and the "common" shotgun fire 2 bullets in burst mode. As i know in the real world these guns could fire 2 bullets if you hold the trigger.

What about make the Combat shotgun better than the H&KCaws? causes more damage, the range is cool, but looking at the Combat shotgun, the weapon looks like more eh... robust.

Why the plasma rifle is now 6ap to shot? And why the Turbo plasma rifle has the same dmg? Shouldnt it cause more dmg?

One more thing, theres somenthing strange in the ammo part of the F2wedit, the 00000121.proto and 00000360.proto is the same thing, including the image. Also the 00000.360.proto indicates on the ID Item 121, shouldnt it be 360? How it happened?

Ehh... I'm a modder too, my mod look likes a lot yours. Theres just one difference, some misc items, they are lighter. For example the deck of magic... err tragic cards now weights 0 pounds. Burst mod for shotgun and so. Things like that you know.

Ahh one thing ive altered on your mod... the club, now you can use it to thrust a "potential target". The rest is intact.

The total number of proto items of my mod totalize 201 files. Which has your mod and Killap's one. Its full compatible with Killap's restoration project version 1.2 and yours.

Wanna take a look? Adapt to your mod, maybe?

Sorry for the big topic.

Well...

Thanks. Have a good night.
 
General Felipe said:
Mister Magnus, good night.
I have a question, say why the 9mm mauser causes more damage than the 10mm pistol? a magazine of 9 bullets and so.

I mean thats an old weapon, shouldnt it cause less dmg than new 10mm firearms?

The C96 is ingame and powerful (and originally unique) because Homungus, the leader of the raiders in Mad Max II used one. It's a rather moving scene when he loads the gun with his last couple of cardridges.

Also the 9x25mm Mauser cardridge is much more powerful than the standard 9x19mm Parabellum used in many RL-SMGs. In the Fallout universe 10mm/.40 caliber are more common for SMGs, so the Parabellum became the exotic cardridge.

Eh other thing why dont'ya adapt 9mm bullets to be used on 10mm guns?

In FO, because it could only be made another 10mm ammo and then the Mauser needs to be changed to 10mm too.

In real life because a too small bullet will either get no proper spin and thus have a very reduced accuracy or even get stuck in the barrel and cause the gun to explode in your hands at the latest the next time you fire.
 
Yeah !

Youre right !

But still only the 9mm mauser uses this ammunition.

We could make other weapons use this ammo... like the 223fmj pistol, perhaps.
 
Well there are just two guns on the game that uses this ammo... the Thomson and the Grease gun...

And after a good look... these wikipedia links... I wonder... the ammunition 5mm in game... real 5.56mm should cause more dmg...

It says the 223. Remington is almost the same thing as the 5.56mm ammo.

Ah well...

But doing this... the caliber 44. should cause more dmg too.
 
alexlocke said:
hi,i don`t like de new firing sound of Bozar,how can i change back?

Well yes !

But as I know the bozar sound belongs to Killap's Restoration Project v1.2

Uh well... I guess Magnus have used the proto file... ya.

Well man you could unnistal it... but then you wont get the changes made by Magnus.

Well I can change it for ya... but I would prefer to have Magnus approval. And also I do not know how I can send it for you.

In any case go to C:\Program Files\BlackIsle\Fallout2\data\Proto\items and erase the 00000350.pro file. But as I said... doing this you get no update. You will get back the normal, original bozar.
 
General Felipe said:
alexlocke said:
hi,i don`t like de new firing sound of Bozar,how can i change back?

Well yes !

But as I know the bozar sound belongs to Killap's Restoration Project v1.2

Uh well... I guess Magnus have used the proto file... ya.

Well man you could unnistal it... but then you wont get the changes made by Magnus.

Well I can change it for ya... but I would prefer to have Magnus approval. And also I do not know how I can send it for you.

In any case go to C:\Program Files\BlackIsle\Fallout2\data\Proto\items and erase the 00000350.pro file. But as I said... doing this you get no update. You will get back the normal, original bozar.

yea,i del the 350.pro and back to origial,tell the truth,i don`t like the new fireing sound even lost the changes of bozar.thx :mrgreen:
 
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