IMPORTANT!
Due to a bad oversight on my part, the base protos of some NPCs were included in v1.9, which prevents these NPCs from leveling right. Download this file:
http://files.filefront.com/NPCCleanbat/;13903347;/fileinfo.html
Put it in your fallout2/data/proto/critters folder and run it, this will remove the bad voodoo. Sorry for the inconvenience.
Kanhef said:
I have to argue against changing the CAWS animation. The description says "The bullpup layout gives the weapon a short, easily handleable, length", which isn't at all like a Big Gun. Also, according to the proto it weighs 20 pounds.
Yes, I seem to have gone overly creative with that one. I did it because I think the CAWS looks exactly like the big gun model, but I forgot that this makes it unusable by Vic and Cassidy, so I switched it back in v2.0. The weight was also supposed to be 14, but I accidentally typed "14" right into the hex editor, which amounts to 20. The value is corrected to 14 in v2.0.
Here are some other planned features of v2.0 (which will be delayed until the RP comes out so I can make compatible critter protos). Please tell me what you think of these ideas.
An optional Ammo Rarity mod, which cuts all ammo clips in half (except a few), giving you a lot less ammo at merchants and making it heavier to carry around.
AP and FMJ ammo will do more damage than JHP against Metal Armor. This means for example that you and your NPCs should use JHP against Metzger's gang and FMJ/AP on Lara/Tyler's gang.
Critters in Advanced Power Armor (including you) will be vulnerable to EMP grenades, taking around 40-50% of the damage that a robot would. Power Armored critters will not, or at least not as much.
The AP cost of the special Unarmed attacks will be heavily reduced, thanks to the assembly wiz crazycc.
Some more weapon balancing will be done, notably the automatic shotguns will be more lethal.