Fallout 2 mod Fallout 2: Weapons Redone v2.3

Bozar said:
The Bozar is now single shot only, does 40-100 damage, costs 6AP to fire, has a capacity of 15 and a range of 50. It also acts like other scoped weapons, i.e. lousy accuracy when close by, but really good at a distance.

Thanks for support to me :D

Incorrect... It has the Weapon Long Range Perk
Wenn have the Weapon Scope Range Perk it has negative value nearby.

Btw... To remove the Weapon Penetrate Perk from the Mega Fist is for me a bad thing. How kill those in Adv. Power Armour now?

The Mega Fist is the Ultimate weapon for the One Handed Melee Fighter.

Also the .223 Pistol ... Wenn only 1 to get in New Reno, why still need 5 AP's. It should had been a mean weapon now.


Edit:
Bug... XY42B Description say Min Str=3
Have ST 5, used Jet = ST 6
Still get a message: cannot use properly because of strength.
 
Im using your mod @ restoration by killap and i got some questions... did you change any weapons from two handed to one handed and vice versa? im doing evil ironman with ultra negative karma and childkiller/slaver/berserker etc so im fighting lots of enemies and there are some wierd things...

leather jacket can resist ap ammo very well, imo too well because im getting like 8dmg per shot from most mobs using various weapons(didnt get hit by any burst yet as i preffer to run early with high sequence), throwing knieves are really wierd especially fighting mobs in leather armors: sometimes i deal max dmg sometimes 7 dmg and sometimes like 1-2 or no dmg all dependant on mob. sience im using one hander ive decided to buff throwing pretty high (its around 85% now)and i got like 50% small guns on hardest difficulty settings. yet some guns got 95% to hit at ultra long range(14mm pistol, not while aiming) but also it seems that some two handed weapons are considered one handed now = shotgun and hk G11 for example got some to hit probability then other similar weapons. and those to hit ratios are sometimes higher than my to hit ratio with throwing weapons

also if anyone had complete and real chart of weapons affected by one hander perk i would be grateful sience this would help really


btw yes i didnt install ammo mod from restoration project i actually installed only goris thing(thos i dont plan to use it at all) and 223 sound mod from extras.

going to play a bit more sience i found nice weapons including needler with both types of ammo and im going to report back whats up

edit: ok im dead by grenade critical around 400dmg =/
weapon to hit ratio has been solved as some weapons have it own chance to hit but armor thing is pretty much still a mystery - dpendant on mob wearing same armor damage is very different while using same weapon/ammo
 
I have the idea that wenn use this mod, the Ranger's map not give to safe houses on the map. Not get a Open Hand on the map in inventory...

Reinstalled the game with only RP, all works fine...
 
XL Jet Strength Bug:
I have not modded the XL or Jet at all.


Mysterious Mob Armor Bug:
Due to the changes I have made to various armors and ammo, some enemies will become nearly invulnerable to JHP when using Psycho. This first happened to me when I fought Metzger's gang. AP ammo should work extra-good against these enemies, though. I haven't modded Leather Armors that much, only Combat Armor and above have been totally revamped.

Check your Combat difficulty setting. Setting it to Hard makes the game REALLY hard.

Some random damage is to be expected, though the values you describe sounds a bit off the charts. Stupid question: Have you got the Finesse trait? Stupid suggestion: Double-check your ddraw.ini to see if everything that reminds you of Glovz is turned off. The Killap installer can behave a bit odd with that setting.


One Handers:
I believe one-handed weapons are handled by the almighty Engine, and identified by protonumbers. Since I've mostly swapped the protonumbers of pistols/pistols and rifles/rifles, this shouldn't be a problem. The .223 pistol, the 14mm pistol and the Mauser are all one-handers, for instance.

I do however believe that I've swapped the Sawnoff shotgun with the CAWS, and that's bad with regards to one-handedness. Once I close a flaw, another usually pops up, but to me game balance is more important than a bit of oddness, so I'll keep the CAWS/Sawnoff as they are, because currently the Sawnoff is found before the CAWS, as it should be.

Remember that the HK G11 has always been one-handed.
 
Remember that the HK G11 has always been one-handed.

Incorrect.

It has Hold Frame Sub Machinegun, but still it's a Two Handed Gun.

20% extra for a One Handed Gunner or Melee Warrior is a big deal, even for balance.

I liked to play One Handed too and was very annoyed about the G11E long time ago. Thought it was a One Handed weapon, because you see the Sub Machine gun.

List One Handed Weapons:

10mm Pistol, 10mm SMG, Club, Knife, Spear, Laser Pistol, Desert Eagle, Crowbar, etc... H&K P90c ...

and much more

The Melee Fighter has only a problem with the Sledge Hammers & the Louisville Slugger.
Use F2Wedit to find it out yourself. Modify all SMG's into a One Handed Gun :D

*Edit:
Bridgekeeper's Robes - 00/10 (Reflects nothing, but is full of magical stuff which resists laser and makes it purple. Better than Combat Armor against Laser Pistols, worse against Laser Rifles.)

Will you explane me this please.
The only difference i see between Combat Armor & Bridgekeeper's Robe is that the Laser settings are different.

Does a Laser Rifle other damage then a Laser Pistol?
Think its both Laser Energy.
_________________
 
Back!

The wonderful Kanhef has edited all of the game critters so that their armor resistances match the ones in my mod. All I need now is to make compatible versions for Killap's RP and the Megamod, and I'll release a new version. Let's bring this old dinosaur back to life!
 
Great news, Magnus! I like your mod much more than Combat Overhaul mod, because of the native damage formula usage.
 
Could it... could it be? Could he have? No! But it is! It is a new version!

Kanhef adjusted all the enemies in the game to behave like I originally wanted them to, a task that made Optimus Prime call me and say that he felt inadequate and weak. Enjoy!


Changes in v1.8:

Mod now split into three: Weapons, Armor & Ammo (the original F2WR), Critters (made by Kanhef and me, applies my changes to enemies) and Sounds (also bundled with Killap's RP). Simplified installation instructions are included.

A new Critters folder has been added, which applies my armor changes to enemies, meaning that F2WRAmmoArmor.xls now actually makes sense! There are options if you are using Killap's RP, I am currently working on Megamod protos. Big thanks to Kanhef for making this happen.

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 available sooner and less common.

The Bozar has a range of 32.

Both Flamers now do 60-90 damage.

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

The 10mmSMG does 7-13 damage.
 
Awesome that you're back, and with a new version. Even moreso because I was just about to re-install Fallout 2 with the RP.

FileFront doesn't seem to be working though, and this isn't up on here.

Edit: Ahh, wait, nevermind. It worked.
 
I'm glad to see you're back to working on this. I really like most of your changes, and had a positive experience using your mod in the past. The one thing I'm not too crazy about is the weapon swapping. Though I understand your reasoning, it's just a little too big of a change for my taste (for instance, having Cassidy no longer start with the old double barrel shotgun).

Anyway, I'm waiting for the release of Killap's RP 1.3 before I play through Fallout 2 again (as I'm sure are many others on this forum). So if you make this mod compatible with RP 1.3, I'll be sure to check it out. Thanks again for the work you've done.
 
Here we go again with a new version. Mostly just a couple of nullified weapon swaps, Megamod support and some other things.


Changes in v1.9:

IMPORTANT!!!
When you first load a pre-1.9 save with this new version, BEFORE EQUIPPING any SAWED-OFF SHOTGUN, 14MM PISTOL or 9MM MAUSER currently in your OR your party's inventory, make sure that you REMOVE ALL AMMO FROM IT, and then RELOAD it! Not doing so may cause a CRASH! Any new instances of these weapons that you find or buy will be safe. It's only the ones currently in your or your party's inventory that can crash the game, and even then it only happens if they are loaded with weird/too much ammo. Just check before equipping.

All of the ammo changes used to be listed under folder 1, even though some of them were in other folders. Folder 1 is now split into Armor and Ammo, and Ammo now contains all the ammo changes.

Included critter protos for the MIB88 Megamod. Now you can enjoy using your Laser Rifle to make big, smoking holes in every new person added by that mod!

.44 FMJ has a DR modifier of -30 up from -25.

7.62mm ammo has an AC/DR modifier of -10/-15, up from -5/-10.

Removed unmodded Shotgun Shell proto from the mod.

The Sawed-off shotgun now has the Pistol animation.

The FN FAL HPFA does 14-22 damage up from 11-22, and costs 2500 up from 2000.

The HK CAWS and Sawed-off shotgun are no longer swapped.

The HK CAWS weighs 15 pounds and uses the Big Guns animation, though it's still a Small Gun.

The Mauser and 14mm Pistol are no longer swapped.

14mm ammo and 9mmBall are no longer swapped.

The 14mm pistol does 15-21 damage.

The Pulse Pistol has a range of 18 up from 15, has actually had this since v1.5, but the readme didn't show.
 
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.
 
Man, this is some neat stuff you've done here man. Two version in such a short time? Talking about commitment. Already downloaded, keep up the good work!
 
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.
 
Magnus said:
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.

Sounds good, as long as you make it optional. I'm guessing those few that will not get cut in half would be the rare ammo types such as AP, FMJ, and the ammo from some weapons (like the 14mm, 2mm ec, rockets and the MFC's)?

Magnus said:
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.

I haven't tried your mod yet, but doesn't the "fixing" of the AP ammo makes it more damaging than the JHP against heavily armored opponents? :confused:

Magnus said:
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.

IMO, 40-50% would be too much (and even so if this includes criticals, for i remember causing massive amounts of damage, and i'm talking like 400 or so, to robots with emp grenades on a critical hit). Also, why would APA be more vulnerable than regular PA?

Magnus said:
The AP cost of the special Unarmed attacks will be heavily reduced, thanks to the assembly wiz crazycc.

As i said before, this sounds really, really good. :ok:
 
I recently tried a variant like that, with ammo quantities cut to 1/4 of their normal values. I found that weapon capacities need to be reduced as well. Otherwise you still find just as much ammo on defeated enemies, which is often enough to go through the entire game on. It might be good to also reduce burst counts, as they'd be really expensive and require reloading almost every turn.
 
Perhaps you should simply make ammo much more expensive? Also, no damage from EMP for APA, it just makes little sense. Perhaps it'd make you slower or less perceptive, due to malfunctions in the suit's system? Like if you get 20 EMP damage in one hit, you temporaily loose 1 agility or perception, 50 damage makes you loose 2 points etc.
 
I made the same adjustment in my mod; EMP affecting any type of powered armor. This makes sense as the armor is powered and no electronics from the 50's could be completely shielded.

I like Ravager69's idea though this would entail scripting, only damage values can be modified via tweaking proto files.
 
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