Slaughter Manslaught said:
Looks awesome! I am using the previous version for now, but I think I'll test the new version with my next character (who I want to make as a drug addict).
With the old version, Laser Pistols are pretty powerful against Leather Armors and Laser Rifles against almost everything except Metal Armors and Power Armors. They really take out Combat Armor like there's no tomorrow. Those guys at the Remants of the Master's Armor are now super-dangerous, but so am I and my laser rifle
Can't wait to finish my game and test the new version!
I'm very glad you like my first game mod ever, and that you are using it! Just so you know, it should be quite safe to install v0.4 and load up your saved games from v0.3. In v0.4 the laser weapons are less powerful (though still better than default), but all armours have conciderably lowered resistance to laser. In my opinion the laser weapons in v0.3 became a little bit uberpowered, but it was necessary because of the rediculously high laser resistance all of the armours had. v0.4 fixes this, check the starting post in this thread for details.
As for editing merchants' inventory, this sorts under using the Mapper for Fallout2 (or editing some scripts, I'm not completely sure) In any case, if I decide to edit for example Flick in the Den, then it will quite likely conflict with other popular mods, such as Killap's and the Megamod. It would also go beyond what I intend this mod to do, i.e. make some unused weapons more useful/realistic. Therefore I will most likely never do it, though I am also irritated by the scarcity of some types of ammo.
Cheers,
Magnus
P.S:
Here are some things I really very much plan to work with in the next version:
Sawnoff Shotgun (banzai damage)
14mm Pistol (I don't know if this one still sucks, because of all the new AP ammo mods that have popped up since last time I really played FO2, which was about a year ago. I'm currently using the AP ammo modification embedded in Killap's restoration project, activated by the ddraw.ini. If this makes the pistol work like it should, then I probably wont edit it. I'd rather make its ammo more powerful, anyway, since the pistol's damage and stats look good. We'll see when I get around to testing it, my character is currently at the Den.)
FN FAL (it will get a 20% bonus to hit like most other assault rifles in FO2, or cost less AP, or do more damage, or SOMETHING to make it something else than just firewood.
Power Fists (will lose their Penetrate perk that makes them ignore DT, because there is no reason why they should have them.)
The useless melee weapons like Switchblade and Club
P.P.S:
Cubik2k mentioned an interesting-sounding ammo mod with some work by Ravachol, a coding wizard. Is this killap-compatible, anyone? And is it good?