Fallout 2 mod Fallout 2: Weapons Redone v2.3

Slaughter Manslaught said:
I remember, from Per's walkthough, that some weapons have "perks." I think the Super Sledge Hammer has a Knockback perk. From what I remember, I think the Timeslip fixes allowed to put the Knockback perk into other weapons. You could put that perk in the Shotguns. If there is a Knockdown (not knockback, but knockdown) perk for weapons (there is? I can't remember), you could add it to, say, crowbars and Cattle Prods.
The 'special' perks are:
Code:
weapon accurate
weapon enhanced knockout
weapon fast reload
weapon flameboy
weapon knockback
weapon long range
weapon night sight
weapon penetrate
weapon scope range
combat armor
powered armor
armor advanced I
armor advanced II
armor charisma
They will show up on the character screen if you add them in the savegame file, but I don't know what effect that has, if any. Setting 'weapon fast reload', for example, does not make weapons reload faster.

Metal armor has 0 DR/DT against electrical (pulse) damage. Perhaps you could take the Salvatores out easily with a Super Cattle Prod.
 
Hmmm... what
weapon enhanced knockout does? That would be cool for a weapon like, say, a club. Or a crowbar. Or a big log of wood. Or anything that makes people unconcious.
 
Adding Knockback perks to various weapons sounds kickarse, but also like a lot of work and fiddling with hardcoded stuff. I'm not a very skillful modder, so for now, I'll concentrate on doing what I do best. Perhaps in the future I will move on to perks and stuff, but these are the things you can expect me to do soon:

Bringing "useless" weapons back in business

Getting armor laser resistance right and reducing the bonuses I've given the laser weapons

Fixing a screwup with the Brass/Spiked knuckles exchange that I introduced (they don't save right)

Getting the Bozar done

To everyone, I suggest that you don't install the "Melee" folder in v0.3, as it is a bit bugged. I'll begin work on v0.4 somewhere around Thursday, as I'm a bit busy with school and work right now.
 
Magnus said:
Adding Knockback perks to various weapons sounds kickarse, but also like a lot of work and fiddling with hardcoded stuff. I'm not a very skillful modder...

Cubik's Item Editor, version 1.29. Great tool. No scripting knowledge necessary. You can add perks to weapons/armor/items just by choosing that perk in a specific box.
 
MIB88 said:
Magnus said:
Adding Knockback perks to various weapons sounds kickarse, but also like a lot of work and fiddling with hardcoded stuff. I'm not a very skillful modder...

Cubik's Item Editor, version 1.29. Great tool. No scripting knowledge necessary. You can add perks to weapons/armor/items just by choosing that perk in a specific box.

I will take a look at it. If this seems to work without making the mod incompatible with Killap's stuff, you can all add "Giving appropriate perks to various weapons" on my to-do list.
 
Editing existing items should not affect Killaps Mod, but adding new ones.
 
This is coming up new updated F2wedit.
You can edit existed files or unpack "online" from master.dat or patch000.dat and/or add new item.
As Lexx said, editing existed files don't make mod uncompatible with Killap's Restoration Project.

btw. new F2wedit is finished, but is waiting for "readme.txt" in Polish/English but if somebody wants please write PM.
 
Lexx said:
Editing existing items should not affect Killaps Mod, but adding new ones.

If the perk variables are stored in the .pro file for the weapon, my changes will surely be compatible with killap's patch. If not, they might still be. I don't know how Cubik's gizmo works yet.

As I said, I'm currently more interested in bringing useless weapons back to life in terms of damage and usefulness. When I'm done with that, I'll add sugar, topping and perks.
 
Magnus said:
If the perk variables are stored in the .pro file for the weapon, my changes will surely be compatible with killap's patch. If not, they might still be. I don't know how Cubik's gizmo works yet.

As I said, I'm currently more interested in bringing useless weapons back to life in terms of damage and usefulness. When I'm done with that, I'll add sugar, topping and perks.

Perk variables are stored in in the *.pro files. The tool is making changes only in .pro files using informations from .msg files existed in current installation of Fallout2.

btw. your mod is interesting, but I want ask did you try my Ammo mod (anyone) from my homepage?
Like:
- Ammo Mod v1.01c with updates
- Ammo mod 1.02
- Ammo mod v2.0 (2.1e) with Ravachol's Damage Algorithm Patch

Check this and you can use some parameters for your mod if you need.
 
Magnus - I like what you've done here, it looks really good.

Any chance of you editing the Shiv weapon? Make it like it was meant to be - perhaps even a poisoned blade? High Poison and knock out if from behind as an assassination weapon?
 
Mikael Grizzly said:
It doesn't make a speck of sense. Leave the ranges alone, or, better, make them equal.

Remember, the current longest-range kill wasn't done with a Barrett, but with this, a regular sniper rifle.

That is in no way a 'regular' snipers rifle. it takes .50 bmg ammo. It is an altenative to the m82a1 Barrett. and any way if the Bozar is meant to be a Barrett the it would have much more range than a sniper rifle taking .223. the barrett has over 2 kilometers of range, where as snipers taking 7.62mm only have about 800m to 1200m range.
 
Abbadon101 said:
Mikael Grizzly said:
It doesn't make a speck of sense. Leave the ranges alone, or, better, make them equal.

Remember, the current longest-range kill wasn't done with a Barrett, but with this, a regular sniper rifle.

That is in no way a 'regular' snipers rifle. it takes .50 bmg ammo. It is an altenative to the m82a1 Barrett. and any way if the Bozar is meant to be a Barrett the it would have much more range than a sniper rifle taking .223. the barrett has over 2 kilometers of range, where as snipers taking 7.62mm only have about 800m to 1200m range.

And one time, at band camp...!
 
This is just a mod! (and you should make a listing for it at http://falloutmods.wikia.com/wiki/Fallout_2_Mods)

If it was MY mod, then I might do something different, but it ain't, so I only make suggestions and accept what Magnus makes.

"Don't let 'em grind ya down!"

I can't make a friggin mod! Can you? Do it then, and let us rip your shit to shreds.
 
Can I make a suggestion?

Magnus, do you know how to change what a merchant can sell? If yes, I suggest changing two things:

1º Make 7.62mm ammo more plentiful and cheaper? I find that 7.62 is pretty sparse, which sucks because all the weapons that use the 7.62 bullet chews though my ammo stocks like a Deathclaw! Oh, and all merchants usually rip me off for some measly 7.62 bullets! That and the only guns that use it are the FN-FAL and the M60, so I'm sure that I'll be shooting like crazy, which requires plenty of ammunition.

2º Maybe make more grenades available. In the beggining, maybe you can begin with Molotvs being easy to find at some shops, maybe make more grenades at Vault City or The Den and so goes on and on.
 
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
 
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 :twisted:

Can't wait to finish my game and test the new version!
 
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 :twisted:

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?
 
I do not know if the Ammo Mod v2.0 (2.1e) could be compatible with killpa's RP mod, but I think that it could be while you do not use Glovz ammo modifications in ddraw.ini. (set 0 for this options in ddraw.ini) and this should work quite good :)

P.S. but you need install Ravachol damage patch of course!
 
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.

Maybe you could talk with MIB888 and Killap about merchant stashes, see what they say? Because some ammo and weapons are strangely rare. Namely, 7.62 ammunition, which could be pretty good if you found any in decent ammounts and prices. Without good stocks of 7.62 ammo, the M60 and the FN-FAL are good as firewood and nails, respectively. :lol: :lol:
 
Back
Top