Fallout 2 mod Fallout 2: Weapons Redone v2.3

Even though the flamer's attack says Burst, it uses a different way to deal damage. For a tight group of 5 people, if positioned right and with good BG skill the Flamer will hit them ALL with a damage between 50 and 90, something not even the biggest Minigun can do (you might hit the first guy with 15 bullets, the next with 12, the third with 3 and the rest not at all.) Plus, most armors have lower resistance to flame than to normal damage. In the scarce mod the flamer will be less useful because ammo will be heavier and not quite as abundant, but so will every other gun in the game. Good thing it's optional.

Due to the engine changes included, the mod has now ballooned to a staggeringly vast 1,5 megabytes, though most of it will be removed when the installer exits. In addition, during the install process the total disk space usage will exceed 2 megs, so you might want to move some of your important spreadsheets and programs onto a floppy disk before running the installer. Also be sure that your TSRs are loaded into the upper memory block, as the installer does require some 300 bytes of conventional memory.
 
Magnus said:
Due to the engine changes included, the mod has now ballooned to a staggeringly vast 1,5 megabytes, though most of it will be removed when the installer exits. In addition, during the install process the total disk space usage will exceed 2 megs, so you might want to move some of your important spreadsheets and programs onto a floppy disk before running the installer. Also be sure that your TSRs are loaded into the upper memory block, as the installer does require some 300 bytes of conventional memory.

lol :D Funny guy ...

Good work, Magnus. :clap:
 
You owe me a new keyboard.

Also, pre-existing ammo in crates and such looks the same, but counts as only one stack when you pick it up. For example, if you have 5 rounds of 10mm AP and take a stack that says x24 out of a locker, you end up with just 17 rounds. Weapons will still be fully loaded, though they may be heavier because they contain more ammo stacks.
 
@Ravager
Using a v1.9 save will work just fine. If you choose the scarce mod your ammo might behave a little oddly. I suspect that the ammo in your inventory will stay the same amount, until you drop it or load it into a weapon, at which point half of it will vaporise. Everything else should work out jim dandy.

@Kanhef
Just as I thought. But what about the keyboard?

@all
Yeah, turns out the Throwing Knives got way more damage than they were supposed to have. Those of you with hex editors can change offset 44h in 00000045.pro from 15 to 0F if you want them as I intended them. The rest of you can enjoy the freak knives until I release a new version.
 
Magnus said:
@Kanhef
Just as I thought. But what about the keyboard?.

I think he has "WOW keyboard" from editing all those files. I wish I took a picture of all the keyboards my bro got through over the years.
 
Coffee | nose > keyboard
In a figurative sense, related to Magnus' comments on disk space.
Wish I had a fancy one like the Optimus Maximus, but no, I'm still banging away at a 9-year-old Mac standard. Maybe I should give it a new paint job, racing stripes, something like that.
 
Hey Magnus, while going through items in f2wedit, I noticed that Bortherhood Armor had a crazy value of the laser DR of more than 10 000%....I haven't touched any of the vanilla item protos and have no other weapon-related mod than your F2WR 2.0. Also, I have RP 1.2 installed.

Any thoughts?
 
Yeah, looks like there's a typo in there. All the brotherhood armor-wearing critters look fine.
In waa/all/ , there's a second '000000241.pro' file - note the extra zero.
 
Ravager69 said:
Hey Magnus, while going through items in f2wedit, I noticed that Bortherhood Armor had a crazy value of the laser DR of more than 10 000%....I haven't touched any of the vanilla item protos and have no other weapon-related mod than your F2WR 2.0. Also, I have RP 1.2 installed.

Any thoughts?

Magnus wrote in readme to F2WR he uses some hexeditor to make changes in pro files. I think he made a mistake when he edited pro file in hexeditor. And one word more: using hexeditor to edit pro files is strange while there are few good GUI editors, even pro editor from mapper. 8-)
 
EDIT ONCE AGAIN: Argh! Turns out the installer program is a 16-bit application, which doesn't work on Vista 64. Guess I'm copying the folders manually...

I'm confused by the prescence of an "npc" folder. The readme mentions "Having an NPC's base proto file in the game folder prevents that NPC from leveling up. F2WR has an option to remove these, which you should use if you are upgrading from v1.9."

Well, the mod comes with an npc folder full of proto files... what are they for? Are they so that the installer knows what proto files to remove from version 1.9? Or are they modified NPC files I am supposed to keep? Do they go into a proto/npc folder or are they supposed to go into critters?

So far I put all the critters stuff in data/proto/critters, and all the weapons and armor and ammo stuff in in data/proto/items, and the sounds in data/sound/sfx. And I've ignored the npc folder. Is that correct?

Kanhef said:
Yeah, looks like there's a typo in there. All the brotherhood armor-wearing critters look fine.
In waa/all/ , there's a second '000000241.pro' file - note the extra zero.

Ah, which should I use then? Is the correct Brotherhood Armor proto file the one in the seperate "armor" folder, or the one in the "all" folder? If it's the one in the all folder, do I need to take that 000000241.pro file with the extra zero and remove one of the zeroes?
 
Can anyone offer any help with this?

Apologies for the double post, but I realised that since I edited my post several times rather than doing new posts the thread wouldn't have been bumped and people wouldn't have realised that I had written anything different to what I wrote on Thursday.
 
Both Brotherhood armor files have the error. You can delete the extra 241.pro; it doesn't do anything and shouldn't be there. I don't understand how the NPC protos are being used either, so Magnus will have to explain that.

@Magnus:
There's a Rocket AP (37) proto in the rare ammo folder, but nowhere else, and it appears to be the same as the original. Is it supposed to be doing anything?
 
Ah thanks. Assuming you aren't a Vista 64 user and you were able to install the mod properlly using the installer program (unlike me!), could you check if the installer put any of those NPC proto files in your Fallout 2 data folders? That would be a good indicator of where I meant to put them, if I'm meant to put them in at all.
 
@twin
I couldn't remember the batch file command for changing a file's read-only attribute directly (if there is any), so I did it the childish way: the installer copies the base protos of all the NPCs to the game folder, but without setting them to read-only and thus overwriting any NPC protos already there. They will then be removed by the game engine once you launch the game.

The installer bug can be fixed by uninstalling Vista from your unfortunate system. This will also help with general system performance, appearance and compatibility.

@Kanhef
I have no idea how the AP rocket proto got there. I'll remove it in the next version.

@Cubik
I guess there are more sophisticated ways of modding the game, but I find the hex editor a lot easier to use than an inventory editor or the mapper - plus it's a lot more gangsta.
 
Magnus said:
@twin
I couldn't remember the batch file command for changing a file's read-only attribute directly (if there is any), so I did it the childish way: the installer copies the base protos of all the NPCs to the game folder, but without setting them to read-only and thus overwriting any NPC protos already there. They will then be removed by the game engine once you launch the game.

Aha! So those files were meant to be copied, and then automatically erased by Fallout 2 itself? I guess that means it was OK for me to not bother installing those NPCs files then. I didn't have any prior mods installed apart from the unofficial patch and high res patch.

The installer bug can be fixed by uninstalling Vista from your unfortunate system. This will also help with general system performance, appearance and compatibility.

Hehe. :D

Anyway, was no big issue, since thankfully everything was right there in pretty self-explanatory folders. (Everything to do with weapons in "items", everything to do with critters in "critters".) In a future version you might like to do a "Vista install" section in the readme that explains the directory structure and where the files should go, though. I imagine that the older versions of your mod included such instructions anyway, before you made the installer.

(Actually, I'm not sure if it is the fact that it is Vista causing the problem, or the fact that it is 64 bit. It might be the case that those with XP 64 have the same problem.)

I've actually been pleasantly surprised at the stability and compatability of Vista. It might have been dreadfully buggy and incompatible when first released, but nowadays Vista's pretty decent, and I appreciate being able to have fancy DX10 effects in a few games.

I guess there are more sophisticated ways of modding the game, but I find the hex editor a lot easier to use than an inventory editor or the mapper - plus it's a lot more gangsta.

You're so gangsta you mod while holding a pistol sideways!
 
BUG REPORT: Got myself a YK42B pulse rifle... the item description claims it has a minimum strength requirement of 3! I have 5 strength, and when I try to use the gun in combat I see the little warning that I am not strong enough to use this weapon properly. So it would appear that it still uses the original strength requirement of 6, yet the item description says it is 3. Weird.

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Congratulatory feedback:

Congratulations on making energy pistols USEFUL. Especially the plasma pistol. Increasing the minimum damage and giving it 4AP like the magnum means it effectively replaces the magnum as the sidearm of choice, but thanks to its short range you also have to ensure you have a good rifle. (My current loadout is a plasma pistol in one slot and a sniper rifle in the other.) I haven't got the .223 pistol yet, so not sure how it compares to that.

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Less congratulatory feedback:


Laser pistols are STILL disappointing. (I'm using the "energy with armor" option.) They aren't as useless as in the original game, they are great for slicing up wild animals and lightly unarmored civilians and bandits, but aren't terribly impressive against the gangs of New Reno, which is funny given all the claims made about the Salvatore's lightbringers. The head of the Wright family comments that they can't move against the Salvatores because just one member of the Salvatore gang armed with a laser could wipe out all the Wrights singlehanded... hahahaha! Total nonsense! It was especially ridiculous in the original game, but even with your improved lasers and resistances it is still very unlikely.

Alas, there's no real way to fix that. For the "lightbringers" to live up to their feasome reputation they'd have to be as powerful as your improved plasma pistols. I suppose I could achieve that if I used the"Energy Without Armor" option even though I have your Armor mod installed, but then that would make plasma pistols pointless, and it would make laser rifles excessively good.

-------------------------------

Suggestion:

I read somewhere on these 21 pages that you made laser pistols unaffected by night, like the FN-FAL with Night Sight, thanks to the laser pistol's picture looking like it had a laser sight. Cool idea. :) I'm thinking that perhaps you could also give laser pistols a 20% Accuracy bonus. Makes sense since 1) laser weapons should have no recoil and 2) it has a laser sight to help you aim! A recoiless weapon with a laser sight? Aiming and hitting a target should be child's play!

Lots of the original weapons have this 20% bonus (14mm pistol, 9mm mauser, all shotguns, all gauss weapons, and the original Solar Scorcher). Also many rifles have a (PE-2)*8 bonus. I think that laser pistols should have one of these bonuses, perhaps just the 20% bonus. The Solar Scorcher is awesome and you were right about it not needing the 20% bonus, but the laser pistol and magneto-laser pistol do.

Of course, could argue that plasma pistols should also have an accuracy bonus thanks to having a scope... You did give one to the Light Support Weapon since that had a scope. Not sure whether that would be unbalanced or not. But lasers certainly need the bonus.
 
I hadn't noticed the Pulse Rifle ST requirement until now, seeing as it's not likely to come up that often. I think 3 is a bit low for a req, but unfortunately changing the item description means breaking compatibility with just about every mod on the planet. I might lower the ST req considering how the gun seems to be made of plastic and available at Toys R' Us, but for now just roll with a ST req of 6.

The Salvatores now get two shots with the lasers instead of one, and seeing as the other gangsters in town only have Leather Armor they should die pretty fast. Remember to install the Critters part of the mod! Also, yeah, I couldn't possibly make the lasers as powerful as they're claimed to be... guess old Papa Wright ought to stop listening to hearsay and bar gossip.

The problem with all of your weapon bonus suggestions is that these are added to the weapon by perks, and the weapon can only have one perk. I removed the darkness hit bonus from the laser pistols because the Magneto-Laser already has the Penetrate perk and it wouldn't make much sense if only the regular laser had the hit bonus.
 
Hey Magnus, have you spotted the typo you've made in the Brotherhood Armor, concerning Laser DR? I wrote about it a few post back on this page, but don't know if you've read it, since you said nothing about it.
 
Magnus said:
I hadn't noticed the Pulse Rifle ST requirement until now, seeing as it's not likely to come up that often. I think 3 is a bit low for a req, but unfortunately changing the item description means breaking compatibility with just about every mod on the planet. I might lower the ST req considering how the gun seems to be made of plastic and available at Toys R' Us, but for now just roll with a ST req of 6.

Oh so that mistake in the description is actually part of the vanilla game?

Wow, a bug in Fallout 2! Who'd have thought! :D

The pulse rifle ST requirement of 6 is fine. They are very powerful, and with a high weapons skill strength penalties become negligble anyway. (I'm kicking arse with a turbo plasma rifle even though I only have strength 5, thanks to 120% energy weapons skill.)

Also, good idea making the laser rifle have ST requirement of 5, like in Fallout Tactics. (FOT did a decent job of balancing energy weapons, compared to FO2.) It was silly that ALL the energy rifles in FO2 had a strength requirement of 6.

The Salvatores now get two shots with the lasers instead of one, and seeing as the other gangsters in town only have Leather Armor they should die pretty fast. Remember to install the Critters part of the mod! Also, yeah, I couldn't possibly make the lasers as powerful as they're claimed to be... guess old Papa Wright ought to stop listening to hearsay and bar gossip.

Oh indeed the improved rate of fire on the laser pistol (and plasma pistol) is great, effectively makes them twice as useful even without the damage increase. It's just the talk-of-the-town makes them sound like they are actually laser rifles. ;) (And don't worry I did install the Critters part.)

The problem with all of your weapon bonus suggestions is that these are added to the weapon by perks, and the weapon can only have one perk. I removed the darkness hit bonus from the laser pistols because the Magneto-Laser already has the Penetrate perk and it wouldn't make much sense if only the regular laser had the hit bonus.

Aaah I wasn't aware of that one perk limit. I don't suppose it is possible to make NEW weapon perks that include multiple attributes? (I'm guessing it isn't, I'm just being hopeful.)

I suppose you could give a bonus to the plasma pistol, due to its scope, as I'm guessing it doesn't have any perks yet. (And the upgraded plasma pistol is just extra ammo capacity rather than a perk, so no problems there.) The plasma pistol is pretty good and doesn't necessarily NEED the bonus, but I figured that maybe you'd want to add it just for consistancy, like you did with the scoped Light Support Weapon.

I was slightly disapointed by the fact that the Bozar uses the normal sniper rifle sound. I expected something a bit louder and booming. ;) I'm using the replacement .223 pistol and 14mm pistols, I wonder if they'd also be appropriate for the Bozar, given that it is 14mm?
 
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