Fallout 2 mod Fallout 2: Weapons Redone v2.3

I don't know if this was mentioned before, but I don't think this mod is capable with the Restoration Project mod (and there's places that said that they were).

I have both mods installed, and I get crashes upon loading games because of having certain weapons in my inventory.
 
Well, that's interesting, because I use both myself without any problems. Could you give me the names of some of the weapons that crash your game? Before you equip a weapon, also make sure that it is loaded with the right ammo type. I know there is a problem with a Mauser in Vault 15, for instance.
 
your evil twin said:
(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.)

Confirmed. Not working in XP 64-bit either.

Unrelated question for Magnus: Why did you change the AP of the weapons, I'm thinking especially the melee weapons. The super sledge now takes 1 AP more, spears take 1 AP more, Louisville Slugger takes 1 AP more etc. I liked all those weapons a lot in the vanilla version, and the AP increases make them much less attractive. It kind of seems to defeat the purpose of making said weapons stronger, because often the benefit of being able to hit more times is better than higher damage, because the more times you hit, the higher your chance is to score a critical hit.

Also, why remove the swing option from some melee weapons? I generally prefer swinging to thrusting, it just feels more satisfying, don't ask why, heh.

I'll try your mod anyway, out of interest. If you could clear up those questions, that would be great.
 
Sorry for being a total tard, but how do I get this thing working? I installed the files I wanted and launched the game. No difference found. Did I miss something?
 
Hmm. This new version is just confusing me a tiny bit there, Magnus.

So basically you put the files from Critter and NPC into the Critter proto folder in the F2 directory, and the files from waa into the Items proto folder, and then run Install.BAT?

I'm pretty sure I did it right, but...


Edit: Or maybe I didn't. I can't talk to Sulik after I've recruited him, I click but nothing happens.

Edit again: *facepalm* Heh, nevermind, I figured it out, and it works fine now.
 
Hey, what's the name of the files for sledgehammer and spears? I'd like to have them back to normal, because I don't like the 5AP cost. I can only hit enemies once per turn and I don't like that :S

E: Hellooo, is everyone dead, or what's going on?
 
Aayyyyy! Not dead yet, just converted to Fallen Earth (a very nice Fallout-esque first person shooter MMO that everyone should check out, not at all like the big fat boring WoW). I changed the Super Sledge to 5 AP for consistency with the regular Sledgehammer. If you specialise in Melee and Agility, you can still get two swings with it a turn. Also, some of the melee weapons now only Thrust because their second option is Throw!

A list of the melee weapons' IDs (which correspond to their proto file number) can be found here:
http://www.nma-fallout.com/content.php?page=fo-modding-fo-list-itemlist

Note that the proto file numbers for Sledgehammers and Spears are 5 and 13, respectively, not 6 and 7 as one might think.
 
Well I would definitely drop the spears and sledges to 4 AP. Super Sledge originally actually has a 3 AP swing as well as the 4 AP thrust, so it's way nerfed by the change to 5 AP, even though its damage is slightly increased.

Anyway, personally as a melee lover, I'll definitely be playing the unmodded version myself.
 
Hey, I have a problem with the assault rifle from a certain quest in Modoc, as well as a H&K Caws I found on some slavers; they can't be fired, in fact, they have no action at all available when I equip them... Has anyone else had this problem?

I have the unofficial patch 1.2.24, and killap's restoration mod v.1.2, as well as the high-res mod.

Thanks in advance for any help :)

EDIT: Nevermind, I'm an idiot, I had a crippled left arm :) Great mod btw!
 
Magnus,
I am currently using RP 1.2 with F2WR 2.0. Great work by the way it seems very stable and keenly done.

Couple of questions:

1. I am using Vista and had to manually install, I simply copied all files in the critter and sound folders to the critter and sound folders in the game. For the waa folder I copied all files in each folder in the items folder in the game except for the all folder, ammo/rare and energy/normal. I did not mess with the NPC folder. My intent was to use your full mod minus the ammo rarity. Did I do this correctly?

2. I notice that Sharpened Spear has a dmg of 9-19 while a regular Spear has dmg of 10-19. Was this intended or is it a mistake?

By the way great job making the weapons more playable and realistic while not taking away from the game. If you ever have any questions about weapons or ballistics feel free to ask, I am a Master Gunner.
 
MikeGolf:
Thanks for enjoying my humble mod. When installing it, you could simply have copied all files in the waa/All folder into your proto/items directory, since the All folder does NOT contain the ammo rarity. I figured this would be for the specially interested.

Also note that the Critters folder contains another three folders, Base, Megamod and Killap. To get it right, first copy all of the files in the Critters/Base directory into your proto/critters directory, then if you're using Killap's RP/UP or the megamod, copy those files on top.

After all this, you are advised to copy the files in the NPC folder to your proto/critters folder, as they remove some leveling problems that can occur if these files are already present in that folder. (Since these files are NOT write protected, they will be erased by Fallout 2 on load). I accidentally included these files in earlier versions of the mod, this should make them go away forever.

Spears:
The spears are intended to have the same damage values. The one stated in the readme is the correct one. I'll rectify this in the next version.

Compatibility:
Looks like Vista and subsequent releases of our favorite OS said "Pah!" to backwards compatibility and eliminated 16-bit program support. For Windows 7 users, it might be an idea to remove the Choice.com bundled with the mod and then run the installer, as Choice is already present in that OS. I'll be doing some more tests and try to make a more contemporary installer in an eventual next version.
 
Magnus, I just noticed that you never answered me about that mistake in the Brotherhood Armor, resulting in crazy armor values (DT if I recall).
 
Sorry bout that, Ravager, it's definitely on my to-do-list. Hope it's just the player armor that's bad, otherwise I'm in a world of hurt to fix all the critter stats.
 
Magnus,
Thanks for the response and directions. Your mod is the best I have seen when it comes to common sense (the Bozar was just meant to be a sniper rifle with the 14mm ammo) and is really fun to play.
I don't want this to sound like I am being a dirtbag since this is your baby and nobody has any right to demand anything, including unsolicited advice but here I go anyways.
I do have a couple of suggestions but I understand that you are making a mod for a game not a shooting range, if you would like to hear them great, if not thats great too. Okay I will stop babbling now.
 
Suggestion for the sake of badassness: If Bozar is now a big sniper (finally!) using 14mm amno (great!), why not use the sound of the 14mm pistol (BOOM!) as well, instead of Sniper rifle sound (bang!) ?
 
MikeGolf - go ahead and let me see what's in your head! Suggestions are never bad - though some can be awfully stupid :D

Makenshi - I tried that too... I guess it's up to personal preference, but I find the default sniper sound to be the most accurate one. Think about it, the FO2 magnum sound is a "Biff!", the FO1 magnum is a "BAM!!!" and the default sniper is a "Bannggg". I imagine that a longer barrel would produce a longer sound, with more echo and less immediate punch, but maybe I'm rambling here.

Consider this (PEWHHHHH)
http://www.youtube.com/watch?v=rnO3LMEWZwk

versus this (BAM!!!!!)
http://www.youtube.com/watch?v=P96V4AaQN8c

and on a side note, I live in a country where, to own a gun, you need to be 21 years old, have been a member of a hunting association (for shotguns or rifles) or a shooting range (pistols) for 6 months, register it with the police and send them regular documentation of its use, store it in a certified weapons locker and have it dismantled in at least 3 pieces at all times. Fully automatic weapons are illegal unless you're in the army. Youtube scares me.
 
I live in a country where, to own a gun, you need to be 21 years old, have been a member of a hunting association (for shotguns or rifles) or a shooting range (pistols) for 6 months, register it with the police and send them regular documentation of its use, store it in a certified weapons locker and have it dismantled in at least 3 pieces at all times...

And that's all? So simply? :shock: Arrrrgh! I can't even have a pistol...

Btw, good work with Bozar. Through, i'm more fond of something like Barret M82 Anti-material :twisted: "Where is half of my body?"
 
@Magnus: point taken, thought I think the 14mm sound is more like "BOOOOOM!" than "BAM!", and so it's as long as the sniper's sound. Well, let's do it like this: when R.P 1.3 is out, you teach me how to change the sound and I do it myself :mrgreen:

Or... you could add it to your mod as an option and save me the trouble :p

@Mike: c'mon man, throw those ideas here, I'm curious too!
 
One thing I wanted to throw out there is the whole concept of Big Guns. I will try to leave out as much technical garbage as I can since we are talking about a game and combat usually occurs at very close range. I just feel that the trade off for Big Guns should be more carry weight and in most cases less control (i.e. a greater chance of hitting unintended targets), however in return you gain longer periods of time between reloads (belt or box fed) and a lot more pure, simple damage and destruction. This brings up my point about the LSW and M60. In real life selector fire capabilities (i.ae. single, burst, auto) are normally exclusive to assault rifles and SMG's; light machine guns that fire from the open bolt are normally only capable of safe and full auto. I understand and agree with your idea about play balancing Big Guns, I just disagree with the single shot option. In order truly make Big Guns a fun and viable choice wouldn't it seem better to emphasize damage and ammo capacity instead of precision? This way as the game progresses if you want damage beyond the capabilities of Small Guns you need to look at Big Guns. Thanks for hearing me out.
 
My thoughts exactly. I received a lot of requests for a single shot option for the big guns, which is why I did it, but it never was an idea of my own. Maybe I'll add an option to disable it in the installer, but it's already possible to just not use single shots, so it's not a high priority. I might, however, pump up overall Big Gun damage &&/|| clip size. Actually, I might start playing the game again to see how it all balances out with fresh eyes. Borderlands is just way too much fun at the moment.

Also, I've fixed that Brotherhood armor bug and done some stuff with melee weapons, there will be a new version some day.
 
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