Fallout 2 mod Fallout 2: Weapons Redone v2.3

yeah, tried it with fallout vanilla and rp... the same problem happen

the system cannot execute the specified program

press any key to continue...


i'll try with Visual C++ Redistributable 2008 this time, hope it'll work.. if not then ill try with manual installation

anyway thx magnus
 
THANK YOU xzel, I am no longer constipated!

Marlboro, what operating system are you using?
 
Not sure about the correct procedures, but i used ccleaner to delete all the MS C++ in the system, then installed the 2008 redistributable. Initially i just overwrite the 2.1b stuff with the 2.1c, but then i noticed the hunting grounds don't have 15 xander roots anymore, im not sure what gives, so i reinstalled everything anyway, and now it works like a charm with 15 xander roots. (not really an issue though).

Question:

Is the new Wakizashi Sword a 1-handed or 2-handed weapon?

P.S: Crowbars Rocks!, hahaha

EDIT:

In vault city the security center, theres a new locker down the hallway and it contains a 14mm pistol and 10mm SMG, but i cant use them because the ammo type part is displayed as <none>. Not sure whether its a bug or the FWRD made it became that way as those are new items in the map.
 
The new Wakizashi is a one-hander. I'm not sure how the animation looks, but I assumed a short sword would be one-handed.

The Xander roots disappearing must have been a coincidence, I haven't touched any maps.

The bugged weapons in VC just sounds plain nasty. There are a couple of stashed weapons in the game that behave a little oddly because of F2WR, I know of a Mauser loaded with FMJ in Vault 15 for example, but you should always be able to unload weird ammo from them and put the correct type back in.

Are they sellable, can you equip them, can you put any kind of ammo in them, do other 10mmSMGs and 14mm pistols work like they should, do they respond to the Reload button on the action bar, can your NPCs use them?

When did you originally make that save? Was it before you got the enhanced maps? Before you got F2WR? Could you upload the savegame and send it?
 
Magnus said:
Are they sellable, can you equip them, can you put any kind of ammo in them, do other 10mmSMGs and 14mm pistols work like they should, do they respond to the Reload button on the action bar, can your NPCs use them?

When did you originally make that save? Was it before you got the enhanced maps? Before you got F2WR? Could you upload the savegame and send it?

Actually that was when i was playing with RP2.0 and your F2WR2.0, so i can't be absolutely sure.

Everything can be done to them like normal weapons except reloading, not sure about npcs though.



EDIT:
okay i boosted a char and headed to VC to check it out, it's working fine now, i suppose it was due to the older version of your mod.
 
That should be the cause then. I think the problem is that when you save a game, change the map file, i.e. install RP 2.0, and reload the save, some item datas aren't loaded properly. I haven't done anything with those weapons for a long time, so I suppose it's an RP issue. Or just a weird fluke.

Marlboro, the Visual C++ 2008 redistributable should hopefully let you run it. You may have to reboot, and/or uninstall any previous versions of C++ on your system. Hope it starts up for you eventually!
 
It's a nice mod I think, but it has way to many changes to my taste I was thinking of making everything a lot more simple when modifying weapons. I was also thinking of making Bozar in to a sniper weapon, but with both burst and single shot sniping. I also read some of the first posts and I don't know why should the standard sniper rifle suffer because of Bozar's buffs. I think most of the weapons that require changes can be balanced in a very simple way to a satisfying degree. For example - to me advanced rifles such as the XL70E3 need changes. I think that the XL70E3 should be "the best" rifle when it comes to small guns as long as it's loaded with AP ammo while the second best would be the Heckler & Koch G11 and Heckler & Koch G11E (both weapons should have the same stats except for night vision and accuracy where the E version would be superior, also they both should be rifles since they DO look like rifles and are rifles in real life).

g11brochure.jpg


Just look at this magnificent rifle! It's a peace of art! Does it look in any way like a SMG?
 
i've been reading your version history file and i saw your entry about making spears two-handed.

your reason was that spears were too hard to handle with one hand.

you're free to accept my reasons or not but basically, i disagree with your idea.

one reason is that a spear, technically, is a 6 foot stick with a dagger attached at the end. it's not especially heavy. also, since you're holding the center of gravity in your hand, it's possible to wield with one hand.

granted, it's not as maneuverable as shorter weapons like a sword. however, the very design encourages thrusting maneuvers, which even a spear can do easily enough (infantry weapons have to be simple, after all).

also, the spear and shield was the staple equipment of antiquity armies (and even a little bit past that) since they were considered very cost-effective.

if the in-game spear was made as realistic as possible, it would have to be a 1 hex range, one-handed weapon. since a 6 foot spear held at the middle would only grant 3 feet of weapon reach.

but like i said, i'm not shoving my opinion down your throat.
 
According to this guy, whom I assume knows his business, in the armies of the Roman Empire the spear (pilum) was used for throwing into an approaching army and disabling random soldiers by weighing down their shields or occasionally killing them, much like blind-fired arrows were used as "carpet bombing", while a short sword (gladius) was used for precise, one-on-one combat. A spear is a bad choice for toe-to-toe combat in any case, hence their high AP cost and two-hand requirement in my mod. If there were shields or dual-wielding in FO2 I'd certainly leave the spears one-handed, but right now I think it balances out the melee weapons well, especially considering how good the One Hander perk is from the get-go. If you're crazy about the One Hander perk and really bothered by the two-handed spears, you can edit hex offset 1A in the files 00000013.pro and 00000280.pro, and change it from A2 to A0, this will make them one-handed again.


Ravager, you don't need to install everything in this mod. If you for example dislike every change I've made except those in the Big Guns and Grenades area, you can opt to install only those. Also, those first posts you looked at were made about 2 years ago, I have made changes since then. Currently the regular Sniper rifle has longer range than the Bozar. I too started with very simple changes, but it soon occurred to me that if all the weapons in Fallout 2 were to be balanced against each other, it would require a bit more work. But please, I want to see as many weapons mods for this game as possible, so do as you like, listen to people's feedback and build your very own weapons mod!
 
I am one of those people crazy about the one-hander trait as i always prefer to play a melee character. And i find that having a one-handed spear in the beginning with the trait makes it all too easy. Right now i am happily bashing away at people with my trustee crowbar, which i never would've used in the vanilla game, as with the club.

Plus, right now i have to consider melee weapon enemies as a threat because they do deal a hefty damage to you in combat, especially in the beginning of the game. In the vanilla game i usually ignore them and kill off those with guns first. Right now i would also say that it makes the Awareness Perk even more useful.
 
before the gladius, they used a Hasta, which was a one-handed spear. of course, becoming as powerful as they did means they had the budget to equip themselves with better weaponry.

like i said, the spear is a cost-effective weapon if nothing else. it's not the best but it's still plenty dangerous when you have a line of spearmen charging you.

the main problem is that if you take One-Hander, you will be worse with a spear.

which doesn't really make sense considering one-handed spear fighting IS possible. let alone the fact that no one does two-handed spear/javelin throws :)
 
Thing is, this is fallout, a post nuclear apocalyptic game, where dogs eat dogs and any method of winning is viable.

It's unrealistic to compare it to ancient warfare, since we can't use a shield in fallout 2, might as well grab that spear with both hands and thrust harder (which is reflected in the 10-20 dmg of the spear).

In a sense, the same argument can be used to change the Louisville Slugger to 1-handed, since u can use 1 hand to bash people with a bat, and a bat definitely has better grip than a crowbar.

is it possible to make it 2 handed when thrusting and 1 handed when throwing?, that would be the best i suppose.
 
Xzel, sounds like you enjoy my mod and agree with my ideas of how the melee combat in the game should be, and for that I am very thankful. Later on you can get the Ripper or a Super Cattle prod, so there shouldn't be a lack of melee weapons for you as a one-hander. Sadly, there isn't any way to make a weapon one/twohanded without rewriting large parts of the engine and perks. There also aren't any ways of making a weapon do different damage based on attack mode, or I'd give all grenades a Punch option like the Rock has.

Now, I don't want to go about dictating people how to play their game, so for you, Dudejo, I've made some special one-handed spears. Click here to download them, put them in your data/proto/items folder, and everyone should be happy!

EDIT:
I've got some ideas for another (and perhaps finally final) version of the mod, going to throw them out here and hear what people think:

Should Gauss ammo do less brute damage because of the bullets' low mass, but have a lot more armor piercing because of their high velocity?

Should the weapon prices be reconsidered?

Should AP ammo just simply do more damage than JHP all over, perhaps with an increased price tag?
 
Magnus said:
Should the weapon prices be reconsidered?
The casual players might not want the prices increased, but hardcore players would welcome the idea that weapons are rarer and more expensive and than what you find now. This might mean changing the bartering values of the weapons, as well as altering the scripts related to the weapons critters carry…that’s tricky. In general weapons are fairly plentiful and easily obtainable, so by the time you reach the NCR the struggle in some sense is all over (Reaching into the back pocket of a guard in the bazaar at the NCR and stealing the most powerful weapon in the game was ridiculous).
 
Magnus said:
Should AP ammo just simply do more damage than JHP all over, perhaps with an increased price tag?

Personally i'd like to keep it how is (I think it works like this anyway). Hollow points mushroom and cause increased trauma inside the target but as a side effect can't penetrate armor as well as armor piercing bullets which do less damage, but are far more effective against armored targets.
 
Magnus said:
EDIT:
I've got some ideas for another (and perhaps finally final) version of the mod, going to throw them out here and hear what people think:

Should Gauss ammo do less brute damage because of the bullets' low mass, but have a lot more armor piercing because of their high velocity?

Yeah, using the gauss rifle/pistol is like cheating, especially with aimed shots. Either that, or lower the base damage of the rifle itself, and give it perks such as weapon accurate, penetrate etc etc.
 
Yep, right now Gauss is the best weapon in-game, since small arms are the most common of guns. Lower damage, higher penetration, so it's useful against heavily armed foes like the Enclave.

Increasing the price of weaponry might be tricky, since you can get a hold on lots of weaponry pretty easy in the random encounters (hang around New Reno and loot the corpses of the Yakuza and Mobs that constantly kill each other there) and then get rich selling them off. Weapons should be fairly cheap, but ammo needs to be expensive. Which is how it is right now, AFAIK.

AP doing more damage overall would make JHP redundant, now wouldn't it?

Also, one-handed spear in a solo fight is ridiculous. When you have a shield and both flanks covered by allied soldiers then yes, 300-like combat is very effective, but otherwise it's suicide. Try getting a sharp and long pole and thrust with one hand. I mean what's the point? It's unwieldy AND you hit with less power.
 
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