Fallout 2 mod Fallout 2: Weapons Redone v2.3

Christ, what a mess. Sorry for the long delay, guys, I'm currently up to my toenails in mud (standing upside down), trying to resurrect my old Oblivion vampire mod. The new version is basically finished, all I've got left to do are a few tweaks and update the installer... which by the way I am thinking of ditching altogether seeing how much pain it causes for Win7 users. Man, I hate OSes that try to nanny me all the time, I OWN MY OWN COMPUTER, DAMMIT! Right, so I'll get back to working on this, now.
 
Hello, Mag.
This mod is compatible with the current version of Restoration Project?
Also, this mod make any changes in unarmed weapons damage? (spike knuckles, power fist, etc)
And it's true that with your mod, the shotguns (when you are firing the gun, of course) make the enemies fly away, like the sledgehammer?
 
@Zaius238: there are changes to unarmed damage. The cool thing about the mod is that you can install what you want; it isn't a whole install.

EDIT: disregard my post about obsurd damage. Had YAAM on :P . But I am annoyed at how little damage melee and unarmed attacks do (and yes, i disabled YAAM and Glove's damage calculators). I smack a guy in the face or the eyes, and his DR kicks in and reduces the damage. This is against someone wearing Metal Armor. DR should kick in for parts of the body it covers, not the whole person.

Also, I can do a normal, non-targetted attack with a ripper, and I do 15 damage. He attacks with his Ripper and he can do 25-35 damage, against my Metal Armor MK II. Granted, this is near San Fran; but I'm a higher level than this guy and he still does more damage. That doesn't make sense.

It's annoying that the Deagle and the .44 do similar damage to the pistol. Often, i score criticals with these guns and they do the same amount of damage. Ideally, they should be a step down from 14mm pistols, in regards to damage. It defeats the purpose of using a magnum if my run of the mill pistol can do the same amount of damage for less AP. Magnums should be powerful and capable of dropping Den guards in two shots.

That's just my opinion though... keep up the good work
 
the problem is that in real life, magnums ammunition is meant to be a kind of universal sports cartridge for pistols and rifles.

its ballistic performance will stand between pistol calibers and rifle calibers.

it's not the ultimate weapon, however.
 
Hi, this is my first post.

First, lauds and glory to all who labor without hope of reward to make Fallout 2 a better game! :D

Second, I played Fallout 2 a long time ago and just recently found out about Killap's RP 2.1.1. Been playing it since then. Never really investigated the technical details of YAAM, I just installed everything and jumped in :mrgreen:

Third, I wanted to chip in my two cents regarding WR:

I haven't installed WR but I have read some of the posts in this thread, which have given me ideas... I love the idea of quartering ammo stacks (keeping them otherwise the same, i.e. just as heavy, just as expensive, but one quarter the number of rounds) or reducing the number to the size of one clip or full reload, whichever is greater.

I feel that firearms should be cheap, even dirt cheap. Without ammo they are useless, and ammo has to be manufactured. The demand for ammo would far, far outstrip the supply. Not so in the case of firearms, of which, for the most part, there would be a surplus.

I like the idea of making grenades a little bit dangerous. :wink:

Similarly, I like the idea of making laser weapons more realistic, and of making the Bozar a super-sniper rifle (maybe the Bozar should take 14 mm rounds?).

Lastly, I like to play brawlers so please don't cripple hand to hand attacks too much. :wink:
 
New! The biggest change was to update all protos to work with the new RP and the Megamod, but they should all be perfect now, even the non-humanoid ones!

Changes in v2.2:

REMOVED the installer! Poof! Gone! Cleaned up folder names and typed a manual install guide along with a sample installation in Installation.txt - PLEASE read that one! Until I can make a proper InstallShield application, I don't want to release homebrew stuff that might not work depending on your OS version. Though I will say that there will never be a Mac version of F2WR. You are not allowed to download it onto a Mac.

Added F2WRTroubleshooting.txt, which has some FAQs and answers. Read it!

Increased the Super Sledge's damage to 35-50.

The HK G11E now has the Nightvision perk to match its image, meaning it functions like the modded FN FAL and the Flamers.

Metal Armor MkII no longer has any Electric resistance.

Gauss ammo (2mmEC) no longer increases the weapon's base damage, but its DR modifier has been increased to a muscular -50.

.45 caliber ammo now has a damage mod of 6/2 and a DR mod of 52, instead of a boring 1/1 and 0. This gives it good performance against leather and unarmored, but makes it poor against metal and practically useless against combat armor.

The Tommy Gun does an extra point of max damage. Also included a damage chart for the Tommy in the spreadsheet.

4.7 Caseless ammo has had its DR modifier increased from -10 to -15.

Ammo AC modifiers have been redone and reduced. Remember, this doesn't affect damage, only the chance to hit:
Sharp ammo (.223 FMJ, .44 FMJ, 7.62mm, 4.7 Caseless) has an AC modifier of -10.
Armor piercing ammo (10mmAP, 5mmAP, Needler AP, .44 Magnum FMJ) has an AC modifier of -20.
Super-AP ammo (14mmAP, 2mmEC) has an AC modifier of -30.
Flamer fuel and Improved Flamer fuel have AC modifiers of -10 and -20, due to their ability to burn and overheat armor.
Rockets and AP Rockets have AC modifiers of -15 and -30, due to their ability to shatter and distort armor plates.
All other ammo has an AC modifier of 0.

Changed the Unarmed AP costs from engine hacks to a proper script, thanks to Timeslip.

All critter armor values have been redone, as many of them were outdated and/or spectacularly bugged. Everything should now be up to date with Killap's latest RP version.
Some details:
AP ammo is extra good and JHP ammo is extra shitty against Aliens and Wanamingos. Used to be the other way around.
New Reno Bouncers wear extra tough Leather Armor. Try AP ammo or a special damage type (fire, splosions, etc.).
Some robots had human-like EMP resistance. They now only have 20%, which is what the toughest "normal" robots have.
The smartest recruitable Robobrain (Skynet) used to be immune to EMP damage. He now has a resistance of 30%. Watch where you throw.
In the Megamod, a LOT of non-robotic critters are vulnerable to EMP damage. With F2WR, this is no longer the case.

Included an optional "Unfair" ammo folder. You know how those ammo stacks in the "Scarce" folder have been cut in two? Well, these have been cut in four. A full brick of 5mm JHP thereby gives you 12 shots. The exception is the energy ammos, they've been cut in half. And BBs, because I can't be bothered.

For the hairiest, saltiest, most fearless wastelanders out there, I've included an experimental Worldmap.txt that balances random encounters out a little. THIS IS IN ALL CAPS BECAUSE IT'S IMPORTANT: THIS CAN ONLY BE USED WITH KILLAP'S RP! I MADE IT WITH THE RP V2.1, ANY OLDER VERSIONS MIGHT GO KABOOM! DO NOT USE THIS WITH ANY EXISTING SAVES, THEY WILL GO KABOOM! Okay, here's what it does:
Enemies carry no spare ammo, unless it's really rare. If an enemy uses a low-capacity weapon like a Shotgun, they will be given something else as a sidearm, like a pair of Spiked Knuckles, etc.
Molotovs and Throwing Knives are much more common in early-midgame encounters. (Hint: Molotovs are made with alcohol... who's got plenty of that?)
Grenades are more common in mid-lategame encounters.
Underrepresented weapons (FN FAL HPFA, XL70E3, Sawed-Off, M60) can now be found in a few more encounters.


What I've planned in the future is to edit the game maps to give many more enemies AP ammo, making the endgame suddenly feel alive. A couple of Salvatores will use Magneto-Lasers, raiders in Vault 15 will be able to throw the grenades they carry, etc. This will not happen until the final version of the RP maps is released.

A more immediate project is to add an optional mod that reduces the prices of ammo-based weapons greatly, and increases the prices of ammo. A Super Sledge will be more expensive than a flamethrower this way, as the flamer is only so much scrap metal without fuel. There are already mods out there that fiddle with the Barter skill, this should work nicely with those.

I am also looking into making random encounters more balanced, perhaps even more varied in terms of unique ones, etc.
 
I've heard good things of this mod. Perhaps I should have various combat/weapon overhaul choices in the RP installer. The ones I'm aware of are: yours, YAMM, and Glovz.
 
killap said:
I've heard good things of this mod. Perhaps I should have various combat/weapon overhaul choices in the RP installer. The ones I'm aware of are: yours, YAMM, and Glovz.

That would indeed be an honor, but I do not want to restrict F2WR to users of the RP only. Then we would have to keep the current standalone F2WR that can be used with any mod, and an extra version for the RP, and people will get confused about which one to use, etc. However, I would very much like some help with creating an installer, could you perhaps tell me how you did it?


.Pixote. said:
If only we can get the 3 gentlemen together to workout the "ultimate weapon" mod... :wink:

I'm all for this. Something I've never been able to do myself is edit the hardcoded critical hits procedures and how the chance to hit is calculated, this is in dire need of a tuneup. It would be great if I could work together with someone who can do this, so the game can be even better.
 
killap said:
I've heard good things of this mod. Perhaps I should have various combat/weapon overhaul choices in the RP installer. The ones I'm aware of are: yours, YAMM, and Glovz.

Damn, this sounded like the president speaking to the congress ... awesome! :ok:
 
Yeah, we need some penetration on that weapon.
Also because allot of critters use the powerfist this would make it more difficult for the player character. (& difficulty=good)

Besides that Im reallyreally happy you have revitalised this mod because it is awesome Magnus !!

Bye !
 
Hmm, decent point. With aimed hits and the Better Criticals perk (and Slayer in the end game) the player does most of his damage with high-damage multiplier, armor piercing criticals. It could be argued that penetrate, especially on close-combat weapons, helps the enemies more than the players.

However it's good to make some differences between Unarmed and Melee, at the moment there's a decent choice with the Power fist doing good damage and being fast at 3 AP, Ripper having Penetrate and 4 AP and the Super sledge doing a bit more damage & knockback at 5 AP.

Although I still maintain that the Super sledge should do twice as much damage as the power fist, since it's twice as slow (4AP vs 2AP /w bonus HtH attacks), knockback is a detriment not a benefit, melee skill starts lower than unarmed and has less free bonuses throughout the game, and most important of all, hammers are cooler than fists :mrgreen:

I'm doing a reinstall and starting a new game with Weapons Redone, and I'm quite excited, on paper at least your changes seem most welcome. I'm looking forward to Salvatore goons whose laser weapons can actually hurt me in metal armor!
 
I don't know whether the Power Fist is supposed to behave like the one in FO3 or like a glove that makes your fingers insanely strong, so you can rip stuff apart and choke people with it. I'm guessing the latter, but I'm still not sure why it should realistically have Penetrate.

It's always felt like a cheater weapon to me, I usually do fine with a thrown weapon and aimed unarmed punches. When I do use it, I go for aimed criticals, and Penetrate doesn't matter in critical hit damage. The fact that enemies don't make aimed shots, however, correctly means that they would be the ones to benefit most from it having Penetrate. I'll play around with it and see how it works out!
 
Not Lost Hope said:
knockback is a detriment not a benefit
Of corpse it is if u dont take "Bonus Move" perk; this perk is mostly stuations like this. Not only to catch your foe and like :)

@Magnus: Mega powerfists uses small energy cells to expose kinetic energy on target and knockbacking him. So it is naturally and obviously 666% should pierce armors, while u can pierce on bare fists, with this ultimate gloves you guarentee that u can. This is the reason why i was shocked when i read it at first.
 
I like knockback.

Give Sulik a PowerHammer, set his movement range to stay close to me & attack range to the closest.
This way he will knockback all melee critters with for example rippers/powerfists/sharpened spears who come close to the player character !

Cassidy will then finish them off with his 44magnum.

They way i see it, the power fist is able to tear,rip,shred & crush armor as well as flesh,limbs & bones.
This is why it is considered the best HTH weapon by most people (as the ingame description mentions)

& like mentioned before it will make life harder for the player character since so many critters use the fist.

Bye !
 
Whoa is this supposed to be so tough? Im trying to kill the church guards in Den and get ~30dam hits wearing PAmk2
Edit: also there are 223 and 14mm versions of the bozar and both are useless dealing ~10dam average. Powerarmor cannot be worn by companions anymore.
 
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