Fallout 2 mod Fallout 2: Weapons Redone v2.3

jackass888 said:
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.

No, this sounds weird.

Have you installed Glovz' ammo fix or YAAM, which came with the RP? They will not work with F2WR. Do you have combat difficulty set to Hard?

Some Bozars are loaded with .223 initially, but will only accept 14mm when reloaded. It should be one of the most powerful single shot weapons in the game, so something is wrong.

The Power Armor thing is a reported conflict with the Unlimited Party Members mod, I assume you have that one running? I'll have to take a look at that and see if I can't make a compatible version.

What other mods do you have?

EDIT:
I just tested giving Sulik Advanced Power Armor on a clean RP and F2WR install. He does equip it, but somehow he seems to think his Leather Jacket is better, I had to take that from him to make him wear the APA. Do your followers carry more than one Armor item?
 
Im using latest RP and i think default install options. No other mods.
Tested stuff on both wimpy and hard diffuculty.
Jep bozar loads afterwards 14mm but it still plain sucks. Eg dealing 0 damage hits to combatarmor guys and ~20dam to mantis.
And yes sulik accepts PA after i removed other armors.
Somehow the beginning was just impossible on wimpy difficulty. Had APAmkII and flamethrower and died ~20x in the Den church :P Maybe because items were placed by item editor?
Edit: tested a new "legit" game... this time the guys in Den church died easier but still did 30dam to me per shot. Wimpy diff
 
Perhaps something went wrong in your installation? I'll refer to F2WRInstallation.txt and post the suggested procedure in your case here:

1. Install Fallout 2 Humongous.

2. Install the RP, WITHOUT any damage calculation mods.

3. Copy the files in Items\All to Fallout2\data\proto\items.

(4.) Copy the files in Items\Anims to Fallout2\data\proto\items, IF you installed the RP's custom weapon animations.

(5.) Copy the files in Items\Ammo\Unfair or Items\Ammo\Scarce to Fallout2\data\proto\items, IF you want ammo to be less available.

6. Copy the files in Critters\base to Fallout2\data\proto\critters.

7. Copy the files in Critters\killap to Fallout2\data\proto\critters, because I use the RP.

8. Copy hk_calcapcost.int in Scripts to Fallout2\data\scripts.

Double-check that no ammo mods have been activated. There should be a line in your ddraw.ini called DamageFormula, and it should be 0.

How do your melee weapons work?

EDIT:
I don't know how your particular savegame editor works, but I do know that most of them are perfectly capable of messing up savegames without my help, so that could be your problem right there. If you must use it, I suggest that you only give yourself tons of money and then buy the stuff you want in-game.

What stats do your Bozar and 14mm ammo have in the inventory menu? The Bozar should have 36-78 damage, and the 14mmAP ammo should have 1/1 damage mod, -30 AC mod and -50 DR mod. The only Den guards that can do 30 damage to you are the ones with Desert Eagles, and only if they use JHP and you are wearing no armor.
 
jackass888 said:
Im using latest RP and i think default install options. No other mods.

As default RP will install all optionals I think, including YAAM, so my guess is that you have that installed and your ddraw.ini has DamageFormula=5 in it. I'm not sure if it alters anything else except the damage formula so don't know if you can just change that to 0 or if you'll have to do a complete reinstall. Try changing it to 0 and see if it makes a difference.

It's been a busy weekend and I haven't had time to start a F2:WR game so can't comment for myself how things are working or not.
 
Thanks!
Yes the full/default install of RP had ammo fixes in it and after a reinstall everything seems fine. *intensive testing and enjoying*
 
Magnus said:
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.

I'm really looking forward to this feature. As Fallout 2 stands, the game's difficulty takes a big nose-dive before you ever reach the end-game.
 
jackass888 said:
I have encountered another issue. Not sure if its a PR or RW problem. All ranged weapons have become broken, they have no fire mode. Ammo is show but no fire mode can be selected.
Savegame:
http://www.mediafire.com/?ggxc9h799ss4jh2

Do you have crippled limbs by any chance? Sorry, if I'm assuming you don't know the game, but it's the only possible cause that came to my mind.
 
Magnus said:
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.

Sounds great! Is there an ETA for this? (just wondering if I should start a new game asap or hold out for a while)


:clap: :clap: :clap:
 
Magnus said:
.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.

I can't believe I missed this post, but I for one wouldn't mind working with Magnus, Glovz, or any other modders out there that can tolerate me. ;)

That said, RL stuff has been very busy for me lately (trying to start my own business), so I'm not as active on NMA as I once was. But I'll do my best to respond to stuff as they roll in.

-- The Haen.
 
The weapons - armor - and ammo are basically just numbers...so is it possible for each individual to just make the lists of the items involved, then narrow down the differences, and finally make a compromise...I imagine that you three gentlemen will initially agree on about 90% of the data.

It would be good to have one weapon - ammo - item mod that truly improves upon the original design. Currently there are a handful and it's hard to determine what's what.

* Can I make a request - everything should have a size of at least 1 - (especially Stimpaks, everything must take up some space), and Stimpaks should also weigh 1, and Super Stimpaks weigh 2. No more lugging around 200 weightless Stimpaks. I've tested this in-game and it works for the betterment of the gaming experience IMO.
 
I imagine a world where these modders work together and release two separate versions of the ultimate Fallout 2 ammo/combat mod. A "lite" version that primarily rebalances the ammo types, fixing the broken AP ammo while trying to stay as true as possible to the developer's intent (essentially what YAAM is). This is for fans that want to fix what is obviously very broken, but don't want to stray too far away from the vanilla game.

Then a beefy "combat rebalanced" version that goes much further in modifying the game's weapons for balance/logic (Bozar as a badass sniper, laser weapons don't suck, .223 pistol is unique, etc.) and addresses the game's difficulty issues (late-game enemies use more AP ammo, ammo in general becomes more scarce, etc... basically what Magnus does, except it'd be built upon the "YAAM" foundation).

Or, better yet, it's one big mod that's modular, like Magnus' current mod, so players can simply select what options appeal to them. Everyone wins.

Yeah. That'd be cool.
 
Dravean said:
I imagine a world where these modders work together and release two separate versions of the ultimate Fallout 2 ammo/combat mod. A "lite" version that primarily rebalances the ammo types, fixing the broken AP ammo while trying to stay as true as possible to the developer's intent (essentially what YAAM is). This is for fans that want to fix what is obviously very broken, but don't want to stray too far away from the vanilla game.

Then a beefy "combat rebalanced" version that goes much further in modifying the game's weapons for balance/logic (Bozar as a badass sniper, laser weapons don't suck, .223 pistol is unique, etc.) and addresses the game's difficulty issues (late-game enemies use more AP ammo, ammo in general becomes more scarce, etc... basically what Magnus does, except it'd be built upon the "YAAM" foundation).

Or, better yet, it's one big mod that's modular, like Magnus' current mod, so players can simply select what options appeal to them. Everyone wins.

Yeah. That'd be cool.

Hear, hear! I completely agree, and I've felt this way since YAAM was released.

It seems like both YAAM and Magnus are, to some degree, attempting the same thing (though Magnus has a distinct tactical emphasis). Part of Magnus's efforts to fix the damage done / received was by changing armor and weapon stats. Meanwhile, Haenlomal (sp?) tackled this by changing the underlying formulation of damage.

I would love to play a mod that takes Hanlomal's fixed damage calculations but implements Magnus's tactical elements / lethalization of laser / thrown weaponry. Currently, mixing YAAM and either flavor of Magnus's mod results in nonsensical damage taken / received.
 
YAAM can be run (ran?) with F2WR as long as you do not install the Ammo, Armor and Critters parts of the latter. This means you'll need the Energy Without Armor option if you want lasers to do diddly. Note that this will screw up the ammo of Mausers and possibly make Flamers useless, but it's possible.

I haven't tried YAAM, but I know that both F2WR and YAAM give AP ammo a much-needed boost. However, the core problem lies in the fact that very few enemies use AP ammo or indeed any better protection than Metal Armor. In F2WR v2.2, AP ammo works very well against Wanamingos and some Deathclaws, but there are still many NPCs, especially around San Francisco and New Reno, that could be wearing Combat Armor without looking stupid. This is what I'll be aiming to balance out in the future with custom maps and added random encounters.

Once there is a reasonable amount of late-game enemies wearing proper armor and packing AP ammo, any changes made to AP ammo will have a huge impact. That's when we should start discussing whether it is better to modify armor and AP ammo stats, or the way the engine handles them. As long as the result is a balanced, tactical challenge, either way is fine by me.
 
Magnus said:
8. Copy hk_calcapcost.int in Scripts to Fallout2\data\scripts.

I find no such file in either \Fallout2 or in \F2WR v2.2. Do you mean hs_calcapcost.int? But I notice that there is also a hs_calcapcost.ssl file in that folder. What should I do with that? Should I just copy both of them to \Fallout2\data\scripts?
 
Ah, yeah that's a typo. It's hs_calcapcost.int alright. The ssl is the source code, you can open it in notepad and have a look at it if you want.
 
Magnus said:
8. Copy hk_calcapcost.int in Scripts to Fallout2\data\scripts.

I followed the installation instructions and started a new game, and punches still cost 3 AP.

Also, kicks still cost 4 AP.

EDIT:

:shock:

I understand now - the regular punches and kicks cost the same but the SPECIAL punches and kicks cost much less. This is the opposite of what I thought I read. :oops:

My characters are always over-reliant on unarmed combat and this mod will make the game even easier for them. I always take Gain Agility at Level 12 and Bonus HtH Attacks at Level 15, and both Action Boys ASAP, which will ultimately mean four palm strikes or piercing strikes (or six regular punches) per round of combat. :crazy:

Perhaps regular punches should cost 4, regular kicks and special punches should cost 5, and special kicks should cost 6.
 
Using the SMG and regular ammo i do no damage to big molerats and those green geckos, and 1 or 2 damage to the silver geckos.

Is this normal or a sign of some mistake in the installation?, is just weird that a club does more damage to these enemies than a firearm.
 
teukros said:
My characters are always over-reliant on unarmed combat and this mod will make the game even easier for them. I always take Gain Agility at Level 12 and Bonus HtH Attacks at Level 15, and both Action Boys ASAP, which will ultimately mean four palm strikes or piercing strikes (or six regular punches) per round of combat. :crazy:

Perhaps regular punches should cost 4, regular kicks and special punches should cost 5, and special kicks should cost 6.

Ehh, six regular punches per round, so what? With Fast Shot, Bonus ROF and 2xAction Boy you can shoot a Gauss Pistol six times per round as well. HtH certainly shouldn't be any slower than ranged attacks since you need to spend AP to run after opponents who get knocked back after every attack...

Gawain said:
Using the SMG and regular ammo i do no damage to big molerats and those green geckos, and 1 or 2 damage to the silver geckos.

Is this normal or a sign of some mistake in the installation?, is just weird that a club does more damage to these enemies than a firearm.

If your ddraw.ini has "DamageFormula=5" in it I'm going to stab your eyes out with a rusty spoon!
Magnus' first post of the thread said:
F2WR is fully compatible with Killap's Unofficial Patch and his Restoration Project, because it uses his item protos. Make sure you set the ammo mod settings in the RP's ddraw.ini to the default 0 if you use F2WR with the RP (i.e. turn Glovz' ammo mod off. It should already be off if you haven't turned it on.), or some weird stuff will probably happen.

If not then I dunno, try using AP ammo or something.
 
Not Lost Hope said:
Ehh, six regular punches per round, so what? With Fast Shot, Bonus ROF and 2xAction Boy you can shoot a Gauss Pistol six times per round as well. HtH certainly shouldn't be any slower than ranged attacks since you need to spend AP to run after opponents who get knocked back after every attack...

Ah thank you, this reminds me of something else which might actually be a bigger problem. I noticed on my last playthrough that punching with bare knuckles gives significant knockback, but punching with spiked knuckles gives little knockback or none at all (in my current game with the latest WR, I haven't gotten spiked knuckles yet to check it out).

Regardless, I think a powerful punch would require more action points than pulling a trigger. The attacker himself would need to recover from his attack (think of a baseball pitcher, who uses his entire body to throw a baseball - doesn't a martial artist use his entire body to make a powerful attack with his hand or foot?)
 
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