Fallout 2 mod Fallout 2: Weapons Redone v2.3

F2WR is more about game balance than realism. Like Not Last Hope said, HtH is still weaker than ranged damage, and I'm not going to increase the AP cost of any unarmed attacks. Also, spending 4 perks on a skill should make you insanely good at it, that's what Fallout is all about.

The knockback has annoyed me too. I can't remove it from the unarmed attacks, but I am thinking seriously about adding it to the Power Fists. However, that probably means everyone will just moan about how it's no longer super-overpowered and such.

And yes, a martial artist does use his whole body (as much as he can without losing balance) in an attack, that's what separates him from the common man. He just does it so fast and naturally that it's no more difficult for him than it is for a skilled hunter to take aim and fire. In Fallout, these differences in skill are depicted by the time and skill points you spent in perks and skill points for those skills.

Gawain, the fact that your melee weapons do the intended damage means there's something wrong with the ammo damage calculation, and that can only mean that you've installed some kind of ammo fix. Check your ddraw.ini for the line DamageFormula, and set it to 0. Also, setting the Combat Difficulty to Hard or Very Hard will make some ammos nearly useless, but that would also reduce the damage from the Club, so that might not be it. F2WR already makes the game quite a bit harder, it is intended to be used with the Combat Difficulty at Normal.
 
Magnus said:
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.

Just to clear up a point-of-fact, YAAM does not have any modifications made to Armor or Critter protos. Only Ammo protos (and of course the damage calculation routine in the engine) have been modified. So, at least in theory, you can use F2WR's Ammo protos with YAAM's damage calculation routine.

That said, though, I wouldn't encourage anyone to run F2WR using YAAM's damage calculation routine: remember, there's no longer an ammo DR modifier, but in its place there's an ammo DT modifier. Using DR mod like values in a DT mod calculation will most likely yield very, um, interesting results, and toss out all the careful balancing that Magnus has done with F2WR.

-- The Haen.
 
i'd like to try version 2.2 but the download link says the file isn't available.

is there an alternate link or are we doomed?

edit : not sure how or why but it works now.
 
Just a holler to let you all know I'm alive. Once Killap releases the final version of his mod I'll get working on the final version of F2WR. This will include:

A rebalanced Worldmap.txt.

Enemies will carry (and use!) AP ammo in mid-endgame maps.

More enemies in high level armor where it's appropriate.

I may also take a crack at improving the Bonus HTH damage perk, which is supposed to increase base unarmed damage but only increases the max damage.
 
Well, that all-but-guarantees that I'll be playing through Fallout 2 yet again.

Thanks for the heads-up, Magnus.
 
Magnus said:
A rebalanced Worldmap.txt.

Enemies will carry (and use!) AP ammo in mid-endgame maps.

More enemies in high level armor where it's appropriate.

I would love to see a bigger variation in the encounters.

Is it possible to change the patern (critter spawning on map) of the critters in the encounters?

What I would like to see for example is when you get encountered by bandits for example, you'll be surrounded (bandits spawned around the party). However when you get the encounter choise on the map and you choose yes, you should be able to suround the enemy (with the PC's whole party to attack first) Is something like this easy to implent? Or is it way to time consuming (or impossible at all)
 
Oracle said:
I would love to see a bigger variation in the encounters.

Is it possible to change the patern (critter spawning on map) of the critters in the encounters?

What I would like to see for example is when you get encountered by bandits for example, you'll be surrounded (bandits spawned around the party). However when you get the encounter choise on the map and you choose yes, you should be able to suround the enemy (with the PC's whole party to attack first) Is something like this easy to implent? Or is it way to time consuming (or impossible at all)

Greater variation of encounters can be done in some sectors of the worldmap. Currently, there is the possibility of 40 different encounters per sector. (I tried going past this once, and ended up breaking the game. Maybe Timeslip can figure out a way to go past this limit.) Anyway, some sectors have only about 20 different encounters, while others have over 30. So, it is possible to encounter raiders in a huddle, surrounding, line, etc. by repeating the exact encounter with only one line change. However, to do this in a non-random fashion? I don't know about that one. Again, maybe something can be hacked with sfall.

Or... Maybe something can be done upon map_enter. I don't know how to tell the game to check if it was a player-chosen encounter or not. However, it might still be possible to move critters around on a map this way. Or... maybe make a blank encounter (just give it the name like 'Raiders with dogs' or whatever. Then, the critters can all be created on the map in the different configurations. Still requires a check for chosen or not-chosen encounter, though, which is still beyond me.
 
I believe a check like that would require another hook. I'm not too familiar with DLL injection, and I'd rather not have to include a custom version of sfall. I'll stick to changing weapons and maps. I will definitely take a look at Worldmap.txt, though.
 
Just dropped in to say I've started a new FO2 game after being computer-less for a year, and I'm making a Ironman game with RP + your mod. Is awesome so far.

Now, I'm going to take on the Slaver's Guild when I get home. I'm dreading it because your lowering of 10mm AP cost meant that those dudes probrably get twice as many shots now. If I don't take care they will tear me appart with sheer bullets.
 
Hi Magnus. Thank you for keeping this mod alive. I'm using it since v1.3 and I consider it to be the best rebalance mod for FO2. I like how there's a good reasoning behind all the changes. There are no random numbers, everything is calculated.


Few things I'd like to comment:

While browsing v2.2 protos I noticed that ripper doesn't have penetrate perk. Is that intentional? There's no mention of it in changelog.

About Power Fist
Magnus said:
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!
I agree with this new argument. I read the topic from the beggining and even though I didn't like the fact that you removed the penetration, one post of yours convinced me that it's a good idea. Now however I'm all for bringing it back. I played once whole game with brawler character and I used aimed attacks all the time. I had a lot of trouble in San Fran random encounters with critters equipped with Power Fists. I believe that adding weapon penetration would bring extra challange there which is always welcome.

As for whether it is logical for Power Fist to penetrate armor, it surely is more logical and balanced than in case of .223 pistol. No enemy carries .223 pistol and there's no good explanation for the perk other than because it's cool.

Of course I have no objection to .223 pistol, it's just a comparison.


One more thing
Magnus said:
Gauss ammo (2mmEC) no longer increases the weapon's base damage, but its DR modifier has been increased to a muscular -50.
It's great to see how gauss rifle will finally shine where it's supposed to - at penetrating armor, but I'm afraid that with 2mmEC ammo becoming a clone of 14mm ammo, gauss rifle becomes bozar's poor cousin. Adding -30 points to existing -20 DR modifier is a poor exchange for 1.5x base damage multiplier. It means a big decrease in damage all across the board up to Advanced Power Armor MK.II. Current gauss rifle is even worse than old gauss pistol up to Metal Armor Mk.II.

Damage comparison

Gauss Rifle
2mm EC: 3/2, -20
32 43
48 64 Unarmored
47 63 L. Jacket
43 59 L. Armor
42 58 L. Armor 2
41 56 C. L. Jacket
39 54 M. Armor
37 51 M. Armor 2
34 47 C. Armor/Robes
31 43 C. Armor 2
30 42 B. Armor
26 38 P. Armor
24 34 H. P. Armor
19 28 A. P. Armor
17 25 A. P. Armor 2


2mm EC: 1/1, -50
32 43
32 43 Unarmored
31 42 L. Jacket
30 41 L. Armor
29 40 L. Armor 2
30 41 C. L. Jacket
28 39 M. Armor
28 39 M. Armor 2
27 38 C. Armor/Robes
26 37 C. Armor 2
24 35 B. Armor
22 33 P. Armor
19 30 H. P. Armor
16 25 A. P. Armor
14 23 A. P. Armor 2

It's a huge nerf to gauss weaponry and thus to small guns tree. Hope you'll revert it.
 
Magnus said:
I believe a check like that would require another hook. I'm not too familiar with DLL injection, and I'd rather not have to include a custom version of sfall. I'll stick to changing weapons and maps. I will definitely take a look at Worldmap.txt, though.

Are you still working on this mod, dude?
 
Zaius238 said:
Magnus said:
I believe a check like that would require another hook. I'm not too familiar with DLL injection, and I'd rather not have to include a custom version of sfall. I'll stick to changing weapons and maps. I will definitely take a look at Worldmap.txt, though.

Are you still working on this mod, dude?

Keeping in mind, yes, actively working, no. For the past three years I've had a nice scholarship from the government and been going to college (which means plenty of time for modding). Now I'm done, and have to support a fiancée, pay the rent, pay the Internet, pay the phone bill, and these things all add up to the point where I have precious little time available for anything that does not put food on the table.

There are two modding projects I've got going on at the moment (that I care about), this one and NAVM for Oblivion. Also there's the New Vegas Hoverboard, but that one's pretty much done, and a few other NV mods. I'll be using the maps from the final version of Killap's RP, so F2WR is put on ice until that is out and I have more time.

In September I'll hopefully have more time to mod. Stay safe, and thanks for checking in!
 
Very low damage

Hi.
I encountered a weird behavior.
Non AP ammo (those having +47 to armor) do strange low damage.
For example assault rifle does no damage except criticals for Metzger guards in Den. The same behavior can be observed during the whole game, non heavily armored persons receive no damage from non JHP bullets
Also. Player receives almost no damage to.
Installation procedure:
Install Fallout
Install restoration project (last version), diselecting YAAM.
Install Weapons redone, extracting files to the fallout directory and running installer. I always install all except reduced AP cost for unarmed, because it breaks EXE file.
Run the game.

Am I doing something wrong? or this mod is just a bit incompatible with restoration project?

P.S. at the same time NPC hit each other with normal damage. while I hit for no damage with the same ammo.
 
Is the molotov cocktail supposed to have an incredible knockback?

Talking to the Duntons in Klamath, they attacked me, turning the rest of the townspeople hostile. oops. One of klamath's children threw a molotov cocktail at me, knocking me halfway across town, and killing me :rip:
 
Cnagorneac:
It sounds like you are either playing on Hard difficulty or have the Finesse trait. F2WR is intended to be played on Normal difficulty. It also makes the Finesse trait more of a drawback, which is hard to avoid. Also, are any of the guards using Psycho?

The reduced AP cost for unarmed specials no longer modifies the EXE, it's done with a script and should be perfectly safe to install. Are you sure you're using v2.2 of the mod?


Teukros:
Knockback is to my knowledge calculated from the amount of damage. Since molotovs do a good bit more damage now, they can send you flying, though your case sounds a little extreme. Are you sure it was a molotov and not a grenade?


Everyone:
I'm back. Since the final version of the RP doesn't seem to be on its way anytime soon, I'm thinking I'll start working on the new version of F2WR. This is the one where I'll be giving more AP ammo and armor to later enemies. Stay tuned!
 
It was definitely a molotov, and for that matter I don't recall ever being knocked back that much by a grenade. Unfortunately I don't remember what the damage was but I guess it must have seemed to be within the realm of possibility, otherwise I would have reported it as a bug. As it is it is just weird.

Hmm maybe that child was wielding the Holy Molotov Cocktail...
 
Magnus, thanks for all the work on F2WR; the last time I played it with RP, it was a blast (literally :P ).
Anyway, I´m about to start a new RP game (its been a while, FO addiction is back), but download link in the first post is dead.

Any chance you can re-upload it again?

Thank you
 
I absolutely adore this mod. Been using the RP forever and this just makes it tons better. Looking forward to both releasing updates.

For people who want it but cant get it cause of the broken link i uploaded it to mediafire http://www.mediafire.com/?ykkmpjyxz6o2lo9 Of course all credit goes to Magnus If you want me to remove Magnus just say so. Or better yet keep the link and save your lazy self the trouble :P
 
Hello Magnus.

First of all I'd like to say that your mod is very well done. I always wondered why armors had such a great resistance against laser weapons.

Its been a while that I don't play Fallout 2, but I heard Killap is about to release a new patch version in the next months. And seeing that you are working on a new version, made me want to play this awesome game again.

Since I don't play this game for a while, what I gonna suggest now to your mod might be out logic. I'm pretty sure you tested the mod a lot, but I think theres still somenthing to polish, a thing or two. Here we go.


Armors "Normal dmg resistance"

#1: Metal armor DR is 35 now, same as MkII, no? Shouldn't MkII resistance be a lil a higher, like DR40? This apply to Tesla armor too. Normal metal armor looks crude, I don't think so it should offer the same resistance as MkII. My suggestion is lower Metal armor DR back to 30 or make the other variants a bit better.

#2: Advanced power amor MkI and MkII DRs at 65 and 70 look a bit high, I think their DR should be lower, like MkI at DR60 and MkII at DR65. I've seen that you lower Gauss ammo damage, so I think these values should help a little.

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

Armors "Laser dmg resistance"

#1: Leather jacket. I know it does not reflect laser, but its better than wearing nothing and since it has a plasma DR10, so should it have a laser DR of at least 5 or 10 at most. Just a 01 DT is almost like wearing nothing. Combat leather jacket, same stuff.

#2: Leather armor is a bit polished, so its DR should be 10 or 15 at least. Leather armor MkII should be a little higher at DR20 or DR25.

#3: Metal armors in my opnion shouldn't offer that great laser protection in comparison with combat armor, its just metal. Theres no reason metal armor laser stats should be that higher than combat armor, a well designed armor. Still, they are balanced. But combat armor not. So...

#4: Combat armor is made of plastics and ceramics, high end military stuff, its material should at least offer DR40. Same goes to MkII and Brotherhood armor, which should offer DR45 and DR50, respectivelly. Maybe you could tweak a lil their DT stats. This way I think they fit well between Metal armor MkI and MkII.

#5: That bridgekeeper's robe should have a DR10 or a bit more, if you augment combat armor stats, so should this one too. Its full of magic stuff, dang I bet it can reflect lasers too.

#5: Power armor DR values look a bit high, what 'bout decrease it just a lil, just 5 points. If so, same goes to Metal armor MkII. Although all the look well balanced.

#6: Advanced power armor could have that high DT stats? Whats the limit of the Fallout 2 game engine? I know DR stats can't go more than DR90, but and DTs values? Their DRs are fine in my opnion.

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Armors "EMP dmg resistance"

Why power armors and advanced power armor have different values? Both are well sealed. What about a same value for both, like DR60% or DR65%? EMP grenades cause huge damage. 100-150 dmg if I remember well, right?

Have you altered Frank Horrigan stats too?

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Armors "Electrical dmg resistance"

Have you altered these to some armor? Including ol Frank Horrigan?
It was lower than all his other stats if I remember well, long time I don't mess with modding stuff.

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

Ammo stuff

Cool, cool thing you did, really.

Good thing you increased .45 caliber clips of 10 to 30. No AP ammo means they're useless against armored foes. What about a lower DR modifier?

More 7.62mm ammo from 20 to 35 clips is good as well.

I didn't understand what you did to 9mm and 9mm ball ammo, what are the differences between the two?

Gauss ammo looks weaker, as stated by Flash.

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Big guns

How you altered the flamers and improved flamers to only accept their respectively fuels? Also, this can make you short on supply, just one option. Its quite hard to find flamer fuel already.

The bozar, damn fine gun. You altered it the way it should be from the begining. Only thing is, its a sniper rifle, why it only has a range of 36? Should be the max 50 squares.

Another suggestion, to those that liked bozar the way it was, why not make an option to burst 2 or 3 bullets for 7AP, only problem is that I don't know if there is a suitable sound file for a sniper rifle. Bullets would be a problem as well, somewhat scarce. Well its fine at it is, only need a better range.

On a side note, Vindicator minigun still costs so much, but dang its a really fine gun.

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

Will post more opnions and suggestions later.

Again, great job !
 
Hi Magnus!!!! Still loving this mod and i dont think id be able to stand playing without it but ill try when 2.2 is released how long after that do you think itll be for F2WR? To bad you cant keep the v2.2 on it or theyd match :P
 
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