Fallout 2 mod Fallout 2: Weapons Redone v2.3

Discussion in 'Fallout General Modding' started by Magnus, May 8, 2008.

  1. Kimpaz

    Kimpaz First time out of the vault

    2
    Aug 11, 2017
    Hey Magnus, any idea how I could get rid of the loud 223 pistol sound?
    I made damn sure not to install it since I've always hated the volume of it but apparently it came with the latest megamod version.
    I've been fiddling with the acm-files (converting, normalizing) and the soundlist but the hour is either too late or I just suck at it (probably both :) )
    That minefield gave me a headache. If only I had the standard sound as a file and the correct listing for it in the soundlist it wouldn't be a problem.
    The weird thing is that I had the other sound while playing the Restoration Project where you mentioned it should be the loud one.
    Anyway, any help would be appreciated. Wow its embarrassing spending this amount of time trying to correct one damn sound. :D

    Edit: Managed to switch it with another sound extracted from the master dat. Not even sure which weapon I took it from but it sure sounds awesome now without ruining my eardrums. Almost like Frank Horrigans autogun but singleshot. Nerdgasm!

    Your mod is great btw. I've been having so much fun with the new Bozar, Cattle prod and everything else. Thx a bunch!
     
    Last edited: Aug 31, 2017
  2. Pariah

    Pariah First time out of the vault

    37
    Jun 28, 2006
    The game will not allow the MPC or NPCs to reload the Bozar from the inventory. As such, Marcus can only fire what's in his magazine before simply putting the weapon away. If I want him to use it beyond a single mag, I have to physically grab it from his inventory, reload it for him, and then hand it back to until he runs out again.

    At first, I thought this was because I had installed the WR mod over the YAAM. But I reinstalled the game (using GOG installer) and then specified that the RP installer not install either of the weapon mods before I installed WR. I'm still running into the same issue.

    This is particularly frustrating as I do not want Marcus to have use the Plasma Rifle. But that's proving to be my only option.

    Is this a known issue?
     
  3. J_Fred

    J_Fred Long time lurker

    286
    Dec 22, 2013
    At times the game will start the weapon with the vanilla ammo variant, and you either have to empty it and reload it with the correct ammo the mod uses, or use the ammo in until you reload.

    Since this mod switches the Bozar to use 14mm ammo, it probably just has some .223 in it that needs to be removed and/or used up. A fresh install and new game usually fixes this issue for all instances, but it's not a huge issue. Just use the ammo in it, then put the correct ammo in Marcus' inventory. The problem should then be resolved for that gun.
     
  4. Pariah

    Pariah First time out of the vault

    37
    Jun 28, 2006
    That worked. Thanks.
     
  5. agris

    agris Still Mildly Glowing

    215
    Jul 8, 2004
    Hey Magnus, do you realistically anticipate releasing the next version in the next couple of months?
     
  6. Internalwarrior

    Internalwarrior First time out of the vault

    1
    Mar 25, 2018
    Thank you So Much For the amazing mod that saved the game for us melee/unarmed characters . I have great idea Magnus which i hope its not too late to add..

    Enclave/Power armors offers melee and carry weight bonus beyond 10 strength. This applies to enemies as well.


    Realistically a 10 str Character wearing enclave armor should have be default 9 melee damage and 300 carry weight .(Thats 5 base melee + 4 armor and 200 cw +100 Armour cw)


    Fixing this will also make the strength *worthwhile* long term stat investment for melee/unarmed characters

    Thanks for your time Magus

    Internal Warrior
     
    Last edited: Nov 18, 2018
  7. Chief

    Chief First time out of the vault

    1
    Jul 4, 2019
    Hi guys.

    First, thank Magnus very much for beautiful mod - i can't imagine Fallout 2 without it.

    Well, I tryed find this answer in this thread, but unsuccessfully: maybe is there a way to transfer characteristics of weapons and armor in Fallout 1? Fallout 2 include all weapons and armor from Fallout 1, and i think: well, it will be cool - play Fallout 1 with F2WR :)
     
  8. dudejo001

    dudejo001 It Wandered In From the Wastes

    125
    Mar 6, 2010
    afaik, the item files are identical. However, do keep in mind that the item balance is optimized for Fallout 2.
     
  9. KevinV6

    KevinV6 First time out of the vault

    8
    Oct 11, 2019
    Hey, this seems like a cool mod I wanna try it! I have some questions though, is there any way I can manually change a few things from the mod for my personal experience once I download it? I kind of want to change some armour stats as well as the damage of molotovs. Is there anything I can do to change it, note I'm new to modding, or should I leave your mod as is because I'll likely download it despite a few gripes I'll have with it!

    Just to clarify, I want to increase the protection of Combat Armor(Mk II and Brotherhood Armor included) against laser damage, so it shares the same DR and DT protection as against Normal damage. I might also want to decrease metal armour DT/DR; standard and Mk II, against lasers by a slight bit, to make the Telsa variant more special. Do you think it will also affect enemies and not just me if I could make the changes?

    Finally, I have RP installed and F2WR has v 3.6 SFALL bundled with it; your description says I can't allow the original ddraw.ini(the one in 3.3 SFALL that comes with RP) to be overwritten but I can still update SFALL to the 3.6 safely. How do I accomplish this exactly? Do I just have both ddraw.ini in the F2 directory?

    Thanks to anyone who can answer these questions for me, I'm very new to modding the game and I like to try this mod out without the chance of messing it up by doing something dumb. If the first question involving changing stats of armour and weapons is too much of a far stretch let me know, as I will still download F2WR but just want to make sure I know exactly what to do.
     
  10. dudejo001

    dudejo001 It Wandered In From the Wastes

    125
    Mar 6, 2010
    @KevinV6

    The tools by Cubik2k will let you edit weapon and critter stats. Assuming you want to apply your armor changes to NPCs, you'll need the latter.
     
  11. KevinV6

    KevinV6 First time out of the vault

    8
    Oct 11, 2019
    Can anyone please tell me what to do if I already have a mod installed after RP? The Installer.txt for this mod states I have to install RP first, then install F2WR, and then any other mod afterwards. I have installed RP, but I have also installed another mod without downloading F2WR prior. I haven't successfully downloaded F2WR yet because of that instruction from the Installer.txt

    It is a small mod that allows you to gain a perk every level(don't worry I passed the game over 5 times on hard combat difficulty I'm not a scrub, I just wanted to have a bit of extra fun). The mod was initially made by nkchan16, but I think the one I installed was an altered/improved version from the same mod page made by NovaRain; the download I specifically chose was called PerkEveryLevel_NovaRain.7z

    Do I have to uninstall that mod and then reinstall it after F2WR? Or is it a simple enough mod that doesn't need to be uninstalled?
     
  12. Lexx

    Lexx Background Radiant
    Moderator

    Apr 24, 2005
    If the mods are compatible (I don't know), just overwrite the files again.