Fallout 2 mod Fallout 2: Weapons Redone v2.3

v0.9 is out, and it should be my last ever change to the weapons' stats. For v1.0, I will get the prices right.

Changes in v0.9:

HN Needler ammo has a negative DR modifier of 20.

HN AP Needler ammo has a negative DR modifier of 40 and a damage mod of 1/1 instead of 2/1.

It turns out I had made the Laser Resistance changes to the Robes armor item instead of the Bridgekeeper's Robes, which was of course not what I intended, and anyway there are no Robes in Fallout2. The Robes armor is now unchanged, and the Bridgekeepers Robes have gotten the right values. They also have a DT of 10 instead of 9, but still no DR.

The Rocket Launcher does 45-100 damage instead of 35-100.

Explosive Rockets have a DR modifier of 22 and a damage modifier of 2/1. AP rockets are unchanged. This means you should never ever pick on someone who has a Rocket Launcher until you're wearing a type of Power Armor. That's a good advice in real life, too.

Leather Armor has an Explode DT of 1 instead of 0.

Combat Armor Mk.II and Brotherhood Armor have exchanged Explode DR/DT values, so that Brotherhood Armor is better than Combat Armor Mk.II.

Power Armor and Hardened Power Armor have an Explode DT of 16 instead of 20.

Grenades do 50-80 damage, Plasma Grenades do 70-90.

Both types of Flamethrower Fuel have a weight of 5 instead of 10. Flamethrower Fuel also has a DR modifier of 20 instead of 25.

The Sawnoff Shotgun does 13-30 damage and its range is now 9.

Both Flamers now have a range of 6.

All instances of the .223 Pistol are now swapped with the 9mm Mauser.

The Mauser now has a damage of 10-16, a range of 25, a 20% bonus to hit (which was already there), a base price of 1200$ and an AP cost of 4.

The .223 Pistol and the Bozar sound like a Sniper Rifle when fired.

9mmBall ammo now has a damage mod of 3/2 and a DR modifier of 15. It also comes in clips of 18 rounds, which have a base sell price of 300$.

The stash of useless, descriptionless 9mm ammo in the locker where you used to find the Mauser has morphed into a stash of 9mmBall (same stats, different ID). Use it up or sell it as quickly as you can if it annoys you to have two stashes of the same ammo.

The .44 Magnum costs 5AP again, as the Mauser takes over its function as mid-level pistol with an AP cost of 4, suitable for those who have Fast Shot, Bonus Rate Of Fire and Sniper in place.
 
Looks good. I don't suppose there's any chance of a version of your mod for Fallout 1 in the future?
 
Just a thought:
Switching H&K CAWS with Pancor Jackhammer ids

I know it doesn't sound like much of a change, but the Jackhammer is slightly weaker and a less modern weapon.

Of course there is still the issue of reducing price I would think as well.
 
Magnus said:
Leather Armor has an Explode DT of 1 instead of 0.

Combat Armor Mk.II and Brotherhood Armor have exchanged Explode DR/DT values, so that Brotherhood Armor is better than Combat Armor Mk.II.

Power Armor and Hardened Power Armor have an Explode DT of 16 instead of 20.

How did you modify the DT & DR of armour? I was under the impression this was very difficult/impossible.

Some good changes made. I like it.
 
Fallout 1:
Fallout 1 suffers under the tremendous bug that one part of the damage calculation formula omits a very important ammo value (I can't remember if it's DR or damage modifier), so that some weapons get way more powerful than the developers intended, because of clumsiness when Fallout.exe was put together. This is something I cannot fix, and would take a skilled coder like Timeslip, Glovz or ravachol (who nobody has heard from in a year, sadly) to tinker with. I might try to make grenades, lasers, melee weapons and other ammo-less weapons work better in Fallout, but since the ammo-using weapons will be forever bugged, I will not touch them.

Boomsticks:
Is the CAWS *weaker* than the Pancor?!? That don't make no sense! I will have to investigate this further... looks like my weapon editing days are not yet over!

Armor:
Armor editing is not much harder than editing weapons, there are just more values to keep track of. I have already edited armor laser resistance for all armors and normal resistance for some of them, changing the explode resistance was a minor thing to do. What took time was to open every armor file, write down its explode resistance values, set them in a table and factor in the Rocket Launcher's damage, to find appropriate values for its ammo. Look at the spreadsheet in the link at the first post (also bundled with the mod) to see how it turned out! :)
 
Minigun Jim said:
CAWS is 15-25 dmg, 10 round clip, 5 burst.
Jackhammer is 18-29 dmg, 10 round clip, 5 burst.

CAWS is weaker :)

None of these weapons deserve their astronomical values. I will write down the value of every weapon in the game and modify it where I find it appropriate. It should make the player less incredibly filthy rich, because even if the weapon also becomes cheaper to buy, you usually sell 20 times as many weapons as you ever buy in FO2. I, for instance, use Combat Shotguns as spare change by NCR, and if they suddenly went down to 2000 a piece, I might have to scrounge a few more to buy that lovely Combat Armor. Every little bit helps.
 
Important news, which is why I'm double-posting like some retarded, cross-eyed chimpanzee with Down's syndrome here:

v1.0 is out, Hoo-Raah! Grab a cake, a beer, a nice girl and celebrate everyone!!!

Actually it is not that great, because there are no changes from v0.9. But - it is modular again. Unfortunately not as much as I would like it to be, but still:

All you grenade lovers out there, you are now able to wear big smiles on your faces while pelting guards in the Enclave with powerful explosives, knowing that their armors have not been changed.

All you melee fighters out there can pick up your trusty Ripper, saw off a Raider's jawbone and ram it in his eyesocket with a Super Sledge, knowing that his Assault Rifle is the default useless one.

And all you pistol whippers out there can enjoy a good, old, vintage Mauser with renewed ammo whenever you go to New Reno, without having to worry about the Salvatores doing any damage to you at all, since they don't have the improved laser guns that you didn't install.

In short - you are now able to choose! And that's not bad, eh?
 
Good work Magnus. I like the way you've split
changes into seperate modules, so people can
(to some degree) choose the changes they want.

So how about those value changes? I say knock
down the vaule of ALL shotgun weapons significantly....
ESP. the CAWS and Jackhammer.
 
The more you know! At least I've included the default robes file in v0.9 and 1.0, so that anyone installing those versions will overwrite the robes from the previous faulty versions.

Shotguns will absolutely be reduced. The Shotgun and Sawnoff will stay where they are, though. I think I'll leave the .223 Pistol as it is, since you only find one of those now.

Unfortunately, since I have made the mod modular, any price changes to the .223 Pistol will only be available to the ones who install the "Pistols" or the "All" folder. Same with any rifle prices I change. Since everything that details a weapon or item is kept in one file, I would not be able to put the price changes for a shotgun in a folder named "Prices" and the damage changes in a folder named "Shotguns", if you get my idea.

Armor prices will not be changed, as the player hardly ever finds any of it besides Power Armor, which is damn useful through the entire game. My goal is to make the player less rich.

I don't think I'm going to change ammo prices, either, except perhaps the 7.62mm, which is not located in the compatibility-unfriendly Folder 1.

But before I decide what to do, I will write down the price of every pricey weapon in the game and decide if it is too much.


EDIT: v1.1 is out, fixing a few big bad bugs and making the mod even more modular.

Changes in v1.1:

Added "Energy Without Armor" folder for increased modularness. See the "Energy" folder in the first post for more info.

(Energy) Gatling Laser does 20-30 damage instead of 20-40. It's still extremely dangerous.

(Energy Without Armor) Laser Pistol and its upgrade do 22-34 damage.

(Energy Without Armor) Laser Rifle and its upgrade do 40-70 damage.

Plasma Pistol and its upgrade do 25-35 damage in both energy folders.

.45 caliber now comes in clips of 35 instead of a completely bloody useless 10. This means Eldridge now restocks 140 rounds of .45 caliber instead of 40, and that a fully loaded Tommy Gun weighs 9 pounds instead of 12.

The FN FAL fires 11 bullets per burst, with or without a night sight. The HPFA fires 18 bullets per burst.

The FN FAL has a capacity of 33, with or without a night sight. The HPFA has a capacity of 36.

Burst range has been decreased to 25 for the Tommy Gun.

The Tommy Gun does 9-20 damage instead of 3-20, as I cannot imagine how a firearm could do 3 damage unless it clipped your toenail or something.

Little Jesus does 7-13 damage.

9mmBall comes in clips of 20, because 18 looks weird in shopkeepers' inventory.

By default, Needler ammo comes in clips of 30 while Needler AP comes in clips of 10. They both come in clips of 30 now.

Combat Shotguns, H&K CAWSes and Pancor Jackhammers have a base price of 2000, 3600 and 4400. They used to sell for 2750, 4750 and 5500, which were abhorrid prices for shotguns.


Hope this looks better.
 
XL70E3?

Great mod magnus!

I've been an on and off fallout player back since it first came out in the 90's and have played all its games (yes including the crappy ps2 one). And I have just recently started replaying fallout 2. This will be my third time I'll be playing the game in the past month. (had health issues that left me at home with a lot of time on my hands). I have been lurking around these forums for sometime now reading about this mod and killap's but have never registered or posted anything before.

This is the first time I'll be playing fallout 2 with any kind of mods except for official patches so I'm pretty excited about going thru an almost new experience in this game. Today I decided to register here at NMA to ask one question about your Mod.

The changes you have done with almost all the weapons and armor in this game have been excellent IMO, but I have not seen you mention anything about the XL70E3 rifle? I remember getting it on my last play thru and am aiming to get it again on my current game with your mod. I have a penchant for collecting unique one-of-a-kind items in my games. Now I have not had the opportunity to read thru the whole of this thread and only read the first 3 pages and the last 2 so forgive me if this has already been mentioned before.
 
Re: XL70E3?

Phelanpatrick said:
(...)
but I have not seen you mention anything about the XL70E3 rifle? I remember getting it on my last play thru and am aiming to get it again on my current game with your mod. I have a penchant for collecting unique one-of-a-kind items in my games.
(...)

The XL70E3 has not been modified or touched in any way, it should still be where it's always been. Here are the reasons why:

It doesn't have broken stats like the Tommy Gun or the Sawnoff Shotgun.

It doesn't drop in almost every random encounter and then sells for a truckload, like the Combat Shotgun.

It doesn't overpower/underpower the player when he finds and uses it.

In short, the weapon works fine. If any FO2 weapon doesn't meet all of the criteria above, I have probably changed it so it does. That's what I did with the .223 pistol, which used to be phenomenally powerful, very valuable and quite common. Now, its price is the same, but you only find one of it and it does a bit less damage since it no longer has the Penetrate perk, which ignores Damage Threshold (I don't see why it should). Given it's high damage and good ammo, it's still the best pistol in the game until you get the Gauss Pistol.

Something that might have an effect on the XL70E3 are the changes I have made in Folder 1 regarding AP ammo and such. The highest level armors (Power Armor and upwards) are now less resistant to AP types of ammo and more resistant to everything else except energy, explosion and flame. I have not changed .221FMJ ammo, but because of my armor changes, any weapon using .221 FMJ should now do a bit higher damage to those armors, though it does the same damage to the non-Power ones.

If this bothers you, you can choose not to install Folder 1, but then all AP ammo will be the default useless, and you should install the folder "Energy Without Armor" rather than just "Energy" if you want to change the energy weapons. I'd go for installing Folder 1, as it's only a tiny damage increase with the XL70E3, and not a lot of enemies wear Power Armor, anyway. Hope this answers your question.

Good luck with your game, and thank you for taking the time to write a dedicated post!

P.S: You really should install Killap's Unofficial Patch, as it adds no new content but fixes every single one of the endless bugs still present in FO2 after the official patch. Trust me on this.
 
Magnus said:
Combat Shotguns, H&K CAWSes and Pancor Jackhammers have a base price of 2000, 3600 and 4400. They used to sell for 2750, 4750 and 5500, which were abhorrid prices for shotguns.

A step in the right direction, but i would go a little further. I would suggest :

1500, 2600 and 4000

With Combat shotguns and H&K's being so common, they
are the one's i would really take down (by at least approx 40%)
the pancor, being less common, i wouldn;t be so concerned about.

BTW, why reduce the gatling laser damage?
 
Josan12 said:
BTW, why reduce the gatling laser damage?

Might be something to do with how he reduced damage resistance to laser attacks. Then again, the Gatling Laser should be one of the best weapons in the game.
 
Josan12 said:
Magnus said:
Combat Shotguns, H&K CAWSes and Pancor Jackhammers have a base price of 2000, 3600 and 4400. They used to sell for 2750, 4750 and 5500, which were abhorrid prices for shotguns.

A step in the right direction, but i would go a little further. I would suggest :

1500, 2600 and 4000

With Combat shotguns and H&K's being so common, they
are the one's i would really take down (by at least approx 40%)
the pancor, being less common, i wouldn;t be so concerned about.

BTW, why reduce the gatling laser damage?

I'm careful in everything I do. I bet there are people who like being extremely rich, and they'd feel bad if any prices were reduced too much. I'm not one of them, though, so in v1.2 I'll reduce them even more, along with the Plasma Pistol and some other weapons.

The Gatling Laser did "ok" damage by default. With my laser armor changes, it became over-super-powered, like firing a Laser Rifle 5-8 times at an enemy, doing hundreds of damage points even against Combat Armor Mk.II. That's why I've reduced it, but only in the Energy folder, which is meant to be installed along with Folder 1.

I'm currently using an unreleased v1.2, here are the things I've done in it so far:

Changes in v1.2:

The Tommy Gun does 8-17 damage to balance it against the Grease Gun, which does more damage, but fires 2 fewer bullets per burst and has lower range and capacity.

The 14mm Pistol does 14-20 damage instead of 12-22, as the description says it's well-crafted and reliable.

Throwing Knives have a base price of 75 instead of 100, to make Throwing a little bit more useful.

(Both) The Plasma Pistol has a base price of 1700 instead of 2750. The upgraded Plasma Pistol has a base price of 2400 instead of 2750.

(Both) The Magneto-Laser Pistol has a base price of 1800 instead of 1400. Yes, that's an increase, but remember that the F2WR laser pistols have made their owners a lot more dangerous to fight, and fight them you must if you want laser pistols.

7.62mm and .45 caliber have swapped clip sizes, since I believe the latter bullets are bigger than the former. Their clip sizes are now 35 and 30, respectively.

Brotherhood Armor has a Laser DR of 40, Advanced Power Armor has a Laser DR/DT of 60/20, Advanced Power Armor Mk.II has a Laser DR/DT of 60/25, Tesla Armor has a Laser DR/DT of 90/3.

Tesla Armor now has the same Normal/Explode stats as Metal Armor Mk.II, and it has a Fire DR/DT of 60/10.

The HK P90c now uses 9mmBall ammo, which was the developers' original intention. This means it does very good damage against both armored and unarmored enemies, but it should be reserved for tough ones since its ammo is quite rare. This works fine with those who have Killap's Unofficial Patch/RP, as I believe he has removed the anomalous HK P90c from Vault 15. It also works fine with those who don't have it, as my changes repair the anomalous HK P90c in Vault 15 and make its ammo useful and available.


Since you asked, I'll decrease shotgun prices a little more as well.

Whenever you throw a Knife and kill something that is larger than a Rat, the Knife is hidden underneath the corpse and impossible to pick up until you leave the map and wait for a while so the corpse rots away, and if it's a random encounter map, the Knife is forever lost. Not to mention if you miss and throw it into the woods, and it gets hidden behind a tree or something. Ugh.

Well, in v1.2, all thrown knives will look like Spears when on the ground. The Spear has a larger image, so it sticks out under the corpse and is easier to pick up, while it doesn't look totally dumb, like it would if i changed it to a Scorpion Tail or something (though this has also crossed my mind). Concidering that a Golden Gecko Pelt looks like a box and a Jet dosage looks like a medical bag, this shouldn't be much of a problem.
 
Magnus said:
The Gatling Laser did "ok" damage by default. With my laser armor changes, it became over-super-powered, like firing a Laser Rifle 5-8 times at an enemy, doing hundreds of damage points even against Combat Armor Mk.II.

Ahh. I got ya. Well, remember the gatling laser has unlimited ammo,
so it's important to balance the damage it does just right ...
Otherwise it will become a power-play weapon.

Magnus said:
Tesla Armor now has a Fire DR/DT of 60/10.

Hmmm. Why? From the description, tesla armour sounds like it should be the same as Metal armour mk. 2 except it has the special ability of absorbing energy weapon attacks. I dont see why this should apply to fire.

Otherwise, some good observations and changes. keep up the good work.
 
Josan12 said:
Magnus said:
Tesla Armor now has a Fire DR/DT of 60/10.

Hmmm. Why? From the description, tesla armour sounds like it should be the same as Metal armour mk. 2 except it has the special ability of absorbing energy weapon attacks. I dont see why this should apply to fire.

Otherwise, some good observations and changes. keep up the good work.

Fire is an energy attack. There is no difference between damage done by fire and damage done by plasma, except that plasma is many thousand degrees hotter than fire. Anyway, Tesla Armor used to have Normal/Explode/Fire resistance like Leather Armor, which was stupid.

EDIT:
I suddenly remembered that plasma is ionized as well as extremely hot, so it is easily manipulated by electromagnetic fields. This explains how Tesla Armor is able to defend against plasma, but not fire. Therefore, I will put its Fire resistance equal to Metal Armor Mk.II in v1.2. I still don't understand how Tesla Armor could possibly defend against Laser, as there is no known way of bending or slowing down light waves except sending them near black holes. Then again, Fallout 1 had Stealth Boys, so I guess it's OK.

Since the Throwing Knives' damage are not affected by melee damage modifiers (character Strength, perks and traits), they will have a damage of 6-14 in v1.2. After all, they're made of laser-sharpened titanium.

After having tested the Low-Tech changes in F2WR for a while now, I've come to the conclusion that a strictly Melee or otherwise no-guns character could tag Throwing and put it to good use. I have done so with my current character and never regretted it. Having revived a useless skill like that makes me proud. I just wanted to say it :P
 
Re: XL70E3?

Magnus said:
The XL70E3 has not been modified or touched in any way, it should still be where it's always been.

IC. I was just curious if there was any changes. I'm actually happy either way.

Magnus said:
...If any FO2 weapon doesn't meet all of the criteria above, I have probably changed it so it does.

So I would assume the same with other weapons you haven't mentioned, like the HK g11 and g11e, solar scorcher, alien blaster, etc...

Magnus said:
P.S: You really should install Killap's Unofficial Patch, as it adds no new content but fixes every single one of the endless bugs still present in FO2 after the official patch. Trust me on this.

actually i have installed killaps restoration expansion which i understand includes the unofficial patch.


Thanks for the response and keep it up. :D
 
Josan12 said:
Ahh. I got ya. Well, remember the gatling laser has unlimited ammo
:shock: What?
It uses heavy, pricey Micro Fusion Cells, and burns through 10 at a time! Sure you're not confusing it with the Solar Scorcher somehow?

and fight them you must if you want laser pistols.
*goes to see Mr Salvatore*
*points* "OH MY GOD A HUGE CRATE OF JET WILL YA LOOK AT THAT!" 8-)
*steals lasergun from desk* :twisted:
Anyway, the only way to get the Magneto-laser pistol is to upgrade a normal one. All increasing its price will do is make the "algernon=FREE MONEY" trick more profitable.
 
Back
Top