Fallout 2 mod Fallout 2: Weapons Redone v2.3

v1.2 is out, and it is quite big. I will update the wiki somewhen around Friday, as tomorrow is get-out-of-chair-and-spend-time-with-girlfriend-day.


Changes in v1.2:

Gave each folder a number and changed the layout of Folder 3 a bit. It should now be easier than ever to install.

Spreadsheet:
F2WRAmmoArmorValues.xls now shows before-after damage values for the laser weapons. Also, an oversight in the damage values it showed for 5mmAP was found and cleaned up, and I've added a note that explains why burst weapons do more damage than the spreadsheet says.

9mmBall has a DR modifier of 18. It has also had an AC modifier of -10 since v0.9, but the readme didn't say so until now.

Combat Leather Jacket has a Laser DT of 2.

Explosive Rockets have a damage modifier of 7/4 and a DR modifier of 18, meaning they do a bit less damage to unarmored enemies and a bit more to armored ones, compared to v1.1.

Advanced Power Armor and Advanced Power Armor Mk.II have had their Normal DTs increased by one point, they are now 13 and 14.

The Bozar does 35-70 damage.

Sharpened Poles do 3-7 damage and have a maximum thrown range of 18, if you care.

Gold Nuggets have morphed into Molotov Cocktails (same stats, different ID). This means you can now buy Molotovs at those merchant encounters that used to sell Gold Nuggets, found around Redding, I believe. It also means that you will find a Molotov Cocktail wherever you used to find a Gold Nugget. As far as I know, Gold Nuggets are absolutely useless, so this should work out fine.

The .223 Pistol sounds like a Shotgun.

Little Jesus does 7-14 damage.

New maximum ranges for thrown weapons, listed with the ST required to achieve such a range:
Grenades - range 30, ST 10
Spears - range 27, ST 9
Throwing Knives/Molotovs - range 24, ST 8
Combat Knives/Little Jesus - range 21, ST 7
Knives/Wakizashi Blades - range 18, ST 6

Molotovs do 35-50 damage.

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, and do 6-13 damage.

Both spears do 6-16 damage, but only Sharpened ones have Penetrate.

(Both) Plasma Pistol and its upgrade have a base price of 1800 instead of 2750.

The HK P90c now uses 9mmBall ammo, which means it does very good damage but should be reserved for tough enemies, since its ammo is quite rare.

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/Fire resistance stats as Metal Armor Mk.II.

The Louisville Slugger does 22-32 damage. The previous readmes have stated that it does 20-30, but it has actually done 22-35 since v0.5, a version that I made in a drunken stupor.

Fixed a big bad bug that made the Sawnoff Shotgun work poorly and had potential to crash the game.

Combat Shotguns, H&K CAWSes and Pancor Jackhammers have a base price of 1700, 3000 and 4000.


I have morphed Gold Nuggets into Molotov Cocktails. Should I also do this with Junk? It would perhaps look weird to find a Molotov Cocktail in Valerie's locker in Vault City, but they would certainly fit in Algernon's basement.

Thrown Knives still look like Knives, because a Spear is harder to find than a Knife if it is thrown into the woods.

I am planning to reduce prices for the HK G11(E) weapons.
 
Minigun Jim said:
: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?

Heavy? who cares when you've got NPC's to mule it around? Pricey? Bah. As Magnus points out you'll be stinkin' rich by the time you get yourself a Gatler.

@ Magnus: on a seperate, but related note: I would love to see guns in FO2 jamming. After all, the setting is a dirty, dusty wasteland, and the condition of most of the weapons the player would find must be very poor. I'm no guns expert, but i think that would lead to alot of jamming.

So, my question is, can you implement this? Of course, there are already critical faliures such as weapon drop and very rarely weapon explode, but is there a way to make them jam, and be un-useble until repaired, like in FOT? On a game balance level it might just

a) make the repair skill usefull,
b) reduce the overpowering superiority of guns in a post-apoc world.
c) add a little fun and realism

Any thoughts on this?
 
Josan12 said:
Minigun Jim said:
: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?

Heavy? who cares when you've got NPC's to mule it around? Pricey? Bah. As Magnus points out you'll be stinkin' rich by the time you get yourself a Gatler.

@ Magnus: on a seperate, but related note: I would love to see guns in FO2 jamming. After all, the setting is a dirty, dusty wasteland, and the condition of most of the weapons the player would find must be very poor. I'm no guns expert, but i think that would lead to alot of jamming.

So, my question is, can you implement this? Of course, there are already critical faliures such as weapon drop and very rarely weapon explode, but is there a way to make them jam, and be un-useble until repaired, like in FOT? On a game balance level it might just

a) make the repair skill usefull,
b) reduce the overpowering superiority of guns in a post-apoc world.
c) add a little fun and realism

Any thoughts on this?

It's a damn good idea, but not something I am going to go into. It would require scripting, which I'm no good at, and it would totally not be compatible with other mods. Then I'd have to make a vanilla-compatible version, a killap-compatible version, a Megamod-compatible version and so on. I'd ask Timeslip or some other coding gnome first to see if it's possible at all, then I'd ask the TeamX people if they could do it, as they were the ones who made Mr.Fixit. I think the hard part would be the actual weapon jamming in combat, the weapon-now-requires-repair-part would be quite easy.

Sooner or later, I am going to release a separate mod called F2IR - Fallout 2: Items Redone. It will feature Buffout increasing max HP, Nuka-Cola healing and radiating you, Drymeat and Iguanas-on-sticks healing you and alcohol increasing CH and perhaps some other stats temporarily. It will of course also be compatible with everything, and modular like this one. I'll work out the details later.

A thing I would like to see is the player receiving large doses of radiation (Toxic Waste Dump-size) every 15 seconds or so in the Toxic Caves level 2, the Broken Hills Uranium Mine and the Gecko Power Plant until you repair it. I'd also like the radon gas in the Uranium Mine to poison you 5 points each hit. It's not something I can implement, though. I tried doing it once, but found out that it would break compatibility even if I'd succeed.
 
smilodom said:
This would be really a nice feature, as an option for Killap´s RP....

No it would so not, because it was never intended by the original developers, hence it's nothing to put in a RESTORATION patch. It's a real fly idea, though.
 
Magnus said:
"I have morphed Gold Nuggets into Molotov Cocktails. Should I also do this with Junk?"
Nope. Don't do that. Seriously. You'll break compatibility with the RP, as you need Junk to repair the generator in the EPA.

As for your Items Redone, I've got a few ideas.
Alcohol shouldn't really increase CH. Drunks ain't charming :P, and on a game note it would be a dead easy way to boost party size compared to using Mentats. It would be cool to make it give you a small % of dmg reduction or temporary HP though, to represent the "too drunk to bother about the injury" effect.

There's no drug that I can recall that boosts AC, so rather than healing you might want to consider a bonus +1-2AC for 10 minutes or so for Nuka-Cola, to represent the (assumed) caffeine in the drink making you more alert. AC is based on dodging after all.

I don't know if you can code in a karma bonus while in inventory, like the CH bonus on Shades and Outdoorsman bonus on Motion Sensors, but if you could, applying it to the Sheriff's Badge and Ranger Pin would make those things worth carrying around for a good character.
 
Minigun Jim said:
Magnus said:
"I have morphed Gold Nuggets into Molotov Cocktails. Should I also do this with Junk?"
Nope. Don't do that. Seriously. You'll break compatibility with the RP, as you need Junk to repair the generator in the EPA.

Exactly what I was worried about. I'll leave Junk alone.

Minigun Jim said:
As for your Items Redone, I've got a couple of suggestions.
Alcohol shouldn't increase CH, if anything it should decrease it. Drunks ain't charming :P, and on a game note it would be a dead easy way to boost party size. It would be cool to make it give you a small % of dmg reduction or temporary HP though, to represent the "too drunk to bother about the injury" effect.

I thought about this too, but figured no one would get drunk after one beer, they'd just get a bit happier. Anyway, here's some thoughts: Beer (all types) Decrease PE by 1, increase max carry weight by some. Booze (all types) Decrease PE and CH by 1, increase max carry weight and DR.

Minigun Jim said:
There's no drug that I can recall that boosts AC, so rather than healing you might want to consider a bonus +1 AC for 10 minutes or so for Nuka-Cola, to represent the (assumed) caffeine in the drink making you more alert. AC is based in dodging after all.

Kickass! I will of course do this. Perhaps I'll even credit you for that idea.
 
Glad you like the idea. I reckoned Nuka-Cola is the useless item in most need of a change as NPCs (allied or hostile) will use it in combat, even though it does sod all.
 
Off topic. If you want to continue this, please move it to one of the Megamod threads (Suggestions).

Minigun Jim said:
I don't know if you can code in a karma bonus while in inventory, like the CH bonus on Shades and Outdoorsman bonus on Motion Sensors, but if you could, applying it to the Sheriff's Badge and Ranger Pin would make those things worth carrying around for a good character.

Yes, this can be done. I like this. I can't add things to Karma, but titles can be added under Reputations.
However, the title would be there regardless of whether or not you carry an item with you (assuming you have completed the quests).
But, what is the benefit you are suggesting? An increase to Charisma? Perhaps the Presence Perk? Also, to balance it out, there should be something for an evil character. Or, can evil characters already do those quests as well?
 
MIB88 said:
Off topic. If you want to continue this, please move it to one of the Megamod threads (Suggestions).
Semi off-topic. It's a suggestion for Magnus's planned Items Redone pack, rather than the Megamod. Since he's got no thread for that, I just replied here as I didn;t want to go jumping the gun and making a thread for someone else's project. If Magnus can't make those items do anything, then yeah, it's something for a gameplay mod. As it is though, it's a suggestion to fix 2 useless items, so it falls under Magnus's idea.
Note to moderators: If you reckon it needs a new thread, best to split it from my first suggestion above.

But, what is the benefit you are suggesting? An increase to Charisma? Perhaps the Presence Perk? Also, to balance it out, there should be something for an evil character. Or, can evil characters already do those quests as well?
Currently the NCR Ranger badge represents your affilation with an anti-slaver group. You'd expect good characters to respect you more while displaying it, and evil characters and the VC authorities to respect you less. That's complex, but good karma or an item carry effect seems an easier fix.

The Sheriff's Badge represents authority in Redding as well as a general principle of serving the law. Good characters would respect that, and criminals would be likely antagonistic. I think there's no karma req for the quest, and you can do all the quests by being a brutal jackass anyway.

Also, the Evil characters have something already. Made Man status and the Slaver Tattoo.

By the way, I don't know where to post any megamod suggestions anyway, as the only suggestions thread I can see is locked.
 
Magnus said:
MIB88 said:
Off topic. If you want to continue this, please move it to one of the Megamod threads (Suggestions).

Err... why?

I wasn't doing any forum modding. I don't care about that suff. I meant everything that followed my "off topic" comment was indeed off topic to this thread on weapons being redone, and if he wanted to continue to discuss the idea that he started and I continued about reputations/increasing charisma, then we could talk about it there.

Also, you're right. That was an old one with suggestions in it. I guess it would have to be the technical or gameplay thread.
 
Magnus said:
The .223 Pistol sounds like a Shotgun.

New maximum ranges for thrown weapons, listed with the ST required to achieve such a range:
Grenades - range 30, ST 10
Spears - range 27, ST 9
Throwing Knives/Molotovs - range 24, ST 8
Combat Knives/Little Jesus - range 21, ST 7
Knives/Wakizashi Blades - range 18, ST 6

Molotovs do 35-50 damage.

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

Tesla Armor now has the same Normal/Explode/Fire resistance stats as Metal Armor Mk.II.

Some opinions:
The .223 Pistol and 14mm should sounds like in FO1 (BLAAMM!!)

I love that you added more trow options. maybe rocks should do more damage when trown with a high trow skill. I believe it has been posted before but is it possible when a trown weapon hits an enemy that it will get in the inventory? With the talk all option this might make an trow character more interresting. Also I think random encounters (raiders for example) should also contain enemies that are specialized in trowing.

Molotovs do 35-50 damage. Is this fire damage? If not I think it should.

14mm Pistol does 14-20 I rather have it to do some more damage.

Testla armor being more usefull is a nice idea, But can the PC actuall manage to get the testla armor? isnt it the same time as you can get metal armor mark II? I would like it to see the have the same base values as metal armor rather the the MKII version.
 
The .223 Pistol and 14mm should sounds like in FO1 (BLAAMM!!)
The RP offers that. It's a hard one to fix as the first mod for it crashed FO2 somehow.

I love that you added more trow options. maybe rocks should do more damage when trown with a high trow skill.
No other weapon works like that, and I doubt it's even possible.

Also I think random encounters (raiders for example) should also contain enemies that are specialized in trowing.
Yakuza and Cannibals do that already, and changing specific encounter would break compatibility with other mods. All Magnus can do is directly swap all locations of any two weapons.

Molotovs do 35-50 damage. Is this fire damage? If not I think it should.

14mm Pistol does 14-20 I rather have it to do some more damage
.
Why? It's good as it is with the new ammo, and the reduced damage suits a reliable gun better, as there's less variation in damage.

But can the PC actuall manage to get the testla armor? isnt it the same time as you can get metal armor mark II? I would like it to see the have the same base values as metal armor rather the the MKII version
.
Tesla Armor is effectively useless, as you get it in the BoS base (or shops) in SF, by which time you're already using Combat Armor and up.

It's much heavier than Combat Armor, and it only outperfoms it vs energy weapons, although it does give massive energy resistance. The only place in the game where you'll just be facing energy weapons is Salvatore's Bar (ignoring the Barman), way before that. Anywhere else, you'll resist the plasma-based hail of death to get shot down by an minigun crit or something . It might be of a little use in the endgame depending on how much 80%reduction -10dmg compares to 60% reducion -18dmg. Check the spreadsheet if you want.
 
Oracle said:
Molotovs do 35-50 damage. Is this fire damage? If not I think it should.

Sadly, the Molotov does Explode damage, because setting it to do Fire damage removes its explosion and makes it affect just one enemy, which is bad. I have thought about giving it the FlameBoy perk that the Improved Flamer has, but I don't know what that perk does.

Tesla armor used to be completely useless before, now it's just bad.:wink: Remember that JHP is much less effective against Metal Armor Mk.II in F2WR, take a look at the spreadsheet everybody. If you think this makes the game too easy, remember that a lot of enemies use 14mm Pistols, which cut through Metal Armor Mk.II as if it were made of crackers. Also remember that .44FMJ does more damage against armored opponents, and many bad guys use .44FMJ.

I have looked into the sound problem, and it's just too damn HARD for me to fix. I wish I wasn't so stupid. But I'll steal it from killap when the RP 1.2 comes out :P
 
Tesla armor used to be completely useless before, now it's just bad.:wink: Remember that JHP is much less effective against Metal Armor Mk.II in F2WR, take a look at the spreadsheet everybody.

OK, I'll compare:
Weapons are Laser Rifle, 14mm and an AR loaded with JHP, burst . I made the the maths little to save space.

Brotherhood Armor:
L: 14-32
14mm: 6-12
AR (JHP): (1-3)*(1-8)= 1-24

Combat Armor:
L: 19-42
14mm: 9-15
AR (JHP): (2-6)*(1-8)= 2-48

Tesla Armor:
L: 2-5
14mm: 10-16
AR (JHP): (4-8)*(1-8)= 4-64

Power Armor:
L: 6-15
14mm: 4-10
AR (JHP): (1-3)*(1-8)= 0-0 (ex. crits)


So at a quick reckoning, it looks to be rather better than Combat Armor and maybe Brotherhood or Mk II if you're facing mostly energy weapons. However the burst guns and big guns will still own you hard, as the dmg reduction from Brotherhood /Mk II stacks up fast. Problem is, by the time you've got it you'll have Power Armor out the Military Base.
So, it's worth it on NPCs if you haven't got anything better than Combat Armor and to go around.
Depending on Plasma numbers, it may actually be the best thing to start shooting up Navarro in if you have the Power Armor to swap to in case of G11s.

You know what? This needs playtesting. Time to get a char editor or something.
 
Minigun Jim said:
Tesla armor used to be completely useless before, now it's just bad.:wink: Remember that JHP is much less effective against Metal Armor Mk.II in F2WR, take a look at the spreadsheet everybody.

OK, I'll compare:
Weapons are Laser Rifle, 14mm and an AR loaded with JHP, burst . I made the the maths little to save space.

Brotherhood Armor:
L: 14-32
14mm: 6-12
AR (JHP): (1-3)*(1-8)= 1-24

Combat Armor:
L: 19-42
14mm: 9-15
AR (JHP): (2-6)*(1-8)= 2-48

Tesla Armor:
L: 2-5
14mm: 10-16
AR (JHP): (4-8)*(1-8)= 4-64

Power Armor:
L: 6-15
14mm: 4-10
AR (JHP): (1-3)*(1-8)= 0-0 (ex. crits)


So at a quick reckoning, it looks to be rather better than Combat Armor and maybe Brotherhood or Mk II if you're facing mostly energy weapons. However the burst guns and big guns will still own you hard, as the dmg reduction from Brotherhood /Mk II stacks up fast. Problem is, by the time you've got it you'll have Power Armor out the Military Base.
So, it's worth it on NPCs if you haven't got anything better than Combat Armor and to go around.
Depending on Plasma numbers, it may actually be the best thing to start shooting up Navarro in if you have the Power Armor to swap to in case of G11s.

You know what? This needs playtesting. Time to get a char editor or something.

Indeed it does, I am playtesting myself, and like my spreadsheet says, remember that Burst weapons do more damage when bursting than just "number of bursts" * "average single shot damage", because damage values are first calculated and then rounded down. For example, according to my spreadsheet, Assault Rifles with JHP would be unable to damage Power Armor. Fact is, they do some damage when bursting, but absolutely no damage when single firing. This does not mean my spreadsheet is inaccurate, it's just a side-effect of how damage is calculated in FO2.
 
Ok, bit of an issue here. How the heck do you GET 9mm Ball ammo anyway? The only locations are inside the box with the .223 Pistol and in Mausers or P90s. Can you make it turn up in stores at all?
 
Minigun Jim said:
Ok, bit of an issue here. How the heck do you GET 9mm Ball ammo anyway? The only locations are inside the box with the .223 Pistol and in Mausers or P90s. Can you make it turn up in stores at all?

You get 9mmBall from:

Stores in San Francisco, where it is plentiful

Ejecting the ammo inside 9mm Mausers found in encounters around New Reno

Ejecting the ammo inside 9mmMausers sold in San Francisco and NCR

Ejecting the ammo inside HK P90c's found in some encounters, don't remember where exactly

Ejecting the ammo inside HK P90c's sold in stores, don't remember where it is sold exactly, probably NCR

And the boxes you mentioned.

9mmBall should be no more rare than 7.62mm, just more powerful and available later in the game.
 
Nnnggh... number of own posts exceeding 100... half a radiation symbol appearing... muscles bulging... ranks increasing...
 
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