Fallout2 Mod in the works

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sirgalahadwizard

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[font size=1" color="#FF0000]LAST EDITED ON Sep-19-02 AT 05:04PM (GMT)[p][font size=1" color="#FF0000]LAST EDITED ON Sep-19-02 AT 04:58 PM (GMT)

Nothing too fancy - almost completly .msg and .pro editing.

Though I made *alot* of changes.

I did some character editing and for some reason some of my enclave soldiers are locking the game up. It usually happens in navarro - click to target someone in advanced power armor and as soon as the percentage-to-hit number comes up, the game crashes back to windows (in fact, the % number doesn't come up at all).

Anybody got any advice why it does that? Im thinking that maybe the AC was messed up on them. Didn't use any critter tinkering programs either, used a hex-editor (so im pretty sure it isn't 'cause of a bug, and im a good editor of hex so it's not a human error either).

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If you want to know what I did here it is:

All .223cal weapons are now classified as 5mm (with .223 FMJ = 5mm FMJ), which are really 5.56mm now.

.45cal weapons are reclassified to .44cal, with .44cal ammo being a Ball-variant of .44.

Most weapons do more damage.

Armor suits provide more protection.

Rearranged some sounds.

Alot of creatures have been edited to ensure that their health and armor values correspond to normal armor and weapon changes.

Many, many ammunition changes - most involving a bigger magazine.

Prices of all goods are 1/3 of normal (effectivly - more cash to barter with).

G11, G11E and Vindicator are particle beam weapons (armor has little effect on them, even though they do "normal" damage).

7.62mm weapons do a shitload more damage.

Miniguns are more lethal.

Rocket launcher does a shitload more damage.

14mm Pistol is a miniature 15mm grenade launcher now (with area effect).

.223 pistol is a miniature 5mm assault rifle with alot of kick (and a burst attack)

Got a bug or two, energy weapons still do too much damage through armor, will need to tweak armor values in regard to plasma and laser damage. Electric doesn't do enough damage (dispite increased weapon damage), will need to make the damage resistances for electric much more restricted.

Damage threshold/resistance has changed game balance - changed them based on what the armor was made of. Metal armor will not protect against electric (matter o' fact I wanted to make it do more damage). Leather armor protects against fire and electric, nothing much protects against explosions, and laser protection is usually only bourne of shiny surfaces (so enclave armor has only moderate protection against it - grab your gatling lasers folks!).
 
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