Jim's Mods Version 1.48 (Now Compatible with RP & UP)

New version up! Here's what's in it:

First some bugfixes:

- Sudden inexplicable shifts in AP cost due to a conflict with the Localization system are no more!
- Dead Enclave soldiers don't suddenly get guns through Gear Randomization!

Then the new stuff:

RADIATION SYSTEM

Josan12 had this idea way back in the day, namely of making Radiation a bigger threat than it is now. It's still very (extremely) crude, but you can now configure how often, for how much and at what chance, you get hit with radiation as you travel the wasteland. It purely deals in terms of time, is completely irrespective of location (you could be holed up in Vault 13 for years for all this script cares), but it could eventually make for an interesting Hard Mode. Again, it's crude, so you might want to turn it off, but some might find it amusing.

REVAMPED ARMOR REPAIR

My armor repair system was a bit flimsy, especially because it dealt with absolute values which fudge everything up. Now it's all beautifully relative and customizable; plus it also deals with thresholds, not just resistance. It now also works on a party basis: if you're great at repair then that decides the party's armor repair skill, if Vic's in your party and is better at that, then he does (same goes for Myron when it comes to the science check for laser and plasma resistance).

Finally some smaller changes:

-Healing rate is now completely dependent on First Aid if you enable that feature (you won't sleep off bullet wounds regardless of how high your endurance is now). Also, Lenny can function as a Rest Healer just like Vic and Myron in the case of Armor repair.

- As requested, you can disable the smaller ammo stacks while still keeping Randomization.

-besides fixing the AP issue, I also now made things like aimed AP cost and Scoped aimed AP cost customizable.

- The Weapons Mod is also included now.

Here's the new .ini with new additions highlighted:

[spoiler:af1c89b3ee]
[MODS]
;//*****************************************************Morale System*****************************************************;//
;There are four different options for the Morale System (setting MoraleSystem to 0 disables it):
;(1) is the default option, killing people (especially children) and losing health lowers your morale, while drinking alcohol moderately boosts it
;(2) makes alcohol an even more effective morale booster, but also makes the stuff more addictive
;(3) is the "good guy" option: a high karma boosts your morale, but killing people is even more detrimental to it than normally
;(4) is the inner Eichmann option: killing people doesn't faze you a bit, but losing health is very perturbing.
MoraleSystem=1

;//*****************************************************Revised Poison System*****************************************************;//
;This makes poison work far more rapidly than in the original (you make a check against your endurance every combat round and every five seconds
; in non-combat) and causes the Needler Pistol to poison enemies.
PoisonSystem=1
; If the Poison System is enabled, the following adjusts the amount of Poison damage the Needler Pistol does: as you see base values
; are 15-35 for regular ammo, and 10-25 for AP ammo. So raising NeedlerStrength to 5 makes the range 20-40 and dropping APNeedlerStrength to -5
; makes its range 5-15. NOTE: this doesn't affect the likelihood of piercing armor at all.
NeedlerLowerRange=20
NeedlerUpperRange=35
APNeedlerLowerRange=15
APNeedlerUpperRange=25
; PoisonSpeed changes every how many "game ticks" (10 to a second) you have to make a check against your endurance to see if you get a poison hit.
PoisonSpeed=50

;//*****************************************************Shotgun Changes*****************************************************;//
;This causes shotguns to do increased damage at close range, and decreased damage at long range.
ShotgunSystem=1
;If above is enabled, the following value adjusts the range modifier: at default (5) max range does half damage and point blank range does 1.5 times damage.
;Put the value at minimum (1), and point blank range does 1.1 times the damage and max range 0.9 times the damage.
;Put the value at max (9), and point blank range does 1.9 times damage, etc. DON'T make the range higher than 9 or lower than 1. Default is 5.
ShotgunDamageMod=5

;//*****************************************************Consistent Localization*****************************************************;//
;This makes attacks "realistically" hit the bodypart they would hit based on a simulated targeting reticule (i.e. a large THC translates to
;usually hitting the bodypart aimed at, a low THC can be all over the place).
Localization=1

;//*****************************************************AP Changes*****************************************************;//
;AimedAPCost and ScopedAPCost govern the AP cost of using aimed attacks without and with a scoped rifle respectively.
AimedAPCost=2
ScopedAPCost=3


;//*****************************************************To Hit Changes*****************************************************;//
;A long, long list of changes meant mainly to balance things out properly.
ToHitChanges=1
;If above is enabled, the following adjusts the To Hit cap (set to 100% by default).
ToHitCap=100
;The following enables the exhaustion system affecting to hit chances after a certain (endurance governed) amount of turns.
Exhaustion=1

;//*****************************************************Gear Randomization*****************************************************;//
;Randomizes NPC's weapons and ammo reserves.
GearRandomization=1
;shrinks ammo stacks to about 1/5th of their original size in most cases.
ReducedAmmoStacks=1

;//*****************************************************Fixed HP*****************************************************;//
;Fixes the player's HP. The formula can be changed through Stats.ini.
FixedHP=1

;//*****************************************************Drug Changes*****************************************************;//
;Stimpaks now mainly heal temporarily and SuperStims give a temporary higher max HP.
DrugChanges=1
;If above is enabled, the following values affect how much temporary, and permanent health regular (16 and 4 by default respectively) and Super Stims
; (50 and 10) heal. The temporary values change in increments of 2. So, for instance, a value of -5 for StimTemporary makes it 6 (16-5*2).
; SuperstimMaxHP changes the ammount of (temporary) max hp superstims increase (10 default). PsychoMaxHP does the same for Psycho (
StimPermanent=0
StimTemporary=0
SuperStimPermanent=0
SuperStimTemporary=0
SuperStimMaxHP=0
;Non-party critters will now also attack you if you try to use stims on them and the following is enabled:
NoDrugExploits=1

;//*****************************************************Healing Rate Changes*****************************************************;//
;To replace the time tested stimpak healing method out of combat, the following sets your healing rate based on first aid skill (endurance plays no role anymore).
;FirstAidMod modifies how much the First Aid skill is divided by to arrive at this (so, raising the number actually lowers the effect).
FirstAidResting=1
FirstAidMod=10

;//*****************************************************Critical Hit Changes*****************************************************;//
;Changes the way crit chances work.
CriticalHits=1

;//*****************************************************Critical Failure Changes*****************************************************;//
;Changes the way critical failure chances work. There are now two rolls (one based on Luck, another based on other attributes and skills
; related to the weapon type used).
CriticalFailures=1
;If above is enabled, the following values affect the new system:
;LuckImportance changes the value of n in the formula
; (it's a roll of 1-to-100 against 99-(n*10) + luck*(n), so the higher LuckImportance, the higher the importance of Luck, herp).
; MAX is 9, MIN is 1. Default is 3.
LuckImportance=3
;FailureChance decreases or increases the overal critical failure chance by changing the other roll
; (e.g. for Unarmed weapons it changes n for the roll of 1-to-(n) against agility*20+unarmedskill*4).
;strictly speaking Min is 1 and Max is however high you want, but you can tell by the formula what'll work best. Default is 1000.
FailureChance=1000

;//*****************************************************Passive Armor Repair*****************************************************;//
;Changes the usefulness of armor based on the wearer's skill.
ArmorRepair=1
;ArmorSkillReq divided by 2 is the level your skills need to be at for the armor to have its default resistances/thresholds. So, at
;ArmorSkillReq=400, you'd need 200 in repair for your armor's normal damage resistance to have its default value.
ArmorSkillReq=250
;MaintenancMod affects the impact of the system, the lower, the more this is. For instance a value of 2 means that 1/2 gets
;subtracted from the base resistance and threshold of the armor with 0% of ArmorSkillReq, but with 200% of ArmorSkillReq 1/2 gets added.
;At a value of 4, 1/4 get subtracted at 0%, and 1/4 gets added at 200% (do note that this will still grow after reaching 200%).
MaintenanceMod=2


;//*****************************************************Supply and Demand Mod*****************************************************;//
;Affects the prices of goods based on how many are in any particular map.
SupplyAndDemand=1
;If above is enabled, SupplyImportance and BasePrice let you manipulate the new pricing formula: (itemcost*BasePrice)/(80+(itemamount*SupplyImportance)),
;the higher SupplyImportance is set, the more the amount of items lowers the price. The higher BasePrice is set, the higher the base price is, herp.
SupplyImportance=20
BasePrice=100


;//*****************************************************Stat Changes*****************************************************;//
;Affects HP and a number of skills for Armor wearing (non-party) critters, and in addition DR and DT ratings for non-armor wearing (non-party) critters
;Note that if you want to change the player's HP formula, you need to go to Stats.ini.
StatChanges=1
;For armor-wearing critters the formula for HP is BaseHPMod+(Endurance*EnduranceHPMod)+(Strength*StrengthHPMod)
BaseHPMod=20
EnduranceHPMod=5
StrengthHPMod=1
;For armor-wearing critters the formula for skills is (AttributeSkillMod*Attribute1)+(AttributeSkillMod*Attribute2)+(Experience Value/ExperienceSkillMod).
;Attribute1 & 2 represent the attributes associated with the skill (so, for traps it'd be PE and AG, and for science both IN).
ExperienceSkillMod=10
AttributeSkillMod=4
;For non-armor-wearing critters the formula for HP is (Experience Value/ExperienceHPMod)+(Endurance*EnduranceHPMod2)+(Strength*StrengthHPMod2).
ExperienceHPMod=10
EnduranceHPMod2=3
StrengthHPMod2=1
;For non-armor-wearing critters the formula for DT is (Strength/StrengthDTMod)+(ExtraAC/ExtraACDTMod)
;ExtraAC is the armor class bonus given to critters on top of the agility bonus.
StrengthDTMod=2
ExtraACDTMod=5
;For non-armor-wearing critters the formula for DR is (Endurance*EnduranceDRMod)+(ExtraAC/ExtraACDRMod)
EnduranceDRMod=3
ExtraACDRMod=1
;Armor wearing critters get penalties to their agility: HeavyArmorAgilityMod for metal armor and upwards, LightArmorAgilityMod for lower.
HeavyArmorAgilityMod=-2
LightArmorAgilityMod=-1


;//*****************************************************Radiation System*****************************************************;//
;If enabled, there's a roll of 1-100 against RadiationRandom (so 0 for always, 100 for never) that there's a radiation hit the size of RadiationHit
;(from which radiation resistence gets distracted, so setting it to 1 probably won't do much as Fallout doesn't round upwards) gets administered to the player
; every RadiationTime * game hours. NOTE: RadiationRandom doesn't work elegantly because I use a workaround to deal with the game not checking regularly
; during map travel. This means that you could end up with an accumulated radiation hit depending on a single roll if you've set the RadiationTime small enough.
RadiationSystem=1
RadiationRandom=90
RadiationTime=24
[/spoiler:af1c89b3ee]
 
@Jim
Could you send me the source files?

I want to examine to code for the Stat Changes specifically, so please let me know which files are specific to that.

Thanks! :)
 
:jawdrop:

I somehow never got around to reading about Jim's Mods before today, so now I've read through this whole thread and what can I say except :notworthy:

This will really make for some new experiences. Wow.

You were asking for suggestions, so...


...maybe make the Bozar a single shot sniper rifle? Please?


And I have been really wondering about radiation. It was never an issue in F2 before so I don't really know much about it, but is it possible to set a background radiation for every map (including random encounter maps based on grid location)? Most non-underground maps might have a low background count, some would be significant. Maybe you would have to go underground or into a cave to rest and heal.




JimTheDinosaur said:
- As requested, you can disable the smaller ammo stacks while still keeping Randomization.

Can you disable Randomization while keeping the smaller stacks?


And a few questions about morale and healing:

You will probably be an alcoholic if you use "liquid courage" to help get through battles. Now if you have to spend a lot of time resting to heal, there is probably no way you can be carrying around enough "refreshment" to slake your thirst. How will the DTs affect your healing? Will you even be able to practice First Aid while suffering from them?
In any case, maybe shopkeepers should stock a lot more beer than they do now.
 
teukros said:
...maybe make the Bozar a single shot sniper rifle? Please?

Heh, love how this is the one thing people really seem to need in FO2. Maybe I'll add some additional options to the Weapons Mod so this kind of stuff can easily be changed (make your own Bozar). Otherwise I'd have to start proto editing and I'm not getting into that mess.

And I have been really wondering about radiation. It was never an issue in F2 before so I don't really know much about it, but is it possible to set a background radiation for every map (including random encounter maps based on grid location)? Most non-underground maps might have a low background count, some would be significant. Maybe you would have to go underground or into a cave to rest and heal.

Yeah, that's a pretty logical next step. I'm just still not a hundred percent sure where I want to go with the whole Radiation thing. The problem is that it'll always be little more than an exotic Hard Mode because npc's can't get radiated.

Can you disable Randomization while keeping the smaller stacks?

Um, sure. I'll put it in the next one.


And a few questions about morale and healing:

You will probably be an alcoholic if you use "liquid courage" to help get through battles. Now if you have to spend a lot of time resting to heal, there is probably no way you can be carrying around enough "refreshment" to slake your thirst. How will the DTs affect your healing? Will you even be able to practice First Aid while suffering from them?
In any case, maybe shopkeepers should stock a lot more beer than they do now.

I assume by DT's you mean the AG penalty you get at withdrawal, but yeah, that affects healing a bit. Not sure what you're getting at though.

More booze, more rad x etc for the radiation mode, I'll probably play around with the randomization function a bit.
 
New version, mostly to fix a horrible bug in the latest version! Also, it now has a more proper readme courtesy of Drobovik. Thanks!

- bugfix for the armor repair system (it would previously try to divide by zero and crash when the damage thresholds were zero).

- Hopefully some performance enhancing changes: made a couple of scripts more economical and less taxing.
 
New version again!

1.36

- fixed bug where (again) a value would divide by zero in the armor repair mod.
- fixed the text for gaining morale after drinking booze.
- fixed the resurrecting dead bodies bug (they'd get extra hp from the stats mod), and the bug where they'd get additional weapons for you to loot.
- dropped extra 1 AP cost for energy weapons. Not too sure why I put that in in the first place; you can easily restore it of course with the Weapons .ini.
 
I just dipped (no pun intended) into this thread for the first time in a long time, and I must say I'm impressed with the changes you're making. Very logical and very improved over vanilla.

I'm going to give this a try, for sure.
 
Hey, just trying to figure out if this is or isn't compatible with the latest version of the Restoration Patch. I'm assuming it isn't, but the 'Now Compatible with RP & UP' is throwing me out a little bit. Any word on that?

Also wondering if you'd consider taking on some of the weapons stat changes made in Weapons Redone - it's an absolute beast of a balance mod. It addresses problems like the appalling uselessness of laser weapons, the low damage output of molotovs and other sexy, exciting changes.
 
Lazlo said:
Hey, just trying to figure out if this is or isn't compatible with the latest version of the Restoration Patch. I'm assuming it isn't, but the 'Now Compatible with RP & UP' is throwing me out a little bit. Any word on that?

Right, sorry, forgot to update the first post for the umpteenth time: it's compatible with RP 2.2 (so the last one, yes).

Also wondering if you'd consider taking on some of the weapons stat changes made in Weapons Redone - it's an absolute beast of a balance mod. It addresses problems like the appalling uselessness of laser weapons, the low damage output of molotovs and other sexy, exciting changes.

Haven't really gotten round to balancing yet (I'm still adding new features/changing them all the time, so that'd be pretty quixotic anyway). But you can already make a lot of Magnus's changes through the Weapons Mod very easily (especially once I add some extra options in the next version).
 
JimTheDinosaur said:
But you can already make a lot of Magnus's changes through the Weapons Mod very easily (especially once I add some extra options in the next version).

You can indeed! I'll get cracking. Thanks a lot for this (and the quick reply), the mod seems to be spectacular thus far - you've finally addressed some of the glaring issues in Fallout none of us seemed prepare to acknowledge. Great work.

One last thing - let's say I switch the starting map to Klamath to skip the Temple and just manually change my morale preferences in the .ini. That won't throw anything out of whack, will it?
 
Lazlo said:
JimTheDinosaur said:
But you can already make a lot of Magnus's changes through the Weapons Mod very easily (especially once I add some extra options in the next version).

You can indeed! I'll get cracking. Thanks a lot for this (and the quick reply), the mod seems to be spectacular thus far - you've finally addressed some of the glaring issues in Fallout none of us seemed prepare to acknowledge. Great work.

One last thing - let's say I switch the starting map to Klamath to skip the Temple and just manually change my morale preferences in the .ini. That won't throw anything out of whack, will it?

Heh, once again, forgot to update some descriptions (curse of having multiple forums with multiple threads for the same thing and being generally disorganized, sorry). The dialogue is out, so that'll work fine (I scrapped it because it'd make the compatibility thing nigh impossible).
 
JimTheDinosaur said:
Heh, once again, forgot to update some descriptions (curse of having multiple forums with multiple threads for the same thing and being generally disorganized, sorry). The dialogue is out, so that'll work fine (I scrapped it because it'd make the compatibility thing nigh impossible).

Great! 2 more questions before I leave you alone.

First, I'm assuming making patch.dat write-protected isn't necessary if you're just jumping in with an RP install. Is that the case?

Second, is this knife having -1 damage a sign of RP incompatibility, low skill or an incorrect installation? See below. I installed the RP, unchecked all damage/ammo mods. Was this wise?

[spoiler:a08a830db0][/spoiler:a08a830db0]
 
Lazlo said:
JimTheDinosaur said:
Heh, once again, forgot to update some descriptions (curse of having multiple forums with multiple threads for the same thing and being generally disorganized, sorry). The dialogue is out, so that'll work fine (I scrapped it because it'd make the compatibility thing nigh impossible).

Great! 2 more questions before I leave you alone.

First, I'm assuming making patch.dat write-protected isn't necessary if you're just jumping in with an RP install. Is that the case?

Yeah, I never used it myself, so I didn't have a clue in what way the RP installation differed from what you'd normally need to do. But you're not the first to note this, so I'll change the readme so that step 4 is only necessary for the regular install.

Second, is this knife having -1 damage a sign of RP incompatibility, low skill or an incorrect installation? See below. I installed the RP, unchecked all damage/ammo mods. Was this wise?

That's a first... could you send me a copy of the .ini (you can just copypaste and spoiler it in your reply) so I can see which things you unchecked and test it that way?
 
JimTheDinosaur said:
That's a first... could you send me a copy of the .ini (you can just copypaste and spoiler it in your reply) so I can see which things you unchecked and test it that way?

Right. Just to clarify - full RP install with none of the Restoration Project weapon mods installed (I assumed it would've caused problems with your mod, maybe that was overzealous). Then I just installed your mod over the top of it.

Edit: Same thing happens if I do a Restoration Project install with Glovz weapon mod. Only now it's -1/14 damage.

Here's WeaponsMod.ini

[spoiler:c11530c76b][WEAPONS]

;//*****************************************************Minimum Damage*****************************************************;//

KNIFEmindmg=1
CLUBmindmg=1
SLEDGEHAMMERmindmg=4
SPEARmindmg=3
10MM_PISTOLmindmg=5
10MM_SMGmindmg=5
HUNTING_RIFLEmindmg=8
FLAMERmindmg=40
MINIGUNmindmg=7
ROCKET_LAUNCHERmindmg=35
PLASMA_RIFLEmindmg=30
LASER_PISTOLmindmg=10
DESERT_EAGLEmindmg=10
ROCKmindmg=1
CROWBARmindmg=3
BRASS_KNUCKLESmindmg=2
14MM_PISTOLmindmg=12
ASSAULT_RIFLEmindmg=8
PLASMA_PISTOLmindmg=15
FRAG_GRENADEmindmg=20
PLASMA_GRENADEmindmg=40
PULSE_GRENADEmindmg=100
GATLING_LASERmindmg=20
THROWING_KNIFEmindmg=3
SHOTGUNmindmg=12
SUPER_SLEDGEmindmg=18
RIPPERmindmg=15
LASER_RIFLEmindmg=25
ALIEN_LASER_PISTOLmindmg=30
9MM_MAUSERmindmg=5
SNIPER_RIFLEmindmg=14
MOLOTOV_COCKTAILmindmg=8
CATTLE_PRODmindmg=12
RED_RYDER_BB_GUNmindmg=1
RED_RYDER_LE_BB_GUNmindmg=25
TURBO_PLASMA_RIFLEmindmg=35
SPIKED_KNUCKLESmindmg=4
POWER_FISTmindmg=12
COMBAT_KNIFEmindmg=3
223_PISTOLmindmg=20
COMBAT_SHOTGUNmindmg=15
JONNY_BB_GUNmindmg=1
HK_CAWSmindmg=15
SHARP_SPEARmindmg=4
SCOPED_HUNTING_RIFLEmindmg=8
EYEBALL_FIST_1mindmg=7
EYEBALL_FIST_2mindmg=15
BOXING_GLOVESmindmg=1
PLATED_BOXING_GLOVESmindmg=2
HK_P90Cmindmg=12
SPRINGER_RIFLEmindmg=5
ZIP_GUNmindmg=5
44_MAGNUM_REVOLVERmindmg=12
SWITCHBLADEmindmg=2
SHARPENED_POLEmindmg=2
PLANT_SPIKEmindmg=1
DEATHCLAW_CLAW_1mindmg=3
DEATHCLAW_CLAW_2mindmg=5
TOMMY_GUNmindmg=3
GREASE_GUNmindmg=10
BOZARmindmg=25
LIGHT_SUPPORT_WEAPONmindmg=20
FN_FALmindmg=9
HK_G11mindmg=10
INDEPENDENTmindmg=12
PANCOR_JACKHAMMERmindmg=18
SHIVmindmg=1
WRENCHmindmg=3
LOUISVILLE_SLUGGERmindmg=12
SOLAR_SCORCHERmindmg=20
SAWED_OFF_SHOTGUNmindmg=12
M60mindmg=18
NEEDLER_PISTOLmindmg=12
AVENGER_MINIGUNmindmg=10
HK_G11Emindmg=13
M72_GAUSS_RIFLEmindmg=32
PK12_GAUSS_PISTOLmindmg=22
VINDICATOR_MINIGUNmindmg=14
YK32_PULSE_PISTOLmindmg=32
YK42B_PULSE_RIFLEmindmg=54
44_MAGNUM_SPEEDLOADERmindmg=12
SUPER_CATTLE_PRODmindmg=20
IMPROVED_FLAMETHROWERmindmg=45
LASER_RIFLE_EXT_CAPmindmg=25
MAGNETO_LASER_PISTOLmindmg=10
FN_FAL_NIGHT_SCOPEmindmg=9
DESERT_EAGLE_EXT_MAGmindmg=10
ASSAULT_RIFLE_EXT_MAGmindmg=8
PLASMA_PISTOL_EXT_CARTmindmg=15
PHAZERmindmg=20
MEGA_POWER_FISTmindmg=20
RING_BOXING_GLOVESmindmg=1
RING_PLATED_BOXING_GLOVESmindmg=2
FN_FAL_HPFAmindmg=11
LIL_JESUS_WEAPONmindmg=5
WAKIZASHI_BLADEmindmg=4
GUN_TURRET_WEAPONmindmg=45
SPECIAL_BOXER_WEAPONmindmg=1
DUAL_MINIGUNmindmg=10
HEAVY_DUAL_MINIGUNmindmg=16
FIRE_GECKO_FLAME_WEAPONmindmg=35
FLAME_BREATHmindmg=35
ROBO_ROCKET_LAUNCHERmindmg=10

;//*****************************************************Maximum Damage*****************************************************;//

KNIFEmaxdmg=6
CLUBmaxdmg=6
SLEDGEHAMMERmaxdmg=9
SPEARmaxdmg=10
10MM_PISTOLmaxdmg=12
10MM_SMGmaxdmg=12
HUNTING_RIFLEmaxdmg=20
FLAMERmaxdmg=90
MINIGUNmaxdmg=11
ROCKET_LAUNCHERmaxdmg=100
PLASMA_RIFLEmaxdmg=65
LASER_PISTOLmaxdmg=22
DESERT_EAGLEmaxdmg=16
ROCKmaxdmg=4
CROWBARmaxdmg=10
BRASS_KNUCKLESmaxdmg=5
14MM_PISTOLmaxdmg=22
ASSAULT_RIFLEmaxdmg=16
PLASMA_PISTOLmaxdmg=35
FRAG_GRENADEmaxdmg=35
PLASMA_GRENADEmaxdmg=90
PULSE_GRENADEmaxdmg=150
GATLING_LASERmaxdmg=40
THROWING_KNIFEmaxdmg=6
SHOTGUNmaxdmg=22
SUPER_SLEDGEmaxdmg=36
RIPPERmaxdmg=32
LASER_RIFLEmaxdmg=50
ALIEN_LASER_PISTOLmaxdmg=90
9MM_MAUSERmaxdmg=10
SNIPER_RIFLEmaxdmg=34
MOLOTOV_COCKTAILmaxdmg=20
CATTLE_PRODmaxdmg=20
RED_RYDER_BB_GUNmaxdmg=3
RED_RYDER_LE_BB_GUNmaxdmg=25
TURBO_PLASMA_RIFLEmaxdmg=70
SPIKED_KNUCKLESmaxdmg=10
POWER_FISTmaxdmg=24
COMBAT_KNIFEmaxdmg=10
223_PISTOLmaxdmg=30
COMBAT_SHOTGUNmaxdmg=25
JONNY_BB_GUNmaxdmg=3
HK_CAWSmaxdmg=25
SHARP_SPEARmaxdmg=12
SCOPED_HUNTING_RIFLEmaxdmg=20
EYEBALL_FIST_1maxdmg=15
EYEBALL_FIST_2maxdmg=30
BOXING_GLOVESmaxdmg=1
PLATED_BOXING_GLOVESmaxdmg=5
HK_P90Cmaxdmg=16
SPRINGER_RIFLEmaxdmg=12
ZIP_GUNmaxdmg=12
44_MAGNUM_REVOLVERmaxdmg=18
SWITCHBLADEmaxdmg=10
SHARPENED_POLEmaxdmg=4
PLANT_SPIKEmaxdmg=2
DEATHCLAW_CLAW_1maxdmg=4
DEATHCLAW_CLAW_2maxdmg=10
TOMMY_GUNmaxdmg=20
GREASE_GUNmaxdmg=20
BOZARmaxdmg=35
LIGHT_SUPPORT_WEAPONmaxdmg=30
FN_FALmaxdmg=18
HK_G11maxdmg=20
INDEPENDENTmaxdmg=19
PANCOR_JACKHAMMERmaxdmg=29
SHIVmaxdmg=4
WRENCHmaxdmg=6
LOUISVILLE_SLUGGERmaxdmg=30
SOLAR_SCORCHERmaxdmg=60
SAWED_OFF_SHOTGUNmaxdmg=24
M60maxdmg=26
NEEDLER_PISTOLmaxdmg=24
AVENGER_MINIGUNmaxdmg=14
HK_G11Emaxdmg=23
M72_GAUSS_RIFLEmaxdmg=43
PK12_GAUSS_PISTOLmaxdmg=32
VINDICATOR_MINIGUNmaxdmg=19
YK32_PULSE_PISTOLmaxdmg=46
YK42B_PULSE_RIFLEmaxdmg=78
44_MAGNUM_SPEEDLOADERmaxdmg=18
SUPER_CATTLE_PRODmaxdmg=32
IMPROVED_FLAMETHROWERmaxdmg=90
LASER_RIFLE_EXT_CAPmaxdmg=50
MAGNETO_LASER_PISTOLmaxdmg=22
FN_FAL_NIGHT_SCOPEmaxdmg=18
DESERT_EAGLE_EXT_MAGmaxdmg=16
ASSAULT_RIFLE_EXT_MAGmaxdmg=16
PLASMA_PISTOL_EXT_CARTmaxdmg=35
PHAZERmaxdmg=30
MEGA_POWER_FISTmaxdmg=40
RING_BOXING_GLOVESmaxdmg=1
RING_PLATED_BOXING_GLOVESmaxdmg=5
FN_FAL_HPFAmaxdmg=22
LIL_JESUS_WEAPONmaxdmg=14
WAKIZASHI_BLADEmaxdmg=12
GUN_TURRET_WEAPONmaxdmg=90
SPECIAL_BOXER_WEAPONmaxdmg=1
DUAL_MINIGUNmaxdmg=14
HEAVY_DUAL_MINIGUNmaxdmg=24
FIRE_GECKO_FLAME_WEAPONmaxdmg=50
FLAME_BREATHmaxdmg=50
ROBO_ROCKET_LAUNCHERmaxdmg=30

;//*****************************************************Max Range Primary Attack*****************************************************;//

KNIFEmaxrng1=1
CLUBmaxrng1=1
SLEDGEHAMMERmaxrng1=2
SPEARmaxrng1=2
10MM_PISTOLmaxrng1=30
10MM_SMGmaxrng1=25
HUNTING_RIFLEmaxrng1=40
FLAMERmaxrng1=5
MINIGUNmaxrng1=35
ROCKET_LAUNCHERmaxrng1=40
PLASMA_RIFLEmaxrng1=25
LASER_PISTOLmaxrng1=35
DESERT_EAGLEmaxrng1=25
ROCKmaxrng1=15
CROWBARmaxrng1=1
BRASS_KNUCKLESmaxrng1=1
14MM_PISTOLmaxrng1=30
ASSAULT_RIFLEmaxrng1=45
PLASMA_PISTOLmaxrng1=20
FRAG_GRENADEmaxrng1=15
PLASMA_GRENADEmaxrng1=15
PULSE_GRENADEmaxrng1=15
GATLING_LASERmaxrng1=40
THROWING_KNIFEmaxrng1=16
SHOTGUNmaxrng1=14
SUPER_SLEDGEmaxrng1=2
RIPPERmaxrng1=1
LASER_RIFLEmaxrng1=45
ALIEN_LASER_PISTOLmaxrng1=10
9MM_MAUSERmaxrng1=22
SNIPER_RIFLEmaxrng1=50
MOLOTOV_COCKTAILmaxrng1=12
CATTLE_PRODmaxrng1=1
RED_RYDER_BB_GUNmaxrng1=30
RED_RYDER_LE_BB_GUNmaxrng1=32
TURBO_PLASMA_RIFLEmaxrng1=35
SPIKED_KNUCKLESmaxrng1=1
POWER_FISTmaxrng1=1
COMBAT_KNIFEmaxrng1=1
223_PISTOLmaxrng1=30
COMBAT_SHOTGUNmaxrng1=22
JONNY_BB_GUNmaxrng1=22
HK_CAWSmaxrng1=30
SHARP_SPEARmaxrng1=2
SCOPED_HUNTING_RIFLEmaxrng1=40
EYEBALL_FIST_1maxrng1=1
EYEBALL_FIST_2maxrng1=1
BOXING_GLOVESmaxrng1=1
PLATED_BOXING_GLOVESmaxrng1=1
HK_P90Cmaxrng1=30
SPRINGER_RIFLEmaxrng1=20
ZIP_GUNmaxrng1=15
44_MAGNUM_REVOLVERmaxrng1=15
SWITCHBLADEmaxrng1=1
SHARPENED_POLEmaxrng1=2
PLANT_SPIKEmaxrng1=8
DEATHCLAW_CLAW_1maxrng1=1
DEATHCLAW_CLAW_2maxrng1=1
TOMMY_GUNmaxrng1=32
GREASE_GUNmaxrng1=20
BOZARmaxrng1=35
LIGHT_SUPPORT_WEAPONmaxrng1=40
FN_FALmaxrng1=35
HK_G11maxrng1=35
INDEPENDENTmaxrng1=35
PANCOR_JACKHAMMERmaxrng1=35
SHIVmaxrng1=1
WRENCHmaxrng1=1
LOUISVILLE_SLUGGERmaxrng1=2
SOLAR_SCORCHERmaxrng1=20
SAWED_OFF_SHOTGUNmaxrng1=7
M60maxrng1=35
NEEDLER_PISTOLmaxrng1=24
AVENGER_MINIGUNmaxrng1=40
HK_G11Emaxrng1=40
M72_GAUSS_RIFLEmaxrng1=50
PK12_GAUSS_PISTOLmaxrng1=50
VINDICATOR_MINIGUNmaxrng1=30
YK32_PULSE_PISTOLmaxrng1=15
YK42B_PULSE_RIFLEmaxrng1=30
44_MAGNUM_SPEEDLOADERmaxrng1=20
SUPER_CATTLE_PRODmaxrng1=1
IMPROVED_FLAMETHROWERmaxrng1=5
LASER_RIFLE_EXT_CAPmaxrng1=45
MAGNETO_LASER_PISTOLmaxrng1=35
FN_FAL_NIGHT_SCOPEmaxrng1=35
DESERT_EAGLE_EXT_MAGmaxrng1=25
ASSAULT_RIFLE_EXT_MAGmaxrng1=45
PLASMA_PISTOL_EXT_CARTmaxrng1=20
PHAZERmaxrng1=15
MEGA_POWER_FISTmaxrng1=1
RING_BOXING_GLOVESmaxrng1=1
RING_PLATED_BOXING_GLOVESmaxrng1=1
FN_FAL_HPFAmaxrng1=35
LIL_JESUS_WEAPONmaxrng1=1
WAKIZASHI_BLADEmaxrng1=1
GUN_TURRET_WEAPONmaxrng1=25
SPECIAL_BOXER_WEAPONmaxrng1=1
DUAL_MINIGUNmaxrng1=40
HEAVY_DUAL_MINIGUNmaxrng1=40
FIRE_GECKO_FLAME_WEAPONmaxrng1=5
FLAME_BREATHmaxrng1=5
ROBO_ROCKET_LAUNCHERmaxrng1=30

;//*****************************************************Max Range Secondary Attack*****************************************************;//

KNIFEmaxrng2=1
CLUBmaxrng2=1
SLEDGEHAMMERmaxrng2=2
SPEARmaxrng2=8
10MM_PISTOLmaxrng2=1
10MM_SMGmaxrng2=30
HUNTING_RIFLEmaxrng2=1
FLAMERmaxrng2=1
MINIGUNmaxrng2=35
ROCKET_LAUNCHERmaxrng2=1
PLASMA_RIFLEmaxrng2=1
LASER_PISTOLmaxrng2=1
DESERT_EAGLEmaxrng2=1
ROCKmaxrng2=1
CROWBARmaxrng2=1
BRASS_KNUCKLESmaxrng2=1
14MM_PISTOLmaxrng2=1
ASSAULT_RIFLEmaxrng2=38
PLASMA_PISTOLmaxrng2=1
FRAG_GRENADEmaxrng2=1
PLASMA_GRENADEmaxrng2=1
PULSE_GRENADEmaxrng2=1
GATLING_LASERmaxrng2=1
THROWING_KNIFEmaxrng2=1
SHOTGUNmaxrng2=1
SUPER_SLEDGEmaxrng2=2
RIPPERmaxrng2=1
LASER_RIFLEmaxrng2=1
ALIEN_LASER_PISTOLmaxrng2=1
9MM_MAUSERmaxrng2=1
SNIPER_RIFLEmaxrng2=1
MOLOTOV_COCKTAILmaxrng2=1
CATTLE_PRODmaxrng2=1
RED_RYDER_BB_GUNmaxrng2=1
RED_RYDER_LE_BB_GUNmaxrng2=1
TURBO_PLASMA_RIFLEmaxrng2=1
SPIKED_KNUCKLESmaxrng2=1
POWER_FISTmaxrng2=1
COMBAT_KNIFEmaxrng2=1
223_PISTOLmaxrng2=1
COMBAT_SHOTGUNmaxrng2=18
JONNY_BB_GUNmaxrng2=1
HK_CAWSmaxrng2=20
SHARP_SPEARmaxrng2=8
SCOPED_HUNTING_RIFLEmaxrng2=1
EYEBALL_FIST_1maxrng2=1
EYEBALL_FIST_2maxrng2=1
BOXING_GLOVESmaxrng2=1
PLATED_BOXING_GLOVESmaxrng2=1
HK_P90Cmaxrng2=25
SPRINGER_RIFLEmaxrng2=1
ZIP_GUNmaxrng2=1
44_MAGNUM_REVOLVERmaxrng2=1
SWITCHBLADEmaxrng2=1
SHARPENED_POLEmaxrng2=8
PLANT_SPIKEmaxrng2=1
DEATHCLAW_CLAW_1maxrng2=1
DEATHCLAW_CLAW_2maxrng2=1
TOMMY_GUNmaxrng2=16
GREASE_GUNmaxrng2=15
BOZARmaxrng2=35
LIGHT_SUPPORT_WEAPONmaxrng2=40
FN_FALmaxrng2=30
HK_G11maxrng2=30
INDEPENDENTmaxrng2=30
PANCOR_JACKHAMMERmaxrng2=25
SHIVmaxrng2=1
WRENCHmaxrng2=1
LOUISVILLE_SLUGGERmaxrng2=2
SOLAR_SCORCHERmaxrng2=1
SAWED_OFF_SHOTGUNmaxrng2=1
M60maxrng2=1
NEEDLER_PISTOLmaxrng2=1
AVENGER_MINIGUNmaxrng2=40
HK_G11Emaxrng2=35
M72_GAUSS_RIFLEmaxrng2=1
PK12_GAUSS_PISTOLmaxrng2=1
VINDICATOR_MINIGUNmaxrng2=30
YK32_PULSE_PISTOLmaxrng2=1
YK42B_PULSE_RIFLEmaxrng2=1
44_MAGNUM_SPEEDLOADERmaxrng2=1
SUPER_CATTLE_PRODmaxrng2=1
IMPROVED_FLAMETHROWERmaxrng2=1
LASER_RIFLE_EXT_CAPmaxrng2=1
MAGNETO_LASER_PISTOLmaxrng2=1
FN_FAL_NIGHT_SCOPEmaxrng2=30
DESERT_EAGLE_EXT_MAGmaxrng2=1
ASSAULT_RIFLE_EXT_MAGmaxrng2=38
PLASMA_PISTOL_EXT_CARTmaxrng2=1
PHAZERmaxrng2=1
MEGA_POWER_FISTmaxrng2=1
RING_BOXING_GLOVESmaxrng2=1
RING_PLATED_BOXING_GLOVESmaxrng2=1
FN_FAL_HPFAmaxrng2=30
LIL_JESUS_WEAPONmaxrng2=1
WAKIZASHI_BLADEmaxrng2=1
GUN_TURRET_WEAPONmaxrng2=1
SPECIAL_BOXER_WEAPONmaxrng2=1
DUAL_MINIGUNmaxrng2=1
HEAVY_DUAL_MINIGUNmaxrng2=1
FIRE_GECKO_FLAME_WEAPONmaxrng2=1
FLAME_BREATHmaxrng2=1
ROBO_ROCKET_LAUNCHERmaxrng2=1

;//*****************************************************AP Cost Primary Attack*****************************************************;//

KNIFEapcost1=3
CLUBapcost1=3
SLEDGEHAMMERapcost1=4
SPEARapcost1=4
10MM_PISTOLapcost1=3
10MM_SMGapcost1=3
HUNTING_RIFLEapcost1=4
FLAMERapcost1=6
MINIGUNapcost1=6
ROCKET_LAUNCHERapcost1=6
PLASMA_RIFLEapcost1=4
LASER_PISTOLapcost1=3
DESERT_EAGLEapcost1=3
ROCKapcost1=4
CROWBARapcost1=3
BRASS_KNUCKLESapcost1=3
14MM_PISTOLapcost1=3
ASSAULT_RIFLEapcost1=4
PLASMA_PISTOLapcost1=3
FRAG_GRENADEapcost1=4
PLASMA_GRENADEapcost1=4
PULSE_GRENADEapcost1=4
GATLING_LASERapcost1=6
THROWING_KNIFEapcost1=4
SHOTGUNapcost1=4
SUPER_SLEDGEapcost1=4
RIPPERapcost1=3
LASER_RIFLEapcost1=4
ALIEN_LASER_PISTOLapcost1=3
9MM_MAUSERapcost1=3
SNIPER_RIFLEapcost1=4
MOLOTOV_COCKTAILapcost1=4
CATTLE_PRODapcost1=3
RED_RYDER_BB_GUNapcost1=4
RED_RYDER_LE_BB_GUNapcost1=4
TURBO_PLASMA_RIFLEapcost1=4
SPIKED_KNUCKLESapcost1=3
POWER_FISTapcost1=3
COMBAT_KNIFEapcost1=3
223_PISTOLapcost1=3
COMBAT_SHOTGUNapcost1=4
JONNY_BB_GUNapcost1=4
HK_CAWSapcost1=4
SHARP_SPEARapcost1=4
SCOPED_HUNTING_RIFLEapcost1=4
EYEBALL_FIST_1apcost1=3
EYEBALL_FIST_2apcost1=3
BOXING_GLOVESapcost1=3
PLATED_BOXING_GLOVESapcost1=3
HK_P90Capcost1=3
SPRINGER_RIFLEapcost1=4
ZIP_GUNapcost1=3
44_MAGNUM_REVOLVERapcost1=3
SWITCHBLADEapcost1=3
SHARPENED_POLEapcost1=4
PLANT_SPIKEapcost1=4
DEATHCLAW_CLAW_1apcost1=3
DEATHCLAW_CLAW_2apcost1=3
TOMMY_GUNapcost1=4
GREASE_GUNapcost1=3
BOZARapcost1=6
LIGHT_SUPPORT_WEAPONapcost1=6
FN_FALapcost1=4
HK_G11apcost1=4
INDEPENDENTapcost1=4
PANCOR_JACKHAMMERapcost1=4
SHIVapcost1=3
WRENCHapcost1=3
LOUISVILLE_SLUGGERapcost1=4
SOLAR_SCORCHERapcost1=3
SAWED_OFF_SHOTGUNapcost1=3
M60apcost1=6
NEEDLER_PISTOLapcost1=3
AVENGER_MINIGUNapcost1=6
HK_G11Eapcost1=4
M72_GAUSS_RIFLEapcost1=4
PK12_GAUSS_PISTOLapcost1=3
VINDICATOR_MINIGUNapcost1=6
YK32_PULSE_PISTOLapcost1=3
YK42B_PULSE_RIFLEapcost1=4
44_MAGNUM_SPEEDLOADERapcost1=3
SUPER_CATTLE_PRODapcost1=3
IMPROVED_FLAMETHROWERapcost1=6
LASER_RIFLE_EXT_CAPapcost1=4
MAGNETO_LASER_PISTOLapcost1=3
FN_FAL_NIGHT_SCOPEapcost1=4
DESERT_EAGLE_EXT_MAGapcost1=3
ASSAULT_RIFLE_EXT_MAGapcost1=4
PLASMA_PISTOL_EXT_CARTapcost1=4
PHAZERapcost1=3
MEGA_POWER_FISTapcost1=3
RING_BOXING_GLOVESapcost1=3
RING_PLATED_BOXING_GLOVESapcost1=3
FN_FAL_HPFAapcost1=4
LIL_JESUS_WEAPONapcost1=3
WAKIZASHI_BLADEapcost1=3
GUN_TURRET_WEAPONapcost1=5
SPECIAL_BOXER_WEAPONapcost1=3
DUAL_MINIGUNapcost1=6
HEAVY_DUAL_MINIGUNapcost1=6
FIRE_GECKO_FLAME_WEAPONapcost1=6
FLAME_BREATHapcost1=6
ROBO_ROCKET_LAUNCHERapcost1=3

;//*****************************************************AP Cost Secondary Attack*****************************************************;//


KNIFEapcost2=3
CLUBapcost2=3
SLEDGEHAMMERapcost2=5
SPEARapcost2=6
10MM_PISTOLapcost2=3
10MM_SMGapcost2=5
HUNTING_RIFLEapcost2=4
FLAMERapcost2=6
MINIGUNapcost2=6
ROCKET_LAUNCHERapcost2=6
PLASMA_RIFLEapcost2=5
LASER_PISTOLapcost2=4
DESERT_EAGLEapcost2=3
ROCKapcost2=3
CROWBARapcost2=3
BRASS_KNUCKLESapcost2=3
14MM_PISTOLapcost2=3
ASSAULT_RIFLEapcost2=6
PLASMA_PISTOLapcost2=4
FRAG_GRENADEapcost2=4
PLASMA_GRENADEapcost2=4
PULSE_GRENADEapcost2=4
GATLING_LASERapcost2=7
THROWING_KNIFEapcost2=3
SHOTGUNapcost2=4
SUPER_SLEDGEapcost2=5
RIPPERapcost2=4
LASER_RIFLEapcost2=5
ALIEN_LASER_PISTOLapcost2=4
9MM_MAUSERapcost2=3
SNIPER_RIFLEapcost2=4
MOLOTOV_COCKTAILapcost2=4
CATTLE_PRODapcost2=4
RED_RYDER_BB_GUNapcost2=4
RED_RYDER_LE_BB_GUNapcost2=4
TURBO_PLASMA_RIFLEapcost2=5
SPIKED_KNUCKLESapcost2=3
POWER_FISTapcost2=4
COMBAT_KNIFEapcost2=3
223_PISTOLapcost2=3
COMBAT_SHOTGUNapcost2=6
JONNY_BB_GUNapcost2=4
HK_CAWSapcost2=6
SHARP_SPEARapcost2=6
SCOPED_HUNTING_RIFLEapcost2=4
EYEBALL_FIST_1apcost2=3
EYEBALL_FIST_2apcost2=3
BOXING_GLOVESapcost2=3
PLATED_BOXING_GLOVESapcost2=3
HK_P90Capcost2=5
SPRINGER_RIFLEapcost2=4
ZIP_GUNapcost2=3
44_MAGNUM_REVOLVERapcost2=3
SWITCHBLADEapcost2=3
SHARPENED_POLEapcost2=6
PLANT_SPIKEapcost2=4
DEATHCLAW_CLAW_1apcost2=3
DEATHCLAW_CLAW_2apcost2=3
TOMMY_GUNapcost2=6
GREASE_GUNapcost2=5
BOZARapcost2=6
LIGHT_SUPPORT_WEAPONapcost2=6
FN_FALapcost2=6
HK_G11apcost2=6
INDEPENDENTapcost2=6
PANCOR_JACKHAMMERapcost2=6
SHIVapcost2=3
WRENCHapcost2=3
LOUISVILLE_SLUGGERapcost2=5
SOLAR_SCORCHERapcost2=4
SAWED_OFF_SHOTGUNapcost2=3
M60apcost2=6
NEEDLER_PISTOLapcost2=3
AVENGER_MINIGUNapcost2=6
HK_G11Eapcost2=6
M72_GAUSS_RIFLEapcost2=4
PK12_GAUSS_PISTOLapcost2=3
VINDICATOR_MINIGUNapcost2=6
YK32_PULSE_PISTOLapcost2=4
YK42B_PULSE_RIFLEapcost2=5
44_MAGNUM_SPEEDLOADERapcost2=3
SUPER_CATTLE_PRODapcost2=4
IMPROVED_FLAMETHROWERapcost2=6
LASER_RIFLE_EXT_CAPapcost2=5
MAGNETO_LASER_PISTOLapcost2=4
FN_FAL_NIGHT_SCOPEapcost2=6
DESERT_EAGLE_EXT_MAGapcost2=3
ASSAULT_RIFLE_EXT_MAGapcost2=6
PLASMA_PISTOL_EXT_CARTapcost2=4
PHAZERapcost2=4
MEGA_POWER_FISTapcost2=4
RING_BOXING_GLOVESapcost2=3
RING_PLATED_BOXING_GLOVESapcost2=3
FN_FAL_HPFAapcost2=6
LIL_JESUS_WEAPONapcost2=3
WAKIZASHI_BLADEapcost2=3
GUN_TURRET_WEAPONapcost2=5
SPECIAL_BOXER_WEAPONapcost2=3
DUAL_MINIGUNapcost2=6
HEAVY_DUAL_MINIGUNapcost2=6
FIRE_GECKO_FLAME_WEAPONapcost2=6
FLAME_BREATHapcost2=6
ROBO_ROCKET_LAUNCHERapcost2=3

;//*****************************************************Rounds per Burst*****************************************************;//

KNIFEburstrnds=0
CLUBburstrnds=0
SLEDGEHAMMERburstrnds=0
SPEARburstrnds=0
10MM_PISTOLburstrnds=0
10MM_SMGburstrnds=10
HUNTING_RIFLEburstrnds=0
FLAMERburstrnds=1
MINIGUNburstrnds=40
ROCKET_LAUNCHERburstrnds=0
PLASMA_RIFLEburstrnds=0
LASER_PISTOLburstrnds=0
DESERT_EAGLEburstrnds=0
ROCKburstrnds=0
CROWBARburstrnds=0
BRASS_KNUCKLESburstrnds=0
14MM_PISTOLburstrnds=0
ASSAULT_RIFLEburstrnds=8
PLASMA_PISTOLburstrnds=0
FRAG_GRENADEburstrnds=0
PLASMA_GRENADEburstrnds=0
PULSE_GRENADEburstrnds=0
GATLING_LASERburstrnds=10
THROWING_KNIFEburstrnds=0
SHOTGUNburstrnds=0
SUPER_SLEDGEburstrnds=0
RIPPERburstrnds=0
LASER_RIFLEburstrnds=0
ALIEN_LASER_PISTOLburstrnds=1
9MM_MAUSERburstrnds=0
SNIPER_RIFLEburstrnds=0
MOLOTOV_COCKTAILburstrnds=0
CATTLE_PRODburstrnds=0
RED_RYDER_BB_GUNburstrnds=0
RED_RYDER_LE_BB_GUNburstrnds=0
TURBO_PLASMA_RIFLEburstrnds=0
SPIKED_KNUCKLESburstrnds=0
POWER_FISTburstrnds=0
COMBAT_KNIFEburstrnds=0
223_PISTOLburstrnds=0
COMBAT_SHOTGUNburstrnds=0
JONNY_BB_GUNburstrnds=0
HK_CAWSburstrnds=0
SHARP_SPEARburstrnds=0
SCOPED_HUNTING_RIFLEburstrnds=0
EYEBALL_FIST_1burstrnds=0
EYEBALL_FIST_2burstrnds=0
BOXING_GLOVESburstrnds=0
PLATED_BOXING_GLOVESburstrnds=0
HK_P90Cburstrnds=12
SPRINGER_RIFLEburstrnds=0
ZIP_GUNburstrnds=0
44_MAGNUM_REVOLVERburstrnds=0
SWITCHBLADEburstrnds=0
SHARPENED_POLEburstrnds=0
PLANT_SPIKEburstrnds=0
DEATHCLAW_CLAW_1burstrnds=0
DEATHCLAW_CLAW_2burstrnds=0
TOMMY_GUNburstrnds=10
GREASE_GUNburstrnds=10
BOZARburstrnds=15
LIGHT_SUPPORT_WEAPONburstrnds=10
FN_FALburstrnds=10
HK_G11burstrnds=5
INDEPENDENTburstrnds=8
PANCOR_JACKHAMMERburstrnds=5
SHIVburstrnds=0
WRENCHburstrnds=0
LOUISVILLE_SLUGGERburstrnds=0
SOLAR_SCORCHERburstrnds=0
SAWED_OFF_SHOTGUNburstrnds=0
M60burstrnds=10
NEEDLER_PISTOLburstrnds=0
AVENGER_MINIGUNburstrnds=40
HK_G11Eburstrnds=5
M72_GAUSS_RIFLEburstrnds=0
PK12_GAUSS_PISTOLburstrnds=0
VINDICATOR_MINIGUNburstrnds=25
YK32_PULSE_PISTOLburstrnds=0
YK42B_PULSE_RIFLEburstrnds=0
44_MAGNUM_SPEEDLOADERburstrnds=0
SUPER_CATTLE_PRODburstrnds=0
IMPROVED_FLAMETHROWERburstrnds=1
LASER_RIFLE_EXT_CAPburstrnds=0
MAGNETO_LASER_PISTOLburstrnds=0
FN_FAL_NIGHT_SCOPEburstrnds=10
DESERT_EAGLE_EXT_MAGburstrnds=0
ASSAULT_RIFLE_EXT_MAGburstrnds=8
PLASMA_PISTOL_EXT_CARTburstrnds=0
PHAZERburstrnds=0
MEGA_POWER_FISTburstrnds=0
RING_BOXING_GLOVESburstrnds=0
RING_PLATED_BOXING_GLOVESburstrnds=0
FN_FAL_HPFAburstrnds=20
LIL_JESUS_WEAPONburstrnds=0
WAKIZASHI_BLADEburstrnds=0
GUN_TURRET_WEAPONburstrnds=0
SPECIAL_BOXER_WEAPONburstrnds=0
DUAL_MINIGUNburstrnds=40
HEAVY_DUAL_MINIGUNburstrnds=40
FIRE_GECKO_FLAME_WEAPONburstrnds=1
FLAME_BREATHburstrnds=1
ROBO_ROCKET_LAUNCHERburstrnds=0

;//*****************************************************Magazine Size*****************************************************;//

KNIFEmagsize=0
CLUBmagsize=0
SLEDGEHAMMERmagsize=0
SPEARmagsize=0
10MM_PISTOLmagsize=12
10MM_SMGmagsize=30
HUNTING_RIFLEmagsize=10
FLAMERmagsize=5
MINIGUNmagsize=120
ROCKET_LAUNCHERmagsize=1
PLASMA_RIFLEmagsize=10
LASER_PISTOLmagsize=12
DESERT_EAGLEmagsize=8
ROCKmagsize=0
CROWBARmagsize=0
BRASS_KNUCKLESmagsize=0
14MM_PISTOLmagsize=6
ASSAULT_RIFLEmagsize=24
PLASMA_PISTOLmagsize=16
FRAG_GRENADEmagsize=0
PLASMA_GRENADEmagsize=0
PULSE_GRENADEmagsize=0
GATLING_LASERmagsize=30
THROWING_KNIFEmagsize=0
SHOTGUNmagsize=2
SUPER_SLEDGEmagsize=0
RIPPERmagsize=30
LASER_RIFLEmagsize=12
ALIEN_LASER_PISTOLmagsize=30
9MM_MAUSERmagsize=7
SNIPER_RIFLEmagsize=6
MOLOTOV_COCKTAILmagsize=0
CATTLE_PRODmagsize=20
RED_RYDER_BB_GUNmagsize=100
RED_RYDER_LE_BB_GUNmagsize=100
TURBO_PLASMA_RIFLEmagsize=10
SPIKED_KNUCKLESmagsize=0
POWER_FISTmagsize=0
COMBAT_KNIFEmagsize=0
223_PISTOLmagsize=5
COMBAT_SHOTGUNmagsize=12
JONNY_BB_GUNmagsize=100
HK_CAWSmagsize=10
SHARP_SPEARmagsize=0
SCOPED_HUNTING_RIFLEmagsize=10
EYEBALL_FIST_1magsize=0
EYEBALL_FIST_2magsize=0
BOXING_GLOVESmagsize=0
PLATED_BOXING_GLOVESmagsize=0
HK_P90Cmagsize=24
SPRINGER_RIFLEmagsize=1
ZIP_GUNmagsize=12
44_MAGNUM_REVOLVERmagsize=6
SWITCHBLADEmagsize=0
SHARPENED_POLEmagsize=0
PLANT_SPIKEmagsize=0
DEATHCLAW_CLAW_1magsize=0
DEATHCLAW_CLAW_2magsize=0
TOMMY_GUNmagsize=50
GREASE_GUNmagsize=30
BOZARmagsize=30
LIGHT_SUPPORT_WEAPONmagsize=30
FN_FALmagsize=20
HK_G11magsize=50
INDEPENDENTmagsize=20
PANCOR_JACKHAMMERmagsize=10
SHIVmagsize=0
WRENCHmagsize=0
LOUISVILLE_SLUGGERmagsize=0
SOLAR_SCORCHERmagsize=8
SAWED_OFF_SHOTGUNmagsize=2
M60magsize=50
NEEDLER_PISTOLmagsize=10
AVENGER_MINIGUNmagsize=120
HK_G11Emagsize=50
M72_GAUSS_RIFLEmagsize=20
PK12_GAUSS_PISTOLmagsize=12
VINDICATOR_MINIGUNmagsize=100
YK32_PULSE_PISTOLmagsize=5
YK42B_PULSE_RIFLEmagsize=10
44_MAGNUM_SPEEDLOADERmagsize=6
SUPER_CATTLE_PRODmagsize=20
IMPROVED_FLAMETHROWERmagsize=5
LASER_RIFLE_EXT_CAPmagsize=24
MAGNETO_LASER_PISTOLmagsize=12
FN_FAL_NIGHT_SCOPEmagsize=20
DESERT_EAGLE_EXT_MAGmagsize=20
ASSAULT_RIFLE_EXT_MAGmagsize=100
PLASMA_PISTOL_EXT_CARTmagsize=32
PHAZERmagsize=12
MEGA_POWER_FISTmagsize=0
RING_BOXING_GLOVESmagsize=0
RING_PLATED_BOXING_GLOVESmagsize=0
FN_FAL_HPFAmagsize=20
LIL_JESUS_WEAPONmagsize=0
WAKIZASHI_BLADEmagsize=0
GUN_TURRET_WEAPONmagsize=200
SPECIAL_BOXER_WEAPONmagsize=0
DUAL_MINIGUNmagsize=800
HEAVY_DUAL_MINIGUNmagsize=800
FIRE_GECKO_FLAME_WEAPONmagsize=4
FLAME_BREATHmagsize=4
ROBO_ROCKET_LAUNCHERmagsize=6[/spoiler:c11530c76b]

Here's JimsMods.ini

[spoiler:c11530c76b]
[MODS]
;//*****************************************************Morale System*****************************************************;//
;There are four different options for the Morale System (setting MoraleSystem to 0 disables it):
;(1) is the default option, killing people (especially children) and losing health lowers your morale, while drinking alcohol moderately boosts it
;(2) makes alcohol an even more effective morale booster, but also makes the stuff more addictive
;(3) is the "good guy" option: a high karma boosts your morale, but killing people is even more detrimental to it than normally
;(4) is the inner Eichmann option: killing people doesn't faze you a bit, but losing health is very perturbing.
MoraleSystem=1

;//*****************************************************Revised Poison System*****************************************************;//
;This makes poison work far more rapidly than in the original (you make a check against your endurance every combat round and every five seconds
; in non-combat) and causes the Needler Pistol to poison enemies.
PoisonSystem=1
; If the Poison System is enabled, the following adjusts the amount of Poison damage the Needler Pistol does: as you see base values
; are 15-35 for regular ammo, and 10-25 for AP ammo. So raising NeedlerStrength to 5 makes the range 20-40 and dropping APNeedlerStrength to -5
; makes its range 5-15. NOTE: this doesn't affect the likelihood of piercing armor at all.
NeedlerLowerRange=20
NeedlerUpperRange=35
APNeedlerLowerRange=15
APNeedlerUpperRange=25
; PoisonSpeed changes every how many "game ticks" (10 to a second) you have to make a check against your endurance to see if you get a poison hit.
PoisonSpeed=50

;//*****************************************************Shotgun Changes*****************************************************;//
;This causes shotguns to do increased damage at close range, and decreased damage at long range.
ShotgunSystem=1
;If above is enabled, the following value adjusts the range modifier: at default (5) max range does half damage and point blank range does 1.5 times damage.
;Put the value at minimum (1), and point blank range does 1.1 times the damage and max range 0.9 times the damage.
;Put the value at max (9), and point blank range does 1.9 times damage, etc. DON'T make the range higher than 9 or lower than 1. Default is 5.
ShotgunDamageMod=5

;//*****************************************************Consistent Localization*****************************************************;//
;This makes attacks "realistically" hit the bodypart they would hit based on a simulated targeting reticule (i.e. a large THC translates to
;usually hitting the bodypart aimed at, a low THC can be all over the place).
Localization=1

;//*****************************************************AP Changes*****************************************************;//
;AimedAPCost and ScopedAPCost govern the AP cost of using aimed attacks without and with a scoped rifle respectively.
AimedAPCost=2
ScopedAPCost=3

;//*****************************************************To Hit Changes*****************************************************;//
;A long, long list of changes meant mainly to balance things out properly.
ToHitChanges=1
;If above is enabled, the following adjusts the To Hit cap (set to 100% by default).
ToHitCap=100
;The following enables the exhaustion system affecting to hit chances after a certain (endurance governed) amount of turns.
Exhaustion=1

;//*****************************************************Gear Randomization*****************************************************;//
;Randomizes NPC's weapons and ammo reserves.
GearRandomization=1
;shrinks ammo stacks to about 1/5th of their original size in most cases.
ReducedAmmoStacks=1

;//*****************************************************Fixed HP*****************************************************;//
;Fixes the player's HP. The formula can be changed through Stats.ini.
FixedHP=1

;//*****************************************************Drug Changes*****************************************************;//
;Stimpaks now mainly heal temporarily and SuperStims give a temporary higher max HP.
DrugChanges=1
;If above is enabled, the following values affect how much temporary, and permanent health regular (16 and 4 by default respectively) and Super Stims
; (50 and 10) heal. The temporary values change in increments of 2. So, for instance, a value of -5 for StimTemporary makes it 6 (16-5*2).
; SuperstimMaxHP changes the ammount of (temporary) max hp superstims increase (10 default). PsychoMaxHP does the same for Psycho (
StimPermanent=0
StimTemporary=0
SuperStimPermanent=0
SuperStimTemporary=0
SuperStimMaxHP=0
;Non-party critters will now also attack you if you try to use stims on them and the following is enabled:
NoDrugExploits=1

;//*****************************************************Healing Rate Changes*****************************************************;//
;To replace the time tested stimpak healing method out of combat, the following sets your healing rate based on first aid skill (endurance plays no role anymore).
;FirstAidMod modifies how much the First Aid skill is divided by to arrive at this (so, raising the number actually lowers the effect).
FirstAidResting=1
FirstAidMod=10

;//*****************************************************Critical Hit Changes*****************************************************;//
;Changes the way crit chances work.
CriticalHits=1

;//*****************************************************Critical Failure Changes*****************************************************;//
;Changes the way critical failure chances work. There are now two rolls (one based on Luck, another based on other attributes and skills
; related to the weapon type used).
CriticalFailures=1
;If above is enabled, the following values affect the new system:
;LuckImportance changes the value of n in the formula
; (it's a roll of 1-to-100 against 99-(n*10) + luck*(n), so the higher LuckImportance, the higher the importance of Luck, herp).
; MAX is 9, MIN is 1. Default is 3.
LuckImportance=3
;FailureChance decreases or increases the overal critical failure chance by changing the other roll
; (e.g. for Unarmed weapons it changes n for the roll of 1-to-(n) against agility*20+unarmedskill*4).
;strictly speaking Min is 1 and Max is however high you want, but you can tell by the formula what'll work best. Default is 1000.
FailureChance=1000

;//*****************************************************Passive Armor Repair*****************************************************;//
;Changes the usefulness of armor based on the wearer's skill.
ArmorRepair=1
;ArmorSkillReq divided by 2 is the level your skills need to be at for the armor to have its default resistances/thresholds. So, at
;ArmorSkillReq=400, you'd need 200 in repair for your armor's normal damage resistance to have its default value.
ArmorSkillReq=250
;MaintenancMod affects the impact of the system, the lower, the more this is. For instance a value of 2 means that 1/2 gets
;subtracted from the base resistance and threshold of the armor with 0% of ArmorSkillReq, but with 200% of ArmorSkillReq 1/2 gets added.
;At a value of 4, 1/4 get subtracted at 0%, and 1/4 gets added at 200% (do note that this will still grow after reaching 200%).
MaintenanceMod=2

;//*****************************************************Supply and Demand Mod*****************************************************;//
;Affects the prices of goods based on how many are in any particular map.
SupplyAndDemand=1
;If above is enabled, SupplyImportance and BasePrice let you manipulate the new pricing formula: (itemcost*BasePrice)/(80+(itemamount*SupplyImportance)),
;the higher SupplyImportance is set, the more the amount of items lowers the price. The higher BasePrice is set, the higher the base price is, herp.
SupplyImportance=20
BasePrice=100


;//*****************************************************Stat Changes*****************************************************;//
;Affects HP and a number of skills for Armor wearing (non-party) critters, and in addition DR and DT ratings for non-armor wearing (non-party) critters
;Note that if you want to change the player's HP formula, you need to go to Stats.ini.
StatChanges=1
;For armor-wearing critters the formula for HP is BaseHPMod+(Endurance*EnduranceHPMod)+(Strength*StrengthHPMod)
BaseHPMod=20
EnduranceHPMod=5
StrengthHPMod=1
;For armor-wearing critters the formula for skills is (AttributeSkillMod*Attribute1)+(AttributeSkillMod*Attribute2)+(Experience Value/ExperienceSkillMod).
;Attribute1 & 2 represent the attributes associated with the skill (so, for traps it'd be PE and AG, and for science both IN).
ExperienceSkillMod=10
AttributeSkillMod=4
;For non-armor-wearing critters the formula for HP is (Experience Value/ExperienceHPMod)+(Endurance*EnduranceHPMod2)+(Strength*StrengthHPMod2).
ExperienceHPMod=10
EnduranceHPMod2=3
StrengthHPMod2=1
;For non-armor-wearing critters the formula for DT is (Strength/StrengthDTMod)+(ExtraAC/ExtraACDTMod)
;ExtraAC is the armor class bonus given to critters on top of the agility bonus.
StrengthDTMod=2
ExtraACDTMod=5
;For non-armor-wearing critters the formula for DR is (Endurance*EnduranceDRMod)+(ExtraAC/ExtraACDRMod)
EnduranceDRMod=3
ExtraACDRMod=1
;Armor wearing critters get penalties to their agility: HeavyArmorAgilityMod for metal armor and upwards, LightArmorAgilityMod for lower.
HeavyArmorAgilityMod=-2
LightArmorAgilityMod=-1


;//*****************************************************Radiation System*****************************************************;//
;If enabled, there's a roll of 1-100 against RadiationRandom (so 0 for always, 100 for never) that there's a radiation hit the size of RadiationHit
;(from which radiation resistence gets distracted, so setting it to 1 probably won't do much as Fallout doesn't round upwards) gets administered to the player
; every RadiationTime * game hours. NOTE: RadiationRandom doesn't work elegantly because I use a workaround to deal with the game not checking regularly
; during map travel. This means that you could end up with an accumulated radiation hit depending on a single roll if you've set the RadiationTime small enough.
RadiationSystem=1
RadiationRandom=90
RadiationTime=24
RadiationHit=5
[/spoiler:c11530c76b]

And ddraw.

[spoiler:c11530c76b]
;sfall configuration settings
;v3.0

[Main]
;Change to 1 if you want to use command line args to tell sfall to use another ini file.
UseCommandLine=0

;Uncomment and point to a file to get alternate translations for some sfall messages
;TranslationsINI=./Translations.ini

;Ensure that the RP ddraw.ini file is being used
ModifiedIni=42
;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Sound]
;Sets the number of allowed simultaneous sound effects
;Set to 0 to leave the default unchanged (i.e. 4)
NumSoundBuffers=0

;Set to 1 to allow attaching sound files to combat float messages
AllowSoundForFloats=1

;Set to 1 to automatically search for alternative formats when fallout tries to play an acm
;This does not effect the play_sfall_sound and stop_sfall_sound script functions
AllowDShowSound=0

;Set to 1 to override the music path used by default if not present in the cfg
;Set to 2 to overwrite all occurances of the music path
OverrideMusicDir=2

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Speed]
;Set to 0 to disable everything in this section
Enable=1

;The speeds corresponding to each slot in percent. (i.e. 100 is normal speed)
SpeedMulti0=50
SpeedMulti1=100
SpeedMulti2=150
SpeedMulti3=200
SpeedMulti4=300
SpeedMulti5=500
SpeedMulti6=1000
SpeedMulti7=100
SpeedMulti8=100
SpeedMulti9=100

;The initial speed at game startup
SpeedMultiInitial=100


;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Graphics]
;Set to 0 for 8 bit fullscreen
;Set to 4 for dx9 fullscreen
;Set to 5 for dx9 windowed
;A dx9 mode is required for any graphics related script extender functions to work (i.e. fullscreen shaders)
;Modes 1, 2 and 3 are no longer supported
Mode=0

;If using a dx9 mode, this changes the resolution
;The graphics are simply stretched to fit the new window; this does _not_ let you see more of the map
;If set to 0, use fallout's native resolution
GraphicsWidth=0
GraphicsHeight=0

;Set to 1 to do the palette conversion on the gpu
;Set to 2 to do the palette conversion on the cpu
;Set to 0 to pick automatically
;GPU is faster, but requires v2.0 pixel shader support
GPUBlt=0

;Set to 1 to allow using 32 bit graphics for talking heads
;Requires graphics mode 4 or 5, and gpublt set to 1
Use32BitHeadGraphics=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Input]
;Set to 1 to enable the mouse scroll wheel to scroll through your inventory
UseScrollWheel=1

;The mouse Z position is divided by this modifier to calculate the number of inventory
;slots to scroll. My mouse moves 120 pixel in the z direction for one click of the mouse
;wheel, but this may vary depending on your mouse manufacturer and windows settings.
;Set to 0 to only ever scroll 1 click
ScrollMod=0

;Adjusts mouse sensitivity to some percentage of normal.
;Negative values are valid, if you want your mouse axis reversed for some reason
MouseSensitivity=100

;DX scancode of a key to press when the middle mouse button is clicked
;The default of 0x30 toggles between your two weapons
;Set to 0 to disable
MiddleMouse=0x30

;Set to 1 to reverse the left and right mouse buttons
ReverseMouseButtons=0

;Set these to 1 if you want fallout to access the keyboard or mouse in background mode
;Try these if you get the 'Failure initializing input devices' error
BackgroundKeyboard=0
BackgroundMouse=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

;The modifier key you have to hold down to change any speed settings
;If set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
SpeedModKey=-1

;A key to press to toggle the speed tweak on or off
;Specify 0 if you don't want a toggle key, or a DX scancode otherwise
SpeedToggleKey=0x00

;The keys corresponding to the 10 speed slots
;Set to 0 to disable a slot, otherwise specify the DX scancode of the key you want to use
SpeedKey0=0x52
SpeedKey1=0x4f
SpeedKey2=0x50
SpeedKey3=0x51
SpeedKey4=0x4b
SpeedKey5=0x4c
SpeedKey6=0x4d
SpeedKey7=0x00
SpeedKey8=0x00
SpeedKey9=0x00

;A key to hold down to move the window around when using graphics mode 5
;Set to 0 if you don't want to use a modifier key, or a DX scancode otherwise
;Set to -1 for either ctrl key, -2 for either alt key or -3 for either shift key
WindowScrollKey=0

;A key to press to toggle the highlighting of all items on the ground on the current map
ToggleItemHighlightsKey=42

;A key to press to open a debug game editor
DebugEditorKey=0

;XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
[Misc]

;Time limit in years. Must be between -3 and 13
;Set to 0 if you want to die the instant you leave arroyo
;Set to -1 to remove the time limit, and automatically reset the date back to 2241 each time you would have reached it
;Set to -2 to remove the time limit without resetting the date. The game will lock up on 8th of March 2255
;Set to -3 to remove the time limit, automatically reset the date, but override fallouts GetDate function to return the correct year
TimeLimit=13

;World map travel time percentage modifier
;Modifies how fast in game time passes while you're moving around the map screen without affecting encounter rate
;100 is normal speed, 0 stops time from passing
WorldMapTimeMod=100

;Set to 1 to enable functions relating to overriding the file system
UseFileSystemOverride=0

;Set to 1 to use the fallout 1 code to control world map speed
WorldMapFPSPatch=1

;Controls the world map speed if WorldMapFPSPatch is 1. Higher values cause slower movement
WorldMapDelay2=66

;The number of slots available in the locations list panel of the world map
;Set to 0 to leave unchanged. 17 is default.
;Setting this greater than 17 requires a replacement background frm, or you'll get glitched graphics
WorldMapSlots=21

;To start a new game somewhere other than artemple.map, uncomment the next line and set it to the map you want to load
StartingMap=KLADWTWN.map

;To change the 'FALLOUT II v1.02d' version string on the main menu, uncomment the next line
;You can use up to 2 %d's in this, if you want to include fallouts version number somewhere
VersionString=FALLOUT II 1.02.28 RP 2.2

;To use a config file other than fallout.cfg, uncomment the next line and add the name of your new file
;ConfigFile=

;To use a patch file other than patch000.dat, uncomment the next line and add your new file name
;If you want to check for multiple patch files, you can include a %d in the file name (sprintf syntax)
;By default, only the first patch file found will be used.
;If you want to load multiple patch files at once, uncomment the NumberPatchLoop line and set it to the number of files to check for
PatchFile=DoNotUseAPatchFile.dat
;NumberPatchLoop=100

;To change the default and starting player models, uncomment the next four lines.
;The default models can also be changed ingame via script
;MaleStartModel=hmwarr
;MaleDefaultModel=hmjmps
;FemaleStartModel=hfprim
;FemaleDefaultModel=hfjmps

;To change the various ingame movies, modify the next 17 lines
;Most of these can also be changed ingame via script.
Movie1=iplogo.mve
Movie2=intro.mve
Movie3=elder.mve
Movie4=vsuit.mve
Movie5=afailed.mve
Movie6=adestroy.mve
Movie7=car.mve
Movie8=cartucci.mve
Movie9=timeout.mve
Movie10=tanker.mve
Movie11=enclave.mve
Movie12=derrick.mve
Movie13=artimer1.mve
Movie14=artimer2.mve
Movie15=artimer3.mve
Movie16=artimer4.mve
Movie17=credits.mve

;To change the starting year, month or day, uncomment the next 3 lines
;StartYear=-1
;StartMonth=-1
;StartDay=-1

;To change the limit of the distance away from the player to which you're allowed to scroll the local maps, uncomment the next two lines
;Defaults are 0x1E0 in the x direction and 0x190 in the y direction.
;Not compatible with the res patch!
;LocalMapXLimit=480
;LocalMapYLimit=400

;To add additional perks to the game, uncomment the next line and set it to point to a file containing perk information
;PerksFile=Perks.ini

;Set to 1 if you want the pipboy to be available at the start of the game
PipBoyAvailableAtGameStart=1

;Set to 1 to double the number of available kill types
;If you use this, you need to provide the extra descriptions in proto.msg (entries from 1450 to 1487 are names and 1488 to 1525 are descriptions)
;Changing this option mid game will not invalidate old save games, but the players kill counters will be completely screwed.
;Setting this to 1 may cause problems if the player kills more than 32767 of any one critter type
;Additional kill types must have their new critical tables set! (See the OverrideCriticalTable option)
ExtraKillTypes=0

;Choose the damage formula used to calculate combat damage.
;Don't set this to anything other than 0 unless another mod you're using explicitly tells you to!
;0 - Fallout default
;1 - Glovz's Damage Fix
;5 - Haenlomal's Yet Another Ammo Mod.
DamageFormula=0

;Set to 1 to disable the horrigan encounter
DisableHorrigan=0

;Set to 1 to disable the random element in npc levelling.
;This will cause all npc party members to automatically level up as soon as the player reaches the requirements
NPCAutoLevel=1

;Change the initial starting location and world map viewport
;Leave at -1 for default
StartXPos=-1
StartYPos=-1
ViewXPos=-1
ViewYPos=-1

;Set to 1 for force fallout not to use multiple processor cores even if they are available
SingleCore=1

;Set to 1 to override the art_chache_size setting in fallout2.cfg
OverrideArtCacheSize=1

;Point at an ini file containing elevator data
ElevatorsFile=Elevators.ini

;Uncomment and set to a comma delimited list of numbers to use a custom xp table.
;Players level is capped once the highest specified level is reached
;XPTable=50,100,200

;Set to 1 to enable additional weapon animations codes from o-t
;The 4 byte value at 0x39 of weapon protos may range from 0 to 15 rather than 0 to 10
;Since the letters 'n' and 'r' are in use for other animations, an animation code of 11 corrisponds to 's' and 15 to 't'
AdditionalWeaponAnims=1

;Uncomment these lines to modify the default modifiers for aimed shots at specific bodyparts
;BodypartHitMod0=-40
;BodypartHitMod1=-30
;BodypartHitMod2=-30
;BodypartHitMod3=0
;BodypartHitMod4=-20
;BodypartHitMod5=-20
;BodypartHitMod6=-60
;BodypartHitMod7=-30
;BodypartHitMod8=0

;Set to 1 to use a CriticalOverrides.ini file to override the default critical table
;Set to 2 to use the default critical with bug fixes (doesn't require an ini)
;Set to 3 to use a new format CriticalOverrides.ini file, with preadded bug fixes
;If the ExtraKillTypes option is enabled, this should be set to 3, with containing entries for any new types
;Must be non-zero to use the edit/get/reset_critical script functions
OverrideCriticalTable=2

;Set to 1 to get notification of karma changes in the notification window
DisplayKarmaChanges=1

;Set to 1 to always reload messages, rather than only at map load
AlwaysReloadMsgs=0

;Set to 1 to force the player to play the idle animation when reloading their weapon
PlayIdleAnimOnReload=1

;Adjust how corpses effect line of fire
;Set to 1 to apply the same rules to bursts as to complete misses
;Set to 2 to completely block corpses from absorbing fire
CorpseLineOfFireFix=2

;Set a number of milliseconds to idle each input loop
;Set to -1 to disable
;Set to 0 to idle only if other processes are waiting for processor time
;Set to 1 (or some higher number if needed) to prevent 100% cpu use
ProcessorIdle=-1

;Set to 1 if using the hero appearance mod
EnableHeroAppearanceMod=1

;Set to 1 to skip the 3 opening movies
SkipOpeningMovies=0

;Causes npc's who complete their combat turn with ap left over will try and find other ways to spend it.
;Only npcs with ap left equal to or greater than the value given here will be considered.
;Set to 0 to disable
NPCsTryToSpendExtraAP=0

;Allows the use of tiles over 80*36 in size. sfall will just split and resave them at startup
;Set to 1 to check all tiles on started (slow)
;set to 2 if you provide a XLtiles.lst file in art/tiles/ containing a list of the tile ids that need checking
AllowLargeTiles=0

;Set to one to directly control party members in combat
ControlPartyMembers=0

;Change the skilldex cursor frm numbers
;Default is 293 for all skills
Lockpick=293
Steal=293
Traps=293
FirstAid=293
Doctor=293
Science=293
Repair=293

;Remove window position rounding
RemoveWindowRounding=0

;Set to 1 to add scroll buttons to the pip boy quest list, and remove the quests per area limit
UseScrollingQuestsList=1

;Uncomment these lines to control the premade characters offered when starting a new game
;Multiple options should be separated by commas, and there must be the same number of entries in both lines
;PremadePaths=combat,diplomat,stealth
;PremadeFIDs=201,203,202

;Use this line to modify the list of cities and their associated global variables used for city reputations
;Syntax is 'city id : global id',with each city/global pair separated by a comma.
;CityRepsCount=19
;CityRepsList=0:47,2:48,1:49,4:50,5:51,3:52,8:53,6:54,7:55,13:56,10:57,11:59,14:61,17:63,19:64,18:65,25:66,9:294,20:308

;Set this to a valid path to save a copy of the console contents
;ConsoleOutputPath="bingle.txt"

;Set to 1 to add additional pages of save slots
ExtraSaveSlots=1

;Set to 1 to speed up the hp/ac counter animations
SpeedInterfaceCounterAnims=0

;These lines allow you to control the karma frm's displayed on the character screen
KarmaFRMsCount=9
KarmaFRMs=128,146,129,125,152,127,147,134,176
KarmaPoints=-1000,-750,-500,-249,250,500,750,1000

;Set to 1 to allow science and repair to be used on the player, or 2 for all critters. (Rather than only brahmin/robots)
ScienceOnCritters=0

;Modify this value to change the players speed of rotation on the inventory and character screens
;Default is 220. Larger values make it slower, smaller values make it faster.
SpeedInventoryPCRotation=220

;Uncomment to set the text colour of the extra 5 interface boxes
;The line must contain a 5 digits, each either a 0 for green or 1 for red
BoxBarColours=11111

;Modify the maximum number of animations allowed to run on a map. (Default is 32)
AnimationsAtOnceLimit=120

;Set to 1 to remove the limits that stop the player rolling critical successes/misses in the first few days of game time
RemoveCriticalTimelimits=0

;Set to 1 to enable party members with level 6 protos to reach level 6
NPCStage6Fix=1

;Set to 1 to fix the problem with melee weapon equiped npcs being unable to attack multi-hex critters
MultiHexPathingFix=1

;Change the colour of the font used on the main menu for the fallout/sfall version number
;It's the last byte ('3c' by default,) that picks the colour used. The first byte supplies additional flags
;MainMenuFontColour=0x0600003c

;Allows you to edit the skill tables
;Point the next line at an ini file containing the replacement skill data
;SkillsFile=skills.ini

;Set to 1 to boost the maximum number of script names from 1450 to 10000
BoostScriptDialogLimit=1

;To change the relationship between SPECIAL stats and derived stats, uncomment the next line
; See the stats.ini in the modders pack for an example file
DerivedStats=stats.ini

;These options place a limit on the size of the objects a critter can carry, as well as weight
;Set the mode to 0 to disable, 1 to apply to pc only, 2 to apply to the pc and party members, or 4 to apply to all critters
;Add 8 to use the critters extra unused stat instead of for CritterInvSizeLimit for critters other than dude_obj
;i.e. STAT_unused - 10
CritterInvSizeLimitMode=0
CritterInvSizeLimit=200

;Some bit flags to alter behaviour of the motion sensor
;1 - Allow sensor use on automap when motion sensor is in pack rather than hands
;2 - Motion sensor doesn't require charges
;4 - Motion sensor is required to use the item highlight feature
MotionScannerFlags=1

;Set to non-0 to adjust the maximum encounter table size
;Default is 40, and the maximum is 127
EncounterTableSize=0

;Set to 1 to disable the pipboy alarm button
DisablePipboyAlarm=0
[/spoiler:c11530c76b]

Let me know if that's of any use. Maybe the solution is as simple as doing a default RP install.

One other thing - before I go ahead and try and recreate Weapons Redone, you've left armour resistances at their default values, right? Disregarding the repair penalties, etc.
 
Í'll double check with someone using RP and my mods as well over at the codex whether he has the same problems.

One other thing - before I go ahead and try and recreate Weapons Redone, you've left armour resistances at their default values, right? Disregarding the repair penalties, etc.

Yup.
 
Big new version up!

1.4

Bugfixes:

- Hopefully finally fixed the AP bugs tied to the localization system.
- Fixed way too many bugs in the to hit formula to name (pretty embarrassing really). For instance, it previously broke once exhaustion kicked in due to an ill-fated change I'd recently made; also, the unarmed defence bonus for the enemy was calculated based on your own skill for some reason, and so on, and so on. All fixed.
Edit:- Almost forgot the most hilariously horrible bug fix of them all: attacker and target were switched in the critical hit/failure and localization script. Seriously.

New Additions:

- Added a two-handed gun fix mod: no longer will you be able to switch guns while armed with a two handed weapon.
- Added the option of making your Outdoorsman skill decide the speed at which you move through the wasteland.
- Added an AI improvement where he will switch any aimed shot he is making to the torso if his to hit chances drop under a certain value (30 by default).
- Added two new customizable options to the Weapons Mod: perks and attack modes (and two handed/big gun defines, tied into the modes).
-Added a whole load of new customizable aspects to the hitherto nebulous to hit formula.
-Made some more stuff customizable.

Changes:

- Changed the To Hit formula to make ranged penalties work better (they first treated max range as if it were something like an "effective range", rather than an actual max range due to bullet drop).
- Changed the unarmored critter HP/DR/DT formula to more closely resemble the original (so less focus on DR/DT for more "soft" critters, and more on HP).
- Dropped the critical hit rate of bodyparts, due to the localization changes resulting in lots of non-torso hits and consequently lots of crippling criticals. It's still pretty high though.
- As part of the new Weapons Mod options, I've changed spears to two-handed weapons, and scrapped a lot of seemingly arbitrary weapon perks (e.g. now only the Ripper has the armor penetrate perk, the weird "Accuracy" perk of +30% THC is non-functional now and only rifles have the long range perk, which lots of guns including Miniguns previously had.)
- The Radiation Mod is now off by default.
-Lots and lots of changes to the to hit formula (check the .ini for more explanations).

The updated .ini:

[spoiler:9147c3caa2]
Code:
[MODS]
;
;NOTE: Under no circumstances should you ever set a divisor in any of the formulas listed here to 0. So, if there's for instance a formula
;that says X/Y, then X can be set to 0, but Y can't.
;
;//*****************************************************Morale System*****************************************************;//
;There are four different options for the Morale System (setting MoraleSystem to 0 disables it):
;(1) is the default option, killing people (especially children) and losing health lowers your morale, while drinking alcohol moderately boosts it
;(2) makes alcohol an even more effective morale booster, but also makes the stuff more addictive
;(3) is the "good guy" option: a high karma boosts your morale, but killing people is even more detrimental to it than normally
;(4) is the inner Eichmann option: killing people doesn't faze you a bit, but losing health is very perturbing.
; NOTE: There's no longer a dialogue option for these things, you need to use this .ini
MoraleSystem=1
;The following values decide the penalties you get once you have one of the three morale failures (to hit, AP cost, or movement cost).
;So, under the default values, you can get a flat 30% penalty to your THC, or an extra cost of 1 per hex moved, or an extra 2 AP's for each attack.
MoraleToHitPen=30
MoraleMovementPen=1
MoraleAPCostPen=2

;//*****************************************************Revised Poison System*****************************************************;//
;This makes poison work far more rapidly than in the original (you make a check against your endurance every combat round and every five seconds
; in non-combat) and causes the Needler Pistol to poison enemies.
PoisonSystem=1
; If the Poison System is enabled, the following adjusts the amount of Poison damage the Needler Pistol does: as you see base values
; are 15-35 for regular ammo, and 10-25 for AP ammo. So raising NeedlerStrength to 5 makes the range 20-40 and dropping APNeedlerStrength to -5
; makes its range 5-15. NOTE: this doesn't affect the likelihood of piercing armor at all.  
NeedlerLowerRange=20 
NeedlerUpperRange=35
APNeedlerLowerRange=15
APNeedlerUpperRange=25
; PoisonSpeed changes every how many "game ticks" (10 to a second) you have to make a check against your endurance to see if you get a poison hit.
PoisonSpeed=50

;//*****************************************************Shotgun Changes*****************************************************;//
;This causes shotguns to do increased damage at close range, and decreased damage at long range.
ShotgunSystem=1
;If above is enabled, the following value adjusts the range modifier: at default (5) max range does half damage and point blank range does 1.5 times damage.
;Put the value at minimum (1), and point blank range does 1.1 times the damage and max range 0.9 times the damage.
;Put the value at max (9), and point blank range does 1.9 times damage, etc. DON'T make the range higher than 9 or lower than 1. Default is 5.
ShotgunDamageMod=5

;//*****************************************************Consistent Localization*****************************************************;//
;This makes attacks "realistically" hit the bodypart they would hit based on a simulated targeting reticule (i.e. a large THC translates to
;usually hitting the bodypart aimed at, a low THC can be all over the place).
Localization=1
;LocalizationMod changes how much increased chance to hit also increases your chance of hitting the desired bodypart. So, the lower the value,
;the more random localization stays. At the default value, you generally need a 100% chance to hit for a 100% chance to hit the desired bodypart,
;exceptions are the "embedded" bodyparts (eyes and groin), which get a 70 and 80% chance to hit the bodypart respectively at 100% chance to hit.  
LocalizationMod=6

;//*****************************************************AP Changes*****************************************************;//
;AimedAPCost and ScopedAPCost govern the AP cost of using aimed attacks without and with a scoped rifle respectively.
AimedAPCost=2
ScopedAPCost=3

;//*****************************************************Gear Randomization*****************************************************;//
;Randomizes NPC's weapons and ammo reserves.
GearRandomization=1
;shrinks ammo stacks to about 1/5th of their original size in most cases.
ReducedAmmoStacks=1

;//*****************************************************Fixed HP*****************************************************;//
;Fixes the player's HP. The formula can be changed through Stats.ini.
FixedHP=1

;//*****************************************************Drug Changes*****************************************************;//
;Stimpaks now mainly heal temporarily and SuperStims give a temporary higher max HP. 
DrugChanges=1
;If above is enabled, the following values affect how much temporary, and permanent health regular (16 and 4 by default respectively) and Super Stims
; (50 and 10) heal. The temporary values change in increments of 2. So, for instance, a value of -5 for StimTemporary makes it 6 (16-5*2).
; SuperstimMaxHP changes the amount of (temporary) max hp superstims increase (10 default). PsychoMaxHP does the same for Psycho (
StimPermanent=0
StimTemporary=0
SuperStimPermanent=0
SuperStimTemporary=0
SuperStimMaxHP=0
;Non-party critters will now also attack you if you try to use stims on them and the following is enabled:
NoDrugExploits=1

;//*****************************************************Healing Rate Changes*****************************************************;//
;To replace the time tested stimpak healing method out of combat, the following sets your healing rate based on first aid skill (endurance plays no role anymore).
;FirstAidMod modifies how much the First Aid skill is divided by to arrive at this (so, raising the number actually lowers the effect).
FirstAidResting=1
FirstAidMod=10

;//*****************************************************Critical Hit Changes*****************************************************;//
;Changes the way crit chances work.
CriticalHits=1
;Because the localization changes cause more non-torso hits, I've felt the need to lower some of the base bodypart critical chance bonusses
; for instance, the eyes normally raised the chance to 60% by themselves, I've lowered that in the default values to 40. 
EyesCritChance=40
HeadCritChance=25
LegsCritChance=10
ArmsCritChance=10
GroinCritChance=25

;//*****************************************************Critical Failure Changes*****************************************************;//
;Changes the way critical failure chances work. There are now two rolls (one based on Luck, another based on other attributes and skills
; related to the weapon type used).
CriticalFailures=1
;If above is enabled, the following values affect the new system: 
;LuckImportance changes the value of n in the formula 
; (it's a roll of 1-to-100 against 99-(n*10) + luck*(n), so the higher LuckImportance, the higher the importance of Luck, herp).
; MAX is 9, MIN is 1. Default is 3.
LuckImportance=3
;FailureChance decreases or increases the overal critical failure chance by changing the other roll
; (e.g. for Unarmed weapons it changes n for the roll of 1-to-(n) against agility*20+unarmedskill*4).
;strictly speaking Min is 1 and Max is however high you want, but you can tell by the formula what'll work best. Default is 1000.
FailureChance=1000

;//*****************************************************Passive Armor Repair*****************************************************;//
;Changes the usefulness of armor based on the wearer's skill.
ArmorRepair=1
;ArmorSkillReq divided by 2 is the level your skills need to be at for the armor to have its default resistances/thresholds. So, at 
;ArmorSkillReq=400, you'd need 200 in repair for your armor's normal damage resistance to have its default value. 
ArmorSkillReq=250
;MaintenancMod affects the impact of the system, the lower, the more this is. For instance a value of 2 means that 1/2 gets 
;subtracted from the base resistance and threshold of the armor with 0% of ArmorSkillReq, but with 200% of ArmorSkillReq 1/2 gets added.
;At a value of 4, 1/4 get subtracted at 0%, and 1/4 gets added at 200% (do note that this will still grow after reaching 200%).
MaintenanceMod=2

;//*****************************************************Supply and Demand Mod*****************************************************;//
;Affects the prices of goods based on how many are in any particular map.
SupplyAndDemand=1
;If above is enabled, SupplyImportance and BasePrice let you manipulate the new pricing formula: (itemcost*BasePrice)/(80+(itemamount*SupplyImportance)), 
;the higher SupplyImportance is set, the more the amount of items lowers the price. The higher BasePrice is set, the higher the base price is, herp.
SupplyImportance=20 
BasePrice=100


;//*****************************************************Stat Changes*****************************************************;//
;Affects HP and a number of skills for Armor wearing (non-party) critters, and in addition DR and DT ratings for non-armor wearing (non-party) critters
;Note that if you want to change the player's HP formula, you need to go to Stats.ini.
StatChanges=1
;For armor-wearing critters the formula for HP is BaseHPMod+(Endurance*EnduranceHPMod)+(Strength*StrengthHPMod)
BaseHPMod=20
EnduranceHPMod=5
StrengthHPMod=1
;For armor-wearing critters the formula for skills is (AttributeSkillMod*Attribute1)+(AttributeSkillMod*Attribute2)+(Experience Value/ExperienceSkillMod).
;Attribute1 & 2 represent the attributes associated with the skill (so, for traps it'd be PE and AG, and for science both IN).
ExperienceSkillMod=10
AttributeSkillMod=4
;For non-armor-wearing critters the formula for HP is (Experience Value/ExperienceHPMod)+(Endurance*EnduranceHPMod2)+(Strength*StrengthHPMod2).
ExperienceHPMod=10
EnduranceHPMod2=5
StrengthHPMod2=1
;For non-armor-wearing critters the formula for DT is (Strength/StrengthDTMod)+(ExtraAC/ExtraACDTMod)
;ExtraAC is the armor class bonus given to critters on top of the agility bonus.
StrengthDTMod=5
ExtraACDTMod=5
;For non-armor-wearing critters the formula for DR is (Endurance*EnduranceDRMod)+(ExtraAC/ExtraACDRMod)
EnduranceDRMod=2
ExtraACDRMod=1
;Armor wearing critters get penalties to their agility: HeavyArmorAgilityMod for metal armor and upwards, LightArmorAgilityMod for lower.
HeavyArmorAgilityMod=-2
LightArmorAgilityMod=-1


;//*****************************************************Radiation System*****************************************************;//
;If enabled, there's a roll of 1-100 against RadiationRandom (so 0 for always, 100 for never) that there's a radiation hit the size of RadiationHit 
;(from which radiation resistence gets distracted, so setting it to 1 probably won't do much as Fallout doesn't round upwards) gets administered to the player 
; every RadiationTime * game hours. NOTE: RadiationRandom doesn't work elegantly because I use a workaround to deal with the game not checking regularly
; during map travel. This means that you could end up with an accumulated radiation hit depending on a single roll if you've set the RadiationTime small enough.
RadiationSystem=0
RadiationRandom=90
RadiationTime=24
RadiationHit=5

;//*****************************************************Outdoorsman Changes*****************************************************;//
;If enabled, this adjusts the map speed based on your outdoorsman skill. 
OutdoorsmanSpeed=1
; the speed mod sets the value at which the map speed becomes zero (so best not set it below 301 in case you want to use the cheat manual at the end).
;As you can see, with the default value, map speed (before pathfinder perk modifiers) becomes 50% if you have 200 Outdoorsman. 
OutdoorsmanSpeedMod=400

;//*****************************************************Two Handed Fix*****************************************************;//
;If enabled, you will no longer be able to switch from one hand to another while carrying a two handed weapon (it'll simply toggle straight back).
TwoHandedFix=1

[THC]
;//*****************************************************General To Hit Changes*****************************************************;//
;A long, long list of changes meant mainly to balance things out properly.
ToHitChanges=1
;If above is enabled, the following adjusts the To Hit cap (set to 100% by default).
ToHitCap=100
;FastShotBonus is the bonus the fast shot trait now gives to unaimed "snapshots".
FastShotBonus=10
;In an attempt to balance the ridiculously overpowered bonus attack perks (bonus rate of fire and bonus hth attacks), I've had them give a to hit penalty as well.
BonusAttacksPenalty=10
; The heave ho perk (can) now also add to the distance modifier bonus for thrown weapons. 
HeaveHoPerk=2
;To decide your dodge bonus, your agility * AgilityBonus is added to the amount of increments of the Dodger perk you have * DodgerPerk
;To this is potentially added the HtH Evade perk's bonus.
AgilityBonus=4
DodgerPerk=3
;HtHEvadeUnarmedMod decides by which value your unarmed skill is divided to reach your added defensive bonus when fighting unarmed 
;(so the higher the value, the lower the effect of the perk).
HtHEvadeUnarmedMod=15


;//*****************************************************Exhaustion System*****************************************************;//
;The following enables the exhaustion system affecting to hit chances after a certain (endurance governed) amount of turns.
Exhaustion=1
;The ExhaustionBasePen is the amount by which the number of turns that exceeds your endurance is multiplied to calculate the penalty
; So at the default 2 and 10 combat turns, someone with Endurance 4 would already be at a penalty of (10-4=6)*2=12.
;To this is added the percentage of max weight you're carrying multiplied by the ExhaustionWeightPen. So, in our example,
; at the default value of 5, and carrying 50% of your total weight, (0.5*5=2.5) gets added to the penalty, making for a new calculation
; of (6+2.5)*2=17
ExhaustionBasePen=2
ExhaustionWeightPen=5

;//*****************************************************Ranged Modifiers*****************************************************;//
;RangeBasePen decides the base to hit distance penalty per hex. From this is substracted the attacker's perception (and agility in the case of thrown weapons) and 
; the Sharpshooter perk; to it is added the penalty for using an unaimed snapshot, and increasing penalties over longer distances (see the next few values).  
RangeBasePen=10
;The following distance modifiers affect every how many hexes distance an extra point penalty per hex is added. The modifiers for scoped and 
; non-scoped rifles apply only when performing an aimed shot. So, with the default values, an aimed shot with a rifle will cost the base penalty
; over the first 5+2+3=10 hexes, then the base penalty over the next 10 hexes, and so on.
BaseDistanceMod=5
TwoHandedDistanceMod=2
RifleDistanceMod=3
ScopeDistanceMod=17
;ScopedCloseRange is the range at which the sniper gets a penalty when aiming due to being too close to his target with the ScopedCloseRangePen being
; the value which is divided by the distance to produce the penalty. So, at default values and a distance of three hexes, that makes for a penalty
; of 30/3 = 10.
ScopedCloseRange=5
ScopedCloseRangePen=30

;//*****************************************************Light Modifiers*****************************************************;//
;The lower the value of LightDistanceMod, the more influential darkness is: at the default of 15, the penalty is 2 per hex at total darkness
; and 1 in places such as the ToT, while at 5 it's a (very high) 7 at darkness and 4 in the ToT. The modifiers for the Night Vision perk
; and the Night Scope weapon perk then have the same cumulative effect (so at the default values, having the Night Vision perk results
; in a total value of 30, meaning a distance penalty of 1 at total darkness, and with the Night Scope added, that makes 45, for no more
; penalties at all.
LightDistanceMod=15
NightVisionMod=15
NightScopeMod=15

;//*****************************************************Weapon Strength Mods*****************************************************;//
; The following value sets the amount of strength for minimum weapon strength determining purposes the weapon handling perk adds.
WeaponHandlingPerk=4
; If the weapon's minimum strength (simply weapon weight for one handed weapons, weapon weight/2 for two handed weapons) exceeds your strength
; then the resulting penalty is the amount by which it's exceeded * (BaseStrengthPen + exhaustion/ExhaustionStrengthPen).
BaseStrengthPen=4
ExhaustionStrengthPen=4

;//*****************************************************THC Nerfing*****************************************************;//
;To balance the formula, the outcome gets nerfed based on the aimed at bodypart. The values below indicate the increments with which the nerfing
;takes place. So, with the default value, aiming at the left arm, with a 50% un-nerfed to hit chance, the first 35 "cost" 1 point, but the next
; 2 points, so that you get (35/1)+(15/2)=42 after the nerfing.
ArmsNerfing=35
UnaimedNerfing=30
LegsNerfing=40
GroinNerfing=20
HeadNerfing=30
TorsoNerfing=50
EyesNerfing=10

;//*****************************************************AI To Hit Improvements*****************************************************;//
;If the AI's To hit chance goes below AIAimedTHCMin, and he is using an aimed shot anywhere else than the torso, then the to hit formula gets run
;again, only now with the AI forced to perform an aimed shot to the torso (which will help him make the right decision in combat).
AIAimedTHCMin=30
[/spoiler:9147c3caa2]

Examples of the new formula:

[spoiler:9147c3caa2]
Changed the values around a bit again to boost some HP and drop a bit of DT/DR (with the current formula, I'm afraid every late level critter will become so armored that non-AP ammo will become worthless). This'll be in the next version. You could change it back again easily (or change further) of course.


1) Experience value/10 sets the hp value.
2) Endurance*5 adds to the hp value, and *2 sets the DR value
3) Strength*1 adds to the hp value, and /5 sets the DT value
4) Extra AC (so AC on top of the base agility bonus) raises DR*1 and DT/5.
5) Finally kill type (i.e. gecko, deathclaw, etc.) can adjust the DT/DR values according to some of the principles you layed out (e.g. fire geckos and floaters get special immunities).

Changed from:

1) Experience value/10 sets the hp value.
2) Endurance*3 adds to the hp value, and *3 sets the DR value
3) Strength*1 adds to the hp value, and /2 sets the DT value
4) Extra AC (so AC on top of the base agility bonus) raises DR*1 and DT/5.
5) Finally kill type (i.e. gecko, deathclaw, etc.) can adjust the DT/DR values according to some of the principles you layed out (e.g. fire geckos and floaters get special immunities).

So this is what changes for the SM group:


Code:
Original:

Super Mutant: 100 HP, 5 DT, 40 DR
Strong Super Mutant: 110 HP, 8 DT, 40 DR

Previous Formula (after adding 4 ST, and 3 EN):

Super Mutant: 81 HP, 10 DT, 53 DR
Strong Super Mutant: 92 HP, 11 DT, 56 DR

Newest Formula (after adding 4 ST, and 3 EN):

Super Mutant: 103 HP, 6 DT, 42 DR
Strong Super Mutant: 116 HP, 6 DT, 44 DR

Various strong critters:

Code:
Original:

Sentry Bot Mark II: 120 HP, 13 DT, 50 DR
Robobrain: 80 HP, 5 DT, 40 DR
Floating Eyebot: 60 HP, 4 DT, 30 DR
Floater: 175 HP, 5 DT, 40 DR
Centaur: 150 HP, 4 DT, 35 DR
Alien: 120 HP, 6 DT, 40 DR
Tough Deathclaw: 310 HP, 10 DT, 50 DR

Previous Formula:

Sentry Bot Mark II: 93 HP, 9 DT, 49 DR
Robobrain: 60 HP, 7 DT, 44 DR
Floating Eyebot: 51 HP, 3 DT, 31 DR
Floater: 107 HP, 8 DT, 44 DR
Centaur: 93 HP, 6 DT, 36 DR
Alien: 79 HP, 9 DT, 46 DR
Tough Deathclaw: 208 HP, 10 DT, 54 DR

Newest Formula:

Sentry Bot Mark II: 109 HP, 6 DT, 41 DR
Robobrain: 76 HP, 5 DT, 36 DR
Floating Eyebot: 65 HP, 2 DT, 24 DR
Floater: 123 HP, 5 DT, 36 DR
Centaur: 107 HP, 4 DT, 29 DR
Alien: 93 HP, 6 DT, 39 DR
Tough Deathclaw: 224 HP, 7 DT, 46 DR

Various weak critters

Code:
Original:

Rat: 6 HP, 0 DT, 0 DR
Mole Rat: 26 HP, 0 DT, 0 DR
Little Gecko: 25 HP, 0 DT, 20 DR
Golden Gecko: 45 HP, 2 DT, 25 DR
Radscorpion: 26 HP, 2 DT, 0 DR
Spore Plant: 40 HP, 0 DT, 0 DR
Mantis: 16 HP, 0 DT, 0 DR

With Previous Formula:

Rat: 6 HP, 0 DT, 3 DR
Mole Rat: 26 HP, 2 DT, 9 DR
Little Gecko: 18 HP, 3 DT, 17 DR
Golden Gecko: 28 HP, 6 DT, 24 DR
Radscorpion: 36 HP, 3 DT, 18 DR
Spore Plant: 31 HP, 2 DT, 18 DR
Mantis: 25 HP, 1 DT, 15 DR

With Newest Formula:

Rat: 8 HP, 0 DT, 2 DR
Mole Rat: 32 HP, 0 DT, 6 DR
Little Gecko: 24 HP, 1 DT, 14 DR
Golden Gecko: 34 HP, 4 DT, 21 DR
Radscorpion: 48 HP, 1 DT, 12 DR
Spore Plant: 43 HP, 1 DT, 12 DR
Mantis: 35 HP, 0 DT, 10 DR
[/quote][/spoiler:9147c3caa2]


What's up for the next version:

- try and make it compatible with Megamod (sorry, didn't get to it yet)
- I think I've finally found a way to make drug effects influenced by stats, so Doctor and First Aid might become more useful.
- I want to make the two handedness of weapons more malleable: have poor strength even for a pistol? Use both hands! Conversely, have super human strength? Wield an assault rifle with one hand!
 
JimsMods.ini is missing the PsychoMaxHP option in the drug changes section. I can just add it in, right?

Also, thanks for the mods. They're awesome
 
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