Fallout 2 mod Throwing Rebalance

Frag grenades 4AP mean it is of more use than Molotov. While it's expensive for early games, the problem is that too little stock. It is until VC and New Reno that we start seeing that in stores.

To be honest, I think we can change Bullet Scrounger perk into Grenades Scrounger perk. Set requirement for Throwing 60+ and voila! You can find more grenades in loot in random encounter (instead of bullet). It's not even an exploit because you must invest 50-60 point in it. Quite expensive.
 
@Lexx: can we change the centaurs', floaters', and radscorpion's attack to have more poison in it? Like 10 ten times amount.

I think the most danger of poison come from them. the other sources are too little chance to appear, so we can just assume they give small poison.

Also centaurs', floaters', and fire geckos' attack to have more radiation. Like 10 times currently.
 
Sure. Probably could be done via global script, so critter script doesn't need to be touched. However, what does that have to do with throwing? :>
 
@Lexx: can we change the centaurs', floaters', and radscorpion's attack to have more poison in it? Like 10 ten times amount.

I think the most danger of poison come from them. the other sources are too little chance to appear, so we can just assume they give small poison.

Also centaurs', floaters', and fire geckos' attack to have more radiation. Like 10 times currently.

Radscorpions have many poison when you not play with a cheat character.
Centaur floaters have strong radiation when you fight against them without a power armor or anti radiation perks.
 
Last edited:
Sure. Probably could be done via global script, so critter script doesn't need to be touched. However, what does that have to do with throwing? :>
Because my interest was derailed? Do I really have to make a new thread and asking you there? I will if you feel like that is the need. One topic per thread and all that.
Radscorpions have many poison when you not play with a cheat character.
Centaur floaters have strong radiation when you fight against them without a power armor or anti radiation perks.
Radscorpion's current threat come from a pack of them surrounding your Chosen. And Chosen die because zero HP from too many attacks, not because of poison. If youhave red HP and nothing to cure, you would be too early in the game, in which case, why the heck do you feel the need to fight one versus squad of any thing. Before getting Sulik I would even run from a pack of spore plants, let alone scorps.

If you fight one versus 2-3 scorps, the afterbattle poison level would be solved by walking a day or two in the worldmap. Unless you stubbornly leave your HP in red level, unhealed, and walk to die in order to spite me.

And again, fighting a pack of alien/floaters, danger come from them killing you, not radiated you to death.
 
Last edited:
Because my interest was derailed? Do I really have to make a new thread and asking you there? I will if you feel like that is the need. One topic per thread and all that.

Radscorpion's current threat come from a pack of them surrounding your Chosen. And Chosen die because zero HP from too many attacks, not because of poison. If youhave red HP and nothing to cure, you would be too early in the game, in which case, why the heck do you feel the need to fight one versus squad of any thing. Before getting Sulik I would even run from a pack of spore plants, let alone scorps.

If you fight one versus 2-3 scorps, the afterbattle poison level would be solved by walking a day or two in the worldmap. Unless you stubbornly leave your HP in red level, unhealed, and walk to die in order to spite me.

And again, fighting a pack of alien/floaters, danger come from them killing you, not radiated you to death.

I have died many time in game because of too much radiation or poison there are ammount can heal but if is too much you die..
 
Huh, really? I don't remember radiation or poison ever being a big deal. I mean, outside of the Glow in Fo1 ... radiation in Fo1/2 is barely noticeable.
 
Because Vali is not a good gamer, is why.

That's my impression of him, and thus I didnt want to reply to him before .

Die of poison or radiation in Fallout 2? That's the proof.
 
Because Vali is not a good gamer, is why.

That's my impression of him, and thus I didnt want to reply to him before .

Die of poison or radiation in Fallout 2? That's the proof.

Because Vali dont play games with edited characters. Or go to early game to san Francisco to get the power armor.

You can die from many poison or radiation.. Fight in mid game against aliens.. Floaters or centaurs..
Or in early game against the big rad scorpions in a group.

Laclongquan you comes with stupid ideas for the game things are in the game and things that make no sense so i ignore you from this point..
 
Last edited:
And you keep mentioning me afterward in that Frank Horrigan thread.

Boy, learn to be careful about drawing attention to yourself. Attention is NOT a good thing.
 
Back to throwing rebalance.

Frag Grenade is more useful thanks to 4AP, even if it's more expensive and less availble to early-middle game. Whenever I think about AoE a bunch of redshirt, I keep pick up Frags to use and ignore the molotov.

I run out of Frags twice, while the pile of molotovs lie untouched. AND NO, the frags are not overpowered. Its damage is spread beyond several targets, so while the total damage is good-great, it's not that effective in hurting them.

If the game has more frags early on, i still dont see an overpowered Throwing Chosen One.
---
I keep using Frags, not because of damage, but because of drawing hostile attention to myself. Otherwise the companions with less than Mk2 metal armor will take dirt naps soon.

A trend I see will continue until I can provide power armor to all of them. The problem is, red hostiles keep piling on one or two target, which can seriously endanger them. Sulik, as a melee charge forward, is one thing. But freaking stay-behind Myron keep eating concentrated fire...

I guess because Myron has lower AC so they has higher hit chance to shoot him.
 
EPA plant spike is awesomesauce with 8-12 dmg. Harvest them enough for use in early game is a problem, however.
1. EPA is in danger zone. Even if you gather its location early thanks to the traveller random encounter... it's still in danger zone. You are going to meet aliens, floaters, centaurs in pack of six, a great threat.

2. 80-100HP spore plants are toughest target you can find, early game. big gun user with flamer MIGHT, might, be able to deal with them early. Otherwise, you are going to be a little sneak, get in, plant spray them = zero xp.

3. To harvest them, you going to stand there at their maximum range, shoot at them and wait for them to shoot back until their stock of plant spike run out. A pretty dangerous action, because they can shoot accurately within their range. In essence, you are trade their plant spikes with your healing items.

4. A best sneak can stealth to behind their back, use beer on them to reduce perception. Then repeat step 3. THAT is easier. But that sneaking action can cost you a life, so only a 120 Sneak Chosen One can apply.
 
I'm glad someone appreciates those nasty Spore plants...I want to rebuild the ground level to the EPA one day, certain elements work, others don't...
 
In-map spore plants in other places can be left alone, since that's major redesign (affect location/quest access). But I do think EPA spore plants can replace the normal version in random encounters.

Or if you want tighter control, make a type of new random encounter with those plants and control where it appear.
 
@Lexx: can we change the centaurs', floaters', and radscorpion's attack to have more poison in it? Like 10 ten times amount.

I also think poison should play a slightly bigger role in the game. I recently tried adding a poisonous monster (Later I found out the Nevada beat me to it, or that I stole it subconsciously:)). Anyway, I experimented with adding lots of poison to it's damage, and it seems to me that: more poison taken = longer time being poisoned. So it does NOT give out more damage per day if u get poisoned much more. That is as far as I could tell. What do u guys think the best way to approach this might be? Is it engine related? can sfall be used in such a case(to make the game deal more damage per day)?

Edit: Okay, I kept experimenting with the poison damage (RP 2.3.3) and it seems it works really weird, and I don't know if its the same in vanilla or not. but still..
It seems that if u get poisoned, no matter the amount (Haven't made sure) - u get a set amount of damage every set amount of time that passes. (the damage amount is dependent on poison resistance, so EN 10 will be 1 damage per set amount of time, EN 5 will be 2, or 3, or 4, didn't check). Besides that, u get that same amount of damage each time u "begin to pass time", so each press of 10 minute rest for example.
But, the thing that threw me off was this: Whilst in combat, I gave myself a one time hit of 200 poison, then immediately I received a bunch of massages (like 20 or so) of getting hit with poison, and feeling a bit better, and losing about 20 hit points in the process. So it makes me think that maybe above a certain level of poison, the game just makes u take damage and heal poison until u reach that level. (probably depends on poison res). Usually it won't happen in game, since no critter can give u THAT amount of poison damage, unless u change the script.

EDIT: It also makes me think that no matter the amount of poison, if u have a high enough poison resistance (I think maybe even 30% or less is high enough) u will not die by poison in any situation (except modding a massive one time poison shot, or using several poisons such as u did) because u will heal faster then take damage.

My "theory" is that the creators of Fallout 1 started out as considering only radscorpion damage, which is minor and comes in small amounts. Then, in Fallout 2, they wanted to implement the item "poison" to work on critters as well, so they used the original poison implementation that they had, which was made for small amounts, and said "okay, we'll make an item "poison" which adds a very great amount of poison at one time, which causes immediate cumulative damage, because it wasn't designed to handle such amounts of poison. " only they didn't actually implement the poison damage effecting critters in the game engine. That's why this item "poison" in Fallout 2 has no actual use.

EDIT: @laclongquan try the same thing that u did with a character endurance 6. I bet he will survive no problem.
 
Last edited:
I repeat: pc take 3 poison items. Equifalent of 105 poison level. One hour later. He's dead-105hp.

If you can manage for pc to take this kind of poison after a battle with scorps... 3 antidotes will be taken immediately after battle.
 
A separate note regarding Throwing-bias perks

As it turn out Bonus HtH attack and Bonus Rate of Fire doesnt affect throwing.

So I propose both perks affect this aspect, so that Throwing can be -2AP.

If a Thrower character is serious enough to invest in BOTH perks, you should be rewarded for that.

Of course, that mean some enemies will be swiftly dealt with. I speak, of course, about robot-like enemies, the ones who are affected by EMP/pulse grenades. Which can be semi-fixed by edit the proto files of the turrets in Enclave into having Emp-resisted perks (a FTBOS perk I think).

Prior to Enclave, such character is not that overpowered. Say, he's armed with grenades: the usual problem of enemy placement still apply. They will never be grouped often enough to warrant throwing out grenades like free money. it will be very expensive to doing so, especially when you think about the rarity of grenades appear in store. Throwing out with abandoned like that would exhaust inventory in three-five battles, top.

And if you think that you have the OCD to pick up every thrown weapons (throwing knives, plant spikes) after battle, you damn well better think again. it's 30-40 click action PER battle.
 
Just a note about giving Fire damage to molotovs.

I remember someone else trying this and it caused major glitches (sometimes crashes) in the game. AFAIK, Fire damage wasn't meant to be used outside of the Flamer weapon.

Probably because there's no explosive animation attached to that damage type.
 
We have fire damage molotovs for a long time already thanks to Sfall. In et tu for example molotovs will do just that.
 
I think the tweaks mod change that molotov into fire. Problem is: fire damage mean molotov cant be used to break down door. Implication is the Dunton door in base game, and Vic's door in RP (locked there).

One of these days I gotta try a Pyromaniac Flamer run. it could be fun~
 
Back
Top