The F2WR, "Fallout2: Weapons Redone", is made and updated by me, Magnus. The Critters "Base" folder was done by Kanhef. The sound files included are done by Killap.
You can contact me or send me your bank account number at leythran@hotmail.com, or you can send me a PM in the No Mutants Allowed forums, where I am known as Magnus, and that is called Magnus. F2WR also has its own kickass thread in the NMA forums, where you can post suggestions, criticism, questions and other fine stuff, AFTER having read this readme:
http://www.nma-fallout.com/forum/viewtopic.php?t=42328
You may use, steal, rip, burn, modify and distribute F2WR partially or entirely, as long as you give some credits to me.
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What does it do
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F2WR makes the Throwing skill more useful, makes AP ammo better than JHP against high level armors, rebalances laser resistance of all armors, retools the Bozar into a very powerful sniper rather than a deadly machinegun, rebalances the melee weapons, makes the .223 Pistol a unique weapon, reduces prices to balance player wealth, and much more!
It all depends on what you choose to install, of course. The specific changes are listed further down. These changes certainly make the game more realistic, fast-paced and dangerous, but not so much that they take away the fun.
You can expect to be shred apart by someone wielding an Assault Rifle when all you're wearing is Leather Armor. But if you're wearing Combat Armor, the Assault Rifle will barely itch... unless your opponent reloads it with AP ammo, in which case you still take heavy damage. And if your opponent wields a 14mm Pistol, not even Power Armor will protect you from taking 6-14 damage.
Don't expect to successfully wipe out Metzger's gangs until you've got some Metal Armor and perhaps a Combat Shotgun. Don't even think about taking on the Raiders until you and your friends are toting some serious hardware, perhaps even Power Armor. And when you're outnumbered in the wastes, don't count on winning unless you're many levels above your opponents in weaponry or armor.
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What else
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F2WR is backwards compatible, which means that any version of F2WR can be installed over an older version. It is also compatible with all saved games with any kind of mod installed, as its changes apply themselves whenever you load up the game. Thus there is no need to start a new one.
F2WR is fully compatible with Killap's Unofficial Patch and his Restoration Project, because it uses his item protos. Make sure you set the ammo mod settings in the RP's ddraw.ini to the default 0 if you use F2WR with the RP (i.e. turn Glovz' ammo mod off. It should already be off if you haven't turned it on.), or some weird stuff will probably happen.
F2WR is also compatible with the MIB88 Megamod, though I personally have not tested this. Therefore, I cannot predict what may happen if you choose to run them together, though I'd go for "Nothing dangerous or even noticeable". A big bonus to those who run it with the Megamod is the Megamod's included Mr. Fixit, which allows the player to craft Molotov Cocktails, among other things. Since F2WR makes Molotovs quite useful, the two mods fill each other out perfectly.
As for Shattered Destiny, and every other single Fallout 2 mod on the planet: I don't know. If the other mod edits any armor, my changes will overwrite them, as I have redone laser resistance of all armors. If it edits any ammo, my changes might perhaps overwrite them, as I have edited mostly all ammos except .221 FMJ, BBs, 4.7 Caseless, Energy ammo and... a couple of others. Same with weapons.
But fear not, for F2WR is modular and flexible. If you are sure that my changes to armor will overwrite the ones in a mod that you deem absolutely holy and critical to your gameplay experience, then you can opt not to install them. The same goes for energy weapons, rifles, shotguns and other things. See below.
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Installation
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Weapons, Armor & Ammo:
First, decide which parts it is that you don't like about Fallout 2's immense arsenal of weapons of powerful power. If, say, you would like grenades to at least be able to kill a Gecko, you scroll down to the "Grenades" part of the full list of changes in this readme, see what changes I have made to the game's grenades and decide whether you like them or not.
Repeat this procedure for other types of weaponly details that you want changed, such as low-tech weapons and stuff. Once you feel you know what you want changed, start INSTALL.BAT and follow the instructions. There is also an option to just install everything.
Critters:
This is an important part of the mod, especially when it comes to laser weapons. Like the above, the critter armor stats are installed by INSTALL.BAT. There are options for those who are using Killap's RP/UP or the Megamod, if you're using some other mod F2WR might overwrite its proto files, so beware. If you are using some other mod and would like to keep its proto files, you should copy those to another folder, run INSTALL.BAT and then put back the files you copied.
Sounds:
The original FO1 sounds for the .223 pistol and the 14mmAP pistol are installed with INSTALL.BAT. If you are using the optional FO1 sounds that come with Killap's Restoration Project, you can safely forget about this folder.
NPC Proto Removal:
Having an NPC's base proto file in the game folder prevents that NPC from leveling up. F2WR has an option to remove these, which you should use if you are upgrading from v1.9.
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Full list of changes
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Folder 1: "Armor"
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Note that for all the changes listed below to have any effect on NPCs, you must also install the "Critters" part of the mod!
Some armors have had their Normal damage resistance values changed to fit with the new ammo values:
Leather Jacket has a Normal DT of 1.
Metal Armor has a Normal DR of 35 and a DT of 3.
Combat Armor Mk.II and Brotherhood Armor have a Normal DR of 45.
Power Armor has a Normal DR of 50 and a DT of 10.
Hardened Power Armor has a Normal DR of 55 and a DT of 11.
Advanced Power Armor has a Normal DR of 65 and a DT of 13.
Advanced Power Armor Mk.II has a Normal DR of 70 and a DT of 14.
Tesla Armor has a Normal DR/DT equal to Metal Armor Mk.II.
All armors have been redone for more playable Laser resistance. I imagine DR represents how much of the laser that gets reflected, while DT is how much damage is absorbed while the laser burns through the material. Armors are listed by average effectiveness:
Leather Armor/Combat Leather Jacket - 00/02 (Still leather, but more of it.)
Leather Armor Mk.II - 10/02 (Polished, so reflects a bit.)
Combat Armor - 25/04 (Only the shiny bits reflect, but the material is full of heat dischargers and whatnots.)
Bridgekeeper's Robes - 00/10 (Reflects nothing, but is full of magical stuff which resists laser and makes it purple. Better than Combat Armor against Laser Pistols, worse against Laser Rifles.)
Metal Armor - 40/03 (Metal reflects a good bit, but easily conducts heat.)
Brotherhood Armor - 40/06 (Plenty of shinyness and even better dischargers.)
Metal Armor Mk.II - 65/03 (Reflects a lot more because it is polished, but it is still just metal.)
Power Armor - 70/07 (Lots of shiny plates that are hard to burn through, but also some areas that don't reflect.)
H. Power Armor - 75/08 (A slightly more reflexive coating that also takes a while for the laser to burn away.)
A. Power Armor - 60/20 (Less reflective than Power Armor, but is mostly made out of ceramics, which can stand enormous temperatures.)
A. Power Armor Mk.II - 60/25 (Its materials can stand a bit more heat than regular Advanced Power Armor. Invulnerable to Laser Pistols, but not Magneto-Lasers.)
Tesla Armor - 90/3 (Specialised energy absorbers give incredible reflection, but the material is still just metal. Not invulnerable to anything, but takes much less damage from Laser Rifles than Advanced Power Armor Mk.II.)
A few armors have had their Explode damage resistance values tweaked a bit, as they were weird:
Leather Armor has an Explode DT of 1 instead of 0.
Tesla Armor has an Explode DR/DT equal to Metal Armor Mk.II.
Combat Armor Mk.II and Brotherhood Armor have exchanged Explode DR/DT values, so that Brotherhood Armor is better than Combat Armor Mk.II.
Power Armor and Hardened Power Armor have an Explode DT of 16 instead of 20.
And:
Tesla Armor has a Fire DR/DT equal to Metal Armor Mk.II.
Advanced Power Armors have a 55% resistance to EMP damage and Power Armors have a 75% resistance. Bring some EMP grenades to those Enclave patrols!
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Folder 2: Ammo
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Ammo Rarity:
This part is not included in the "All"-installation. What it does is cut all ammo stacks in half (rounded down to the nearest whole number). As a result of this, ammo is now twice as heavy, twice as pricey and half as abundant at shopkeepers. The amount of ammo that you buy or get given in dialogue will be reduced, but ammo you find in crates, lockers and weapons will NOT, so be on the lookout for those pre-war stashes. Exceptions to the cut-in-half-rule are as following:
MFC comes in packs of 35 instead of 50.
SEC comes in packs of 30 instead of 40.
7.62mm comes in clips of 20 instead of 35.
Flamethrower Fuel comes in clips of 6 instead of 10.
Ammo Normality:
If you like the original Fallout way of swimming in ammo, install this folder. The Ammo Rarity folder also contains these changes. See the spreadsheet bundled with the mod for more details on the AP ammo changes.
All AP ammo has a damage modifier of 1/1.
All AP ammo except Needler AP and AP Rockets has an AC modifier equal to its DR modifier plus 20. For instance, 14mmAP, which has a DR modifier of -50, has an AC modifier of -30.
Explosive Rockets have a DR modifier of 18 and a damage modifier of 7/4.
Both types of Flamethrower Fuel have a weight of 6 instead of 10. Regular Flamethrower Fuel also has a DR modifier of 20 instead of 25.
HN Needler ammo has a DR modifier of -20.
HN AP Needler ammo has a DR modifier of -40 and a damage mod of 1/1 instead of 2/1. Both types of Needler Ammo are armor-piercing, but one works better than the other, though it is much less common. The common variety is now better than default, and the uncommon one is worse than default, where it was overpowered.
By default, Needler ammo comes in clips of 30, while Needler AP comes in clips of 10. They both come in clips of 20 now.
10mmJHP and 5mmJHP have a damage modifier of 7/2 and a DR modifier of 48.
.44JHP has a damage modifier of 7/2 and a DR modifier of 46.
5mmAP has a DR modifier of -40, 10mmAP has a DR modifier of -45, 14mmAP has a DR modifier of -50.
.44FMJ has a DR modifier of -30 and an AC modifier of -15.
14mmAP weighs 2 pounds instead of 1.
9mmBall now has a damage mod of 3/2, an AC modifier of -10 and a DR modifier of 15. It also comes in clips of 20 rounds, which have a base sell price of 100$.
7.62mm comes in clips of 35 instead of 20, to make it less scarce.
7.62mm ammo has an AC/DR modifier of -10/-15, up from -5/-10.
.45 caliber now comes in clips of 30 instead of a completely bloody useless 10. This means Eldridge now restocks 120 rounds of .45 caliber instead of 40, and that a fully loaded Tommy Gun weighs 9 pounds instead of 12.
9mmBall ammo has been replaced with .223 FMJ because of the Mauser/.223 pistol exchange. It has a damage modifier of 2/2 to distinguish it from the real .223FMJ, since the two types won't stack.
9mm ammo has been replaced with 9mm Ball.
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Folder 3: "Big Guns"
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The Minigun and the Avenger have one more point of maximum damage. The Avenger also has a 40% bonus to hit like the Minigun.
The Rocket Launcher does 45-100 damage.
Regular Flamers accept only regular fuel, Improved Flamers accept only Improved fuel. They both do 50-90 damage and have a range of 6, and their chance to hit is not affected by darkness. The Improved Flamer is also loaded with Improved Fuel by default, which ironically makes it a bit harder to exploit Algernon for it.
The Bozar is now single shot only, uses 14mmAP ammo, has a range of 36 and sounds like a Sniper Rifle. It does 38-76 damage, has a capacity of 10 and a 40% bonus to hit. Its AP cost is still 6.
The M60 now has a single-shot mode that costs 5AP and has a range of 40. Its ammo capacity is increased to 60, and it fires 12 bullets per burst instead of 10.
The Light Support Weapon now has a single-shot mode that costs 5AP and has a range of 45. It also has a 20% bonus to hit, due to its small scope.
The Light Support Weapon and the M60 now sound like Assault Rifles, since the Minigun sound made their single shots fire in complete silence. Also, they now have Single Shot as their primary attack mode and Burst as their secondary.
The Light Support Weapon has been swapped with the Bozar.
Most base weapon values have been redone. Upgraded weapons go for the same as regular ones.
Weapon - New Price - Default Price
Flamer - 2000 - 2000
Rocket Launcher - 2500 - 2300
M60 - 2800 - 3500
Minigun - 3400 - 3800
Light Support Weapon - 4000 - 4750
Bozar - 5000 - 5250
Avenger - 5500 - 5500
Vindicator - 14000 - 15250
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Folder 4: "Energy"
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This folder deserves an explanation, for it contains another two folders, called "3a. Energy With Armor" and "3b. Energy Without Armor". Folder 3a is meant to go with Folder 1 and Critters, and Folder 3b is an alternative for those who can't or won't install Folder 1 and Critters. If you want to make some changes to the game's energy weapons, there are now two options.
If you installed Folder 1 and Critters, you should install only the files in Folder 4a:
(4a) The Laser Pistol and its upgrade do 15-25 damage and cost 4AP to fire.
(4a) The Laser Rifle and its upgrade do 30-60 damage.
If you did not install Folder 1 and Critters, you should install only the files in Folder 4b:
(4b) The Laser Pistol and its upgrade do 22-34 damage and cost 4AP to fire.
(4b) The Laser Rifle and its upgrade do 40-70 damage.
These changes apply to both folders:
(4ab) The Solar Scorcher does Fire damage instead of Laser, and no longer has a 20% bonus to hit.
(4ab) The Plasma Pistol and its upgrade do 21-35 damage and cost 4AP to fire.
(4ab) The Plasma Rifle has the same stats as Turbo Plasma Rifle, but costs one more AP to fire.
(4ab) The Laser Rifle and its upgrade have a ST requirement of 5.
(4ab) The Pulse Pistol has a range of 18 up from 15.
Most base weapon values have been redone. Upgraded weapons go for the same as regular ones.
Weapon - New Price - Default Price
Laser Pistol - 1400 - 1400
Plasma Pistol - 1800 - 2750
Laser Rifle - 4500 - 5000
Plasma Rifle - 5000 - 4000
Pulse Pistol - 7000 - 12500
Gatling Laser - 7500 - 7500
Pulse Rifle - 10000 - 17500
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Folder 5: "Grenades"
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All grenades have a +20% bonus to hit. The Holy Hand Grenade has +40%, of course.
All grenades except Molotov Cocktails weigh 2 pounds instead of 1.
Molotov Cocktails do 35-50 damage, Grenades do 50-80 damage and Plasma Grenades do a mouthwatering 70-90 damage
All grenades except Molotov Cocktails have a max range of 30 hexes, but you need a ST of 10 to throw that far. Molotovs have a max range of 24, which you can achieve with ST8.
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Folder 6: "Low-Tech"
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All low-tech weapons have been redone for consistency (except Rocks and Plant Spikes), more of them are throwable and most of them do more damage:
Weapon / Min-Max dmg / AP cost (thrown) / Perk
Blunt:
Brass Knuckles / 5-6 / 3 / none
Wrench / 6-9 / 3 / none
Club / 7-8 / 3 / none
Crowbar / 9-12 / 4 / none
Sledgehammer / 14-16 / 5 / Knockback
Power Fist / 14-24 / 3 / no longer Penetrate
Louisville Slugger / 20-30 / 4 / Knockback
Mega Power Fist / 25-40 / 3 / no longer Penetrate
Super Sledge* / 30-40 / 5 / Knockback
Sharp:
Sharpened Pole / 3-7 / 4(4) / none
Knife / 3-7 / 3(3) / none
Spiked Knuckles / 6-9 / 3 / none
Combat Knife / 6-11 / 3(3) / none
Switchblade / 8-8 / 3 / none
Shiv / 7-9 / 3 / none
Throwing Knife** / 8-15 / (3) / Penetrate
Spear / 10-18 / 5(5) / none
Sharpened Spear / 10-18 / 5(5) / Penetrate
Little Jesus / 8-13 / 3 / Penetrate
Wakizashi Blade*** / 7-12 / 3(3) / Penetrate
Ripper / 17-36 / 4 / Penetrate
*The Super Sledge now requires a ST of 6 to wield properly.
**Throwing Knives are throwable only, as their handles are too small to get a good grip for hand-to-hand combat. They also have a base price of 75 instead of 100.
***Wakizashi Blades weigh 2 pounds instead of 3.
The thrown low-tech weapons' max ranges and the ST required to achieve such a range are the following:
Spears - range 27, ST 9
Throwing Knives - range 24, ST 8
Combat Knives/Wakizashi Blades - range 21, ST 7
Knives/Sharpened Poles - range 18, ST 6
Crowbars/Wrenches - range 15, ST 5
The actual ranges depend on character ST, with a ST of 5, the weapons above would all have a range of 15.
Goris' minimum damage has been increased from 3 to 10, meaning he always does at least 10 damage before armor modifiers are applied, and usually a lot more.
The cost of the unarmed special attacks has been lowered to 4 for punches except Jab, and 5 for kicks. There is a special option in the installer for this.
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Folder 7: "Pistols"
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The 14mm Pistol does 15-21 damage.
The Desert Eagle and the .44 Magnum do 12-17 and 13-19 damage, respectively.
Putting a speed loader on the .44 Magnum no longer increases its range from 15 to 20. Instead, both versions of the weapon have a range of 20.
The Desert Eagle and its upgrade have a range of 30, since the Desert Eagle is known to be very accurate and long-ranged for a semi-automatic pistol.
Putting an extended magazine on the Desert Eagle now yields a capacity of 15 instead of 20, as the Desert Eagle is also known to be hampered by a small clip size due to its gas-operated firing mechanism.
The Needler Pistol does 12-18 damage, has a range of 20 and an AP cost of 4. It also has a base price of 1300 instead of 2200.
The 10mm Pistol does 7-13 damage and has an AP cost of 4.
The 9mm Mauser now has a damage of 10-16 and a range of 25. It still has an accuracy bonus of 20% and an AP cost of 4.
The .223 Pistol has been swapped with the Mauser.
Most base weapon values have been redone. Upgraded weapons go for the same as regular ones.
Weapon - New Price - Default Price
10mm Pistol - 300 - 250
9mm Mauser - 650 - 1500
Desert Eagle - 700 - 800
.44 Magnum - 800 - 600
14mm Pistol - 950 - 1100
Needler Pistol - 1300 - 2200
.223 Pistol - 3500 - 3500
Gauss Pistol - 4750 - 5250
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Folder 8: "Rifles"
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The Assault Rifle and its upgrade have a hit bonus of 20% instead of 40%, and their single shot range is reduced to 40. They also have a burst range of 35.
The Assault Rifle and its upgrade fire 9 bullets per burst instead of 8.
The Assault Rifle now has a capacity of 27, which gives three bursts per reload. Putting an extended magazine on it yields a capacity of 90 and ten bursts per reload.
The Sniper Rifle does 17-34 damage.
The Hunting Rifle and its upgrade do 10-20 damage. The Hunting Rifle also has a hit bonus of 20% instead of 40%.
The FN FAL fires 11 bullets per burst, with or without a night sight. The HPFA does 14-22 damage up from 11-22. It fires 18 bullets per burst, which is less than its default 20, but the HPFA now has a 20% bonus to hit that the other FN FALs do not.
The FN FAL has a capacity of 33, with or without a night sight. The HPFA has a capacity of 36.
Most base weapon values have been redone. Upgraded weapons go for the same as regular ones.
Weapon - New Price - Default Price
Hunting Rifle - 900 - 1000
Assault Rifle - 1150 - 1300
FN FAL - 1350 - 1500
Sniper Rifle - 1500 - 2200
FN FAL HPFA - 2500 - 2250
Gauss Rifle - 8000 - 8250
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Folder 9: "Shotguns"
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The Combat Shotgun, H&K CAWS and Pancor Jackhammer now have burst ranges of 18, 23 and 26.
The Combat Shotgun, H&K CAWS and Pancor Jackhammer now fire 4, 6 and 8 shots per burst.
The HK CAWS and Pancor Jackhammer now carry 12 and 18 shots.
The Shotgun does 15-22 damage and its range is now 18.
The Sawnoff Shotgun does 19-24 damage, uses the Pistol animation, has a 20% hit bonus like all other shotguns and its range is now 9.
The Combat Shotgun's single shot range is now 20.
The HK CAWS now does 16-27 damage, weighs 15 pounds, carries 12 shots and uses the Big Guns animation, though it is still a Small Gun.
Most base weapon values have been redone. Upgraded weapons go for the same as regular ones.
Weapon - New Price - Default Price
Shotgun - 750 - 800
Sawnoff Shotgun - 750 - 800
Combat Shotgun - 1200 - 2750
HK CAWS - 1750 - 4750
Pancor Jackhammer - 2500 - 5500
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Folder 10: "SMGs"
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The 10mmSMG does 7-13 damage.
The HK P90c does 9-14 damage.
The Tommy Gun does 8-17 damage instead of 3-20, as I cannot imagine how a firearm could do 3 damage unless it clipped your toenail or something. It also has a burst range of 25 instead of 16.
Most base weapon values have been redone. Upgraded weapons go for the same as regular ones.
Weapon - New Price - Default Price
10mm SMG - 950 - 1000
Tommy Gun - 1000 - 1200
Grease Gun - 1100 - 1750
HK P90c - 2500 - 2500
HK G11 - 3000 - 6500
HK G11E - 4000 - 8000
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Coming?
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Even more balanced weapon stats.
Armor stats for non-humanoid critters.
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Thanks
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Big hand goes to Kanhef for making the "Base" part of the Critters folder, without Kanhef the mod never would have seen v1.8. He also greatly eased the process of making the Megamod proto files with a nifty little C tool.
Killap for making the biggest, most extensive and inspiring mod I have ever seen for any game. Also thanks for letting me use his Sound and Item files.
The guys who made DatExplorer and XVI32, the best damn tools there are for editing weapons in Fallout 1 and 2.
Happy shooting! _________________ My mod F2WR v2.0 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v1.2 and the MIB88 Megamod! And - it is modular.
My playable but not yet finished mod F2WB v0.5 puts visible towns on the worldmap in FO2, and is just as compatible as F2WR.
Fallouch 3
Last edited by Magnus on Sun Jun 21, 2009 23:29; edited 62 times in total
I reduced its range so it would be shorter than the Bozar's. I'm about to swap their AP costs and increase Bozar damage a bit, too. We'll see in the next version. _________________ My mod F2WR v2.0 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v1.2 and the MIB88 Megamod! And - it is modular.
My playable but not yet finished mod F2WB v0.5 puts visible towns on the worldmap in FO2, and is just as compatible as F2WR.
I reduced its range so it would be shorter than the Bozar's. I'm about to swap their AP costs and increase Bozar damage a bit, too. We'll see in the next version.
It doesn't make a speck of sense. Leave the ranges alone, or, better, make them equal.
Remember, the current longest-range kill wasn't done with a Barrett, but with this, a regular sniper rifle. _________________
It doesn't make a speck of sense. Leave the ranges alone, or, better, make them equal.
Remember, the current longest-range kill wasn't done with a Barrett, but with this, a regular sniper rifle.
But the Bozar is a... Bozar. Not a Barrett. It doesn't even have support legs like a Barrett. And Fallout 2 is a game, not a shooting range. The Bozar is bigger and looks much more awesome than the Sniper Rifle, which is why it needs to have much more awesome stats. Pure game logic. _________________ My mod F2WR v2.0 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v1.2 and the MIB88 Megamod! And - it is modular.
My playable but not yet finished mod F2WB v0.5 puts visible towns on the worldmap in FO2, and is just as compatible as F2WR.
I will. _________________ My mod F2WR v2.0 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v1.2 and the MIB88 Megamod! And - it is modular.
My playable but not yet finished mod F2WB v0.5 puts visible towns on the worldmap in FO2, and is just as compatible as F2WR.
It doesn't make a speck of sense. Leave the ranges alone, or, better, make them equal.
Remember, the current longest-range kill wasn't done with a Barrett, but with this, a regular sniper rifle.
But the Bozar is a... Bozar. Not a Barrett. It doesn't even have support legs like a Barrett. And Fallout 2 is a game, not a shooting range. The Bozar is bigger and looks much more awesome than the Sniper Rifle, which is why it needs to have much more awesome stats. Pure game logic.
No, that's retardese, Bethesda's mother tongue.
Fallout IS based on 1950s pulp sci-fi, but even that was grounded in reality. And Bozar IS a Barrett. Just because it doesn't have a bipod doesn't mean it isn't one.
Unless you're one of the people that scream IMPOSTOR whenever they see Freddie Mercury without his mustache. _________________
Joined: 15 Oct 2007 Posts: 839 Location: A little West of RENO BABY, RENO!! Status: Offline
Posted: Thu May 08, 2008 22:37 Post subject:
Hey mr magnus
Thrown: I like what you're trying to do with grenades and throwing knives. Thrown weapons are so poor it'd be hard to go wrong revamping them.
Laser weapons: I appreciate your changes for laser weapons, but be careful. I would say the problem with laser weapons lies not in the weapon stats themselves, but in the fact that almost every kind of armour (not just metal) has a huge DR against laser.
Bozar: Along with most comments, i like the idea of a big gun sniper rifle (without burst) but again, along with other comments IMO game balance should come above ALL else, including realism, canon, etc.
Joined: 09 Mar 2008 Posts: 366 Location: RJ, Brasil Status: Offline
Posted: Fri May 09, 2008 2:47 Post subject:
I like any ideas for weapons and damage, so good work Magnus! (especially if it might work with killap's RP mod) It's also nice to see someone working on other weapons than just firearms.
Have you thought to do something with the pitiful 14mm handgun? That would be like a .55 or .60 caliber, which should cause a whole lot more damage than it does in the game. It's supposed to be a very well-crafted weapon, the ammo is also quite rare compared to .223 (for my favorite pistol!)
I agree with Josan12 and what Mikael Grizzly wrote (In your other thread also). As your first post stated, the Bozar should be single shot and take a lot of action points to fire. I think it is mostly agreed that it wasn't meant to have burst fire. It's still damned lethal even without changing anything. I got caught trying to steal one from one of Buster's guards and hit with a single shot for 400+ damage! (seriously!)
A 'Mad Max' sawed-off shotgun pistol would be nice as well, with a high strength required to handle the kick without breaking your wrist. _________________ Restoration Project Guide - Megamod Guide
Find more Mod help at Vault-Tec Labs wiki pages TeamX english
Joined: 09 Mar 2008 Posts: 366 Location: RJ, Brasil Status: Offline
Posted: Fri May 09, 2008 21:03 Post subject:
@Mikael Grizzly,
What did you do with the 14mm pistol? I read this in the other thread. (check down a bit, Slaughter)
I would like to try your mod, Mr Grizzly. Where can I find it? Glovs ammo damage mod works perfectly with Restoration Project.
I know nothing of modding, but if you are not screwing with the files killap is in making his mod, then it should work (?) _________________ Restoration Project Guide - Megamod Guide
Find more Mod help at Vault-Tec Labs wiki pages TeamX english
Laser weapons: I appreciate your changes for laser weapons, but be careful. I would say the problem with laser weapons lies not in the weapon stats themselves, but in the fact that almost every kind of armour (not just metal) has a huge DR against laser.
Exactly. Even the metal armors are too high - the unpolished surface does not warrant a 75% DR. Mark II is 80%, and tesla armor is 90% with a DT of 19(! - plasma and electrical DTs are 10). Power Armor is reasonably reflective, but APA is supposedly made of ceramics, so neither it nor combat armors deserve an unusually high laser resistance.
Edit: The 5% DR bonus per boxing match doesn't make sense either, and really throws things out of balance for the player. _________________ Commandments of the EE:
(9) Trifle thee not with radioactive tubes and substances lest thou commence to glow in the dark like a lightning bug, and thy wife be frustrated and have not further use for thee except for thy wages.
Posted: Mon May 12, 2008 18:34 Post subject: Hello everyone
I'm back. Thanks everyone for all the kind and constructive replies, I will see what I can do with them.
First of all, let me express my sorryness for the mod not having been available to the public yet. The guys in the Vault here seem to have a lot on their hands, which is why I've chosen to upload v0.3 at FileFront:
Put that in your browser and smoke it. The mod comes prepacked in modular form, with write-protected files and a highly well-written and informative readme that you MUST read!
For everybody who wonders, this mod will always and always always (always) be compatible with everything of Killap's, since I'm using his weapon files (and so are you if you have any of his mods). Anyway, he mostly edits items, not weapons.
To avoid stepping on everybody's toes with my personal opinion of how the Bozar should be, the Bozar will be a 6 AP costing, highly damaging sniper in the next version. Vox populi, vox dei.
I will look into the laser armor stuff in the next version. It's probably not hard to change, so expect results!
I will not be adding any new weapons. _________________ My mod F2WR v2.0 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v1.2 and the MIB88 Megamod! And - it is modular.
My playable but not yet finished mod F2WB v0.5 puts visible towns on the worldmap in FO2, and is just as compatible as F2WR.
So, Magnus, this is compatible with Killap's patch and Restoration Patch? Great! Can I make a topic in a Brazilian forum about this patch? With proper credits to you, of course.
Kanhef wrote:
Josan12 wrote:
Laser weapons: I appreciate your changes for laser weapons, but be careful. I would say the problem with laser weapons lies not in the weapon stats themselves, but in the fact that almost every kind of armour (not just metal) has a huge DR against laser.
Exactly. Even the metal armors are too high - the unpolished surface does not warrant a 75% DR. Mark II is 80%, and tesla armor is 90% with a DT of 19(! - plasma and electrical DTs are 10). Power Armor is reasonably reflective, but APA is supposedly made of ceramics, so neither it nor combat armors deserve an unusually high laser resistance.
Edit: The 5% DR bonus per boxing match doesn't make sense either, and really throws things out of balance for the player.
You are right. I think 75% and 80% is just too much. Ok, I know this is THE GREAT ADVANTAGE of that armor compared to the other armors. But it's too unbalanced. It's just a bunch of (un)polished junk crobbled together or a well-crafter armor, if it's MKII. Why Metal would repeal lasers, anyway? Industrial grade lasers can cut though metal like a knife though butter.
I think it would be more fitting for it to be like this:
Leather Jacket and Leather Armor should have no laser resistance. I mean, I doubt anyone who made them ever though "about then damn lasers."
Metal Armor:
Normal: As it is.
Laser: 60% resistance, DT should be reduced.
Plasma: Should kill you.
Pulse: Should fry you (I mean, it's METAL!)
Explosions and Flames: The same as it is.
Metal Armor MKII:
Normal: As it is.
Laser: 70% resistance, DT should be reduced, but higher than Metal Armor.
Plasma: Should kill you.
Pulse: Fried meat.
Explosions and Flames: As standard resistance.
Combat Armor should stay the same. Power Armor and Advanced Power Armor could get some reduced resistance against lasers, though. _________________ Bring your daughter... to the Slaughter!
Have you thought to do something with the pitiful 14mm handgun? That would be like a .55 or .60 caliber, which should cause a whole lot more damage than it does in the game. It's supposed to be a very well-crafted weapon, the ammo is also quite rare compared to .223 (for my favorite pistol!)
I believe the AP ammo fixes included in Killap's restoration project (scroll down in the ddraw.ini file to activate it) should make the 14mm more efficient, but I haven't tested it myself.
In general, I'm going to sift through every single weapon in the game, sort out the ones I don't like and make them right. I've already done this with all of the grenades, and the laser weapons. Next up for the scalpel are weapons like the Sawnoff Shotgun, the 14mm pistol, Switchblade and so on. _________________ My mod F2WR v2.0 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v1.2 and the MIB88 Megamod! And - it is modular.
My playable but not yet finished mod F2WB v0.5 puts visible towns on the worldmap in FO2, and is just as compatible as F2WR.
So, Magnus, this is compatible with Killap's patch and Restoration Patch? Great! Can I make a topic in a Brazilian forum about this patch? With proper credits to you, of course.
You are right. I think 75% and 80% is just too much. Ok, I know this is THE GREAT ADVANTAGE of that armor compared to the other armors. But it's too unbalanced. It's just a bunch of (un)polished junk crobbled together or a well-crafter armor, if it's MKII. Why Metal would repeal lasers, anyway? Industrial grade lasers can cut though metal like a knife though butter.
You are of course welcome to spread the word about this mod!
Make sure to include the download link found in the top post. Perhaps also a link to this thread so people can post here, since I don't speak Portuguese and won't be checking the Brazilian thread.
(It would also be extremely nice of you if you wanted to translate the readme?)
I will be very careful about editing the armours. I think I'll stick with reducing laser resistance for now. The shiny armours will have better resistance than the unshiny ones, since they reflect light more efficiently.
If I manage to edit the laser resistant armours rightly, I will reduce, perhaps even remove the huge bonuses I've given the laser weapons. _________________ My mod F2WR v2.0 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v1.2 and the MIB88 Megamod! And - it is modular.
My playable but not yet finished mod F2WB v0.5 puts visible towns on the worldmap in FO2, and is just as compatible as F2WR.
So, Magnus, this is compatible with Killap's patch and Restoration Patch? Great! Can I make a topic in a Brazilian forum about this patch? With proper credits to you, of course.
You are right. I think 75% and 80% is just too much. Ok, I know this is THE GREAT ADVANTAGE of that armor compared to the other armors. But it's too unbalanced. It's just a bunch of (un)polished junk crobbled together or a well-crafter armor, if it's MKII. Why Metal would repeal lasers, anyway? Industrial grade lasers can cut though metal like a knife though butter.
You are of course welcome to spread the word about this mod!
Make sure to include the download link found in the top post. Perhaps also a link to this thread so people can post here, since I don't speak Portuguese and won't be checking the Brazilian thread.
(It would also be extremely nice of you if you wanted to translate the readme?)
I will be very careful about editing the armours. I think I'll stick with reducing laser resistance for now. The shiny armours will have better resistance than the unshiny ones, since they reflect light more efficiently.
If I manage to edit the laser resistant armours rightly, I will reduce, perhaps even remove the huge bonuses I've given the laser weapons.
Thank you! I'll post there right now! I'll test this mod as soon as my game is done!
EDIT:
Can I make two sugestions?
I remember, from Per's walkthough, that some weapons have "perks." I think the Super Sledge Hammer has a Knockback perk. From what I remember, I think the Timeslip fixes allowed to put the Knockback perk into other weapons. You could put that perk in the Shotguns. If there is a Knockdown (not knockback, but knockdown) perk for weapons (there is? I can't remember), you could add it to, say, crowbars and Cattle Prods. WHACK WHACK WHACK at the back of the head. Now that would be helluva funny
You could add new ammo to the game? Like, say, Flechette and Slug ammo for Shotguns. They had these in FOT, although FOT's bursting shotguns were pretty overpowered. And by "overpowered", I mean a Pancor Jackhammer loaded with slug ammo making mincemeat of people in Powered Armor. I am not making this up They had EMP ammunition, too, but I doubt you can make these, saddly.
You know what is my beef with laser weapons? The Salvatores. They should've been the toughest fight in New Reno, but even the Wrights can be more threatening than them. It's weird. Half the city scares you about these laser guns, making you fear the Salvatores and wish for a laser gun yourself.
The situation is like this:
*Player Character (PC) arrives in New Reno*
Jules: Laser Weapons are dangerous, and they killed a lot of Mordinos and Bishops without batting a eyelid and blábláblá and more scaremongering.
PC: Oh god... better not mess with them. I think I'll go and try to work for them, who knows, maybe I can get one of those pretties myself.
Orville Wright: One man armed with these can kill my whole familiy without batting a eyelid. You must go to Sierra Army Deppot.
PC: Holy Sh- Ok, I'll go there.
Father Tully: They're weapons of the devil!
PC: Man, they must be really hardcore.
Senior Mordino: You must kill Boss Salvatore.
PC: Ok, here I go.
*PC goes to the Salvatore Bar, along his NPCs and starts shooting around*
Now, it diverges:
----------------HOW IT SHOULD'VE HAPPENED-------------
*PC starts making a ruckus along his partners*
Guard 1: Hey man, that guy is doing a ruckus all over the place!
Guard 2: Just shoot the fucker, man.
Guard 1: Lemme get my laser gun... cap those fools! Bet 500 bucks I can break your record.
Guard 2: Nah, can't do that, man. Prepare my money.
Guard 1 pulls his laser pistol and zaps everyone making a ruckus in the bar, tearing the PC and his friends to pieces and sending 'em for a one-way trip to Golgotha.
Guard 2: You killed them in 00:00:27... Damn, you broke my fucking record!
Guard 1: Cough up the caps!
Guard 2: Goddman... not possible...
Guard 1: Don't be a sore loser.
-----------------------HOW IT HAPPENED---------------------
*PC starts making a ruckus along his partners*
Guard 1: Hey man, that guy is doing a ruckus all over the place!
Guard 2: Just shoot the fucker, man.
Guard 1: Lemme get my laser gun... cap those fools! Bet 500 bucks I can break your record.
Guard 2: Nah, can't do that, man. Prepare my money.
Guard 1 pulls his laser pistol and zaps everyone making a ruckus in the bar... to no effect.
PC: Hahahahhaha, your pitiful weapons have no effect on my shiny metal arm-OOOOWWW!!!!!
PC bleeds to death after being shot in the head by the Almighty Barman.
I am not making this up. _________________ Bring your daughter... to the Slaughter!
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