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Thread: Fallout 2: Weapons Redone v2.2

  1. #1
    I should set a custom title Look, Ma! Two Heads!

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    Fallout 2: Weapons Redone v2.2

    F2WR - Fallout 2: Weapons Redone

    v2.2

    Thank you for going to the thread about F2WR! Seriously, it's cool.

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    Download link:
    http://www.filefront.com/17385588/F2WR-v2.2.zip


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    Who made this

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    The F2WR, "Fallout2: Weapons Redone", is made and updated by me, Magnus. 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.

    You may use, steal, rip, burn, modify and distribute F2WR partially or entirely, as long as you give some credits to me in your readme.


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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 Unarmed and 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 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. The same goes for 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 and content explanation

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    Read F2WRInstallation.txt! PLEASE!


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    Full list of changes

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    1. Items

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    See the "Items Subfolders" section further below.


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    2. Critters:

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    This makes all the information in the "Items 1: Armor" section also apply to the critters in the game.


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    3. Sounds:

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    This folder contains the Fallout 1 sounds for big pistols, a brutal BOOM. These are identical to the ones from Killap's RP.


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    4. Scripts:

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    This script makes the Punch special attacks cost 4 AP and the Kick special attacks cost 5.


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    5. Data:

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    This contains a custom-tooled Worldmap.txt, which makes random encounters more balanced. THIS IS IN ALL CAPS BECAUSE IT'S IMPORTANT: THIS CAN ONLY BE USED WITH KILLAP'S RP! I MADE IT WITH THE RP V2.1, ANY OLDER VERSIONS MIGHT GO KABOOM! DO NOT USE THIS WITH ANY EXISTING SAVES, THEY WILL GO KABOOM!
    Okay, here's what it does:
    Enemies carry no spare ammo, unless it's really rare. If an enemy uses a low-capacity weapon like a Shotgun, they will be given something else as a sidearm, like a pair of Spiked Knuckles, etc.
    Molotovs and Throwing Knives are much more common in early-midgame encounters. (Hint: Molotovs are made with alcohol... who's got plenty of that?)
    Grenades are more common in mid-lategame encounters.
    Underrepresented weapons (FN FAL HPFA, XL70E3, Sawed-Off, M60) can now be found in a few more encounters.


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    Items 1: "Armor"

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    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:

    Armor - Laser DR%/DT

    Leather Jacket - 00/01 (Black leather reflects nada and easily burns.)

    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.)

    Combat Armor Mk.II - 30/05 (More shiny bits and better dischargers.)

    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.


    Tesla Armor has a Fire DR/DT equal to Metal Armor Mk.II.

    Metal Armor Mk. II no longer has any Electric resistance.

    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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    Items 2: Ammo

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    Scarce:
    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.

    Unfair:
    Same as above, but these ammo stacks have been cut in FOUR.

    Normal:
    If you like the original Fallout way of swimming in ammo, install this folder. The Scarce/Unfair folders 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, making it useful.
    Sharp ammo (.223 FMJ, .44 FMJ, 7.62mm, 4.7 Caseless) has an AC modifier of -10.
    Armor piercing ammo (10mmAP, 5mmAP, Needler AP, .44 Magnum FMJ) has an AC modifier of -20.
    Super-AP ammo (14mmAP, 2mmEC) has an AC modifier of -30.
    Flamer fuel and Improved Flamer fuel have AC modifiers of -10 and -20, due to their ability to burn and overheat armor.
    Rockets and AP Rockets have AC modifiers of -15 and -30, due to their ability to shatter and distort armor plates.
    All other ammo has an AC modifier of 0.

    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.
    5mmAP has a DR modifier of -40, 10mmAP has a DR modifier of -45, 14mmAP has a DR modifier of -50.
    14mmAP weighs 2 pounds instead of 1.

    .44JHP has a damage modifier of 7/2 and a DR modifier of 46.
    .44FMJ has a DR modifier of -30.

    The game's 20 rounds of 9mmBall have 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 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$.
    9mm ammo has been replaced with 9mm Ball. This all means that you can now buy plenty of 9mmBall in NCR, and that you will no longer find 9mm ammo as no weapons use it.

    7.62mm comes in clips of 35 instead of 20, to make it less scarce.
    7.62mm ammo has an AC/DR modifier of -15/-20, 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.
    .45 caliber now has a DR mod of 52 and a damage mod of 6/2, meaning it's good against leather and unarmored, and poor against Metal and armored.

    4.7 Caseless ammo has had its DR modifier increased from -10 to -15.

    Gauss ammo (2mmEC) no longer increases the weapon's base damage, but its DR modifier has been increased to a muscular -50.


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    Items 3: "Big Guns"

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    The Minigun and the Avenger have one more point of maximum damage. The Avenger now 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, which is... better. 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 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, meaning they have switched locations in game.

    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.


    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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    Items 4: "Energy"

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    WithArmor (Use this if you installed "Items 1: Armor")

    (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.


    WithoutArmor (Use this if you did not install "Items 1: Armor")

    (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.


    Both (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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    Items 5: "Grenades"

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    All grenades now 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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    Items 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 / 6-6 / 3 / none

    Wrench / 7-9 / 3 / none

    Club / 8-8 / 3 / none

    Crowbar / 12-15 / 4 / none

    Sledgehammer / 15-17 / 5 / Knockback

    Power Fist / 15-24 / 3 / no longer Penetrate

    Louisville Slugger / 20-30 / 4 / Knockback

    Mega Power Fist / 26-40 / 3 / no longer Penetrate

    Super Sledge* / 35-50 / 5 / Knockback


    Sharp:

    Sharpened Pole / 3-8 / 4(4) / none

    Knife / 3-8 / 3(3) / none

    Spiked Knuckles / 6-10 / 3 / none

    Combat Knife / 6-12 / 3(3) / none

    Switchblade / 8-9 / 3 / none

    Shiv / 7-10 / 3 / none

    Throwing Knife** / 8-16 / (3)4 / Penetrate

    Spear / 10-20 / 5(5)/ none

    Sharpened Spear / 10-20 / 5(5) / Penetrate

    Little Jesus / 8-14 / 3 / Penetrate

    Wakizashi Blade*** / 7-15 / 3(3) / Penetrate
    Wakizashi Sword**** / 12-30 / 4 / Penetrate

    Ripper / 17-36 / 4 / Penetrate

    *The Super Sledge now requires a ST of 6 to wield properly.

    **Throwing Knives have a base price of 75 instead of 100.

    ***Wakizashi Blades weigh 2 pounds instead of 3.

    ****This will only be used if you installed Josan12's custom animations from Killap's RP.


    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/Clubs - 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 melee damage and armor modifiers are applied, and usually a lot more.

    The cost of the unarmed special attacks has been lowered to 4 for punches and 5 for kicks. This is done with a script, see F2WRInstallation.txt.


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    Items 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.
    Putting an extended magazine on the Desert Eagle now yields a capacity of 12 instead of 20.

    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, meaning you will only find one .223 and many Mausers.


    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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    Items 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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    Items 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, and weigh 12 and 15 pounds.

    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.


    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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    Items 10: "SMGs"

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    The 10mmSMG does 7-13 damage.

    The HK P90c does 9-14 damage.

    The Tommy Gun does 8-18 damage instead of 3-20, as I cannot imagine how a firearm could do 3 damage unless it just clipped your toenail or something. It also has a burst range of 25 instead of 16.

    The HK G11E now has the Nightvision perk, like the upgraded FN FAL.


    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.

    Optional "Poverty" mod, where weapons cost a few toenail clippings and ammo costs your arm and two legs.

    Worldmap.txt for the Megamod and vanilla game.

    Optional "Badass" maps, where enemies carry more AP ammo and more balanced weapons.

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    Thanks

    ---------------

    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.

    Timeslip for practically writing the whole AP cost script and introducing me to Fallout scripting in general.

    crazycc for giving me valuable info on assembly offsets of Fallout 2 functions.

    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.

    The Fallout community at No Mutants Allowed.

    Dude101 for starting a wiki for this mod at
    http://falloutmods.wikia.com/wiki/Fa...Weapons_Redone

    Brother None for newsposting it.

    Whoever made the pages
    http://www.nma-fallout.com/content.p...fo-items-guide
    and
    http://www.nma-fallout.com/content.p...-list-itemlist
    and the Fallout Wiki.

    Everyone who has decided to download and use my mod, including you!


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    Download link:
    http://www.filefront.com/17385588/F2WR-v2.2.zip

    ---------------

    Have fun!
    My mod F2WR v2.2 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v2.1 and the MIB88 Megamod! And - it is modular.

    And hey, I've made a working vehicle for New Vegas - a Hoverboard!

  2. #2
    I should set a custom title Still Mildly Glowing

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    Much better bozar stats At least for me...

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    Battle Kitty Tagaziel's Avatar
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    Quite so. At least they fit in with other firearms' stats.

    Also, why did you reduce the Sniper Rifle's range? It's a SNIPER rifle, not a regular one.

  4. #4
    I should set a custom title Look, Ma! Two Heads!

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    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 v2.2 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v2.1 and the MIB88 Megamod! And - it is modular.

    And hey, I've made a working vehicle for New Vegas - a Hoverboard!

  5. #5
    I should set a custom title Still Mildly Glowing

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    Make bozar dmg to 100-105... MAX

  6. #6
    Battle Kitty Tagaziel's Avatar
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    Quote Originally Posted by Magnus
    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.

  7. #7
    I should set a custom title Look, Ma! Two Heads!

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    Quote Originally Posted by Mikael Grizzly

    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 v2.2 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v2.1 and the MIB88 Megamod! And - it is modular.

    And hey, I've made a working vehicle for New Vegas - a Hoverboard!

  8. #8
    I should set a custom title Look, Ma! Two Heads!

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    Quote Originally Posted by Elitech
    Make bozar dmg to 100-105... MAX
    I will.
    My mod F2WR v2.2 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v2.1 and the MIB88 Megamod! And - it is modular.

    And hey, I've made a working vehicle for New Vegas - a Hoverboard!

  9. #9
    Battle Kitty Tagaziel's Avatar
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    Quote Originally Posted by Magnus
    Quote Originally Posted by Mikael Grizzly

    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.

  10. #10
    I should set a custom title Vault Senior Citizen

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    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.

    Keep up the good work.

  11. #11
    I should set a custom title Look, Ma! Two Heads!

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    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 v1.2 Guide - Megamod v2.34 Guide
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  12. #12
    I should set a custom title Water Chip? Been There, Done That

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    Laser Rifle and its upgrade do 34-76 damage.
    WANT.

    Question: Is this mod compatible with the Restoration Patch?

    And also:

    Did you lower laser DR of some armors?
    Bring your daughter... to the Slaughter!

  13. #13
    I should set a custom title Look, Ma! Two Heads!

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    @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 v1.2 Guide - Megamod v2.34 Guide
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  14. #14
    I should set a custom title Vault Dweller

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    Quote Originally Posted by Josan12
    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:
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  15. #15
    I should set a custom title Look, Ma! Two Heads!

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    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:

    http://files.filefront.com/MWRv03zip.../fileinfo.html

    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 v2.2 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v2.1 and the MIB88 Megamod! And - it is modular.

    And hey, I've made a working vehicle for New Vegas - a Hoverboard!

  16. #16
    I should set a custom title Water Chip? Been There, Done That

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    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.

    Quote Originally Posted by Kanhef
    Quote Originally Posted by Josan12
    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!

  17. #17
    I should set a custom title Look, Ma! Two Heads!

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    Quote Originally Posted by Morticia

    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 v2.2 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v2.1 and the MIB88 Megamod! And - it is modular.

    And hey, I've made a working vehicle for New Vegas - a Hoverboard!

  18. #18
    I should set a custom title Look, Ma! Two Heads!

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    Quote Originally Posted by Slaughter Manslaught
    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 v2.2 makes AP ammo, Laser Pistols, Sledgehammers, Grenades, Bozars and Assault Rifles work like they should, and is compatible with both Killap's RP v2.1 and the MIB88 Megamod! And - it is modular.

    And hey, I've made a working vehicle for New Vegas - a Hoverboard!

  19. #19
    I should set a custom title Water Chip? Been There, Done That

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    Quote Originally Posted by Magnus
    Quote Originally Posted by Slaughter Manslaught
    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!

  20. #20
    Night Watchman Silencer's Avatar
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    Magnus, please refrain from posting under your own posts. There is an EDIT button, use it.

    edityourpost

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