Fallout 2: Weapons Redone
v2.3d
Thank you for going to the thread about F2WR! Seriously, it's cool.
---------------
Download link:
http://www.nma-fallout.com/resources/fallout-2-weapons-redone.72/
---------------
What does this mod do?
---------------
Here's the essence of the mod: All weapons, combat styles and ammunition types should be fun to use, and combat should be very dangerous.
This does not mean that all weapons are equal, or perfectly balanced, but rather that you can have fun with all of them, and that none of them are completely useless.
It also means that battles, and especially gunfights, are now shorter and more tactical, since damage has been increased allround.
Check the bullet points below, or the full list of details if you like to look at numbers.
Armor-piercing ammo works:
Use JHP ammo against Leather Armor and below, as it hits them for massive damage.
Use FMJ and AP against Metal Armor and above, as JHP is not effective on them.
Throwing is useful:
Grenades and Molotovs are much more powerful and easier to hit with, and many more melee weapons can be thrown, including Crowbars and Combat Knives.
Throwing ranges are longer (based on Strength), AP cost to throw is lower, and Melee Damage now applies to thrown Melee weapons.
Melee weapons are more powerful:
Most melee weapons do much more damage, based on whether they are blunt (high minimum damage) or sharp (high maximum).
Your Melee Damage is now applied to the minimum damage as well as maximum. This means Goris becomes immensely more powerful.
Some melee weapons like the Ripper have gory death animations if you hit hard enough!
Laser weapons are very scary:
They blow big, smoking holes in anything but Metal, Tesla and Power armor. Combat or Leather armor is not a good idea for storming the Salvatores.
They also cost less AP to use, so the Salvatores get two shots a round with them.
Unarmed is better:
The AP costs for unarmed special attacks have been reduced to 4 for all punches and 5 for all kicks.
These special attacks no longer have Knockback, so you can pummel thugs with Piercing Strikes without having to chase them across the screen.
The regular attacks still have Knockback, so you can send a Fire Gecko flying with a good Haymaker.
Big Guns are more convenient:
The Bozar is now an enormous, single shot, armor-piercing Sniper rifle - just what Marcus always wanted.
Flamers weigh less, have slightly longer range, do a bit more damage and are not affected by darkness.
Burst weapons like the LSW and M60 now have a single shot mode.
Weapons are less overpriced:
Certain weapons like the Combat Shotgun have had their price reduced by more than 50%.
Upgraded weapons have the same price as the regular counterparts.
You will still get rich from arms dealing, but now it's not quite as obscene.
Ammo is better (and more rare if you want):
Inconvenient ammo types such as 7.62mm, .45 cal and Flamer Fuel have been made more convenient, either by damage, clip size or weight.
You can optionally install files that cut ammo stacks in half or even 1/4th, so you will find much less ammo.
Useless weapons are useful:
The Sawed-Off Shotgun is now a very good weapon at short range, and looks like a Pistol when you fire it.
All of the previously useless melee weapons are now viable instruments of pain, depending on personal preference.
The 14mm Pistol is now one of the best pistols in the game.
The 9mm Mauser is now on par with the 10mm Pistol, but is easier to hit with. It has been swapped with the .223 pistol, which means you will find only one .223 Pistol and many Mausers.
Inconsistencies have been fixed:
Putting a speedloader on the Magnum no longer increases its range from 15 to 20, now it always has a range of 20.
The Flamer now does Fire damage like its improved version, and so does the Molotov Cocktail.
Ghosts are no longer vulnerable to Plasma damage.
The miniguns have a consistent bonus to hit, instead of a wildly varying one.
The M60 now has a burst weapon sound.
And much more!
---------------
Installation
---------------
The intended way to install F2WR is by using the supplied installer. First unzip the F2WR archive to wherever fallout2.exe is located, and then run F2WRInstaller.exe.
If you can't use the installer (like, you're on a Mac or something... ugh...) then you can still do a manual install. Check the F2WRInstallation.txt file for how to do that.
---------------
Full list of changes
---------------
Armor
---------------
Some armors have had their Normal damage resistance values changed, to make them more susceptible to AP ammo:
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 - 90/3 (Equal to Tesla Armor, but uses magic instead of technology!)
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.
And finally:
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 45% resistance to EMP damage and Power Armors have a 75% resistance. Bring some EMP grenades to those Enclave patrols!
Robes (regular, not Bridgekeeper) have a normal DR of 15, Explode DR of 10, Electrical DR of 20, an AC of 12 and no resistance to Laser damage.
Bridgekeeper's Robes now have stats equal to Tesla Armor (that is, Metal Armor Mk. II with incredible energy resistances.)
This makes it less of a cheat item (by the time you get it you likely do not have any Combat Armor) and fits the item description better.
If you don't like this change, see F2WRInstallation.txt for info on how to install the default Bridgekeeper Robes instead.
---------------
Ammo
---------------
Half:
The installer will give you three choices on installing ammo. The recommended choice will 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. 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.
Fourth:
Same as above, but these ammo stacks have been cut in FOUR.
Normal:
If you like the original Fallout 2 way of swimming in ammo, choose this.
In addition to the optional amount reduction, the following changes have been made to the ammo types:
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 been changed to Taser Cartridges (see the Pistols section for more info on the Taser).
The regular ammo has no modifiers, the AP one has an AC mod of -10 and a damage mod of 5/4, meaning it does 25% more damage.
Both ammo types now comes in clips of 20.
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 -10/-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 an incredible -100, which means it ignores DR completely.
---------------
Big Guns
---------------
The Minigun and the Avenger do one more point of maximum damage.
Previously the Minigun and Avenger had a hit bonus of 8% * Perception, while the Vindicator had none. All the miniguns now have a +20% chance to hit.
The Rocket Launcher does 45-100 damage.
Regular Flamers accept only regular fuel, Improved Flamers accept only Improved fuel, which does more damage. 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 50 and sounds like a Sniper Rifle. It does 50-76 damage, has a capacity of 10 and behaves like a Scoped Hunting Rifle in that it is excellent on faraway enemies, but poor up close. Its AP cost is 6 for a single shot.
The Minigun and the Avenger now come loaded with AP ammo by default. This affects enemy weapons in random encounters and what the weapons will be loaded with in shops, but not what ammo they will have in town maps. For example, Marcus will still have JHP in his minigun, but Super Mutants in random encounters now use AP.
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
---------------
Energy
---------------
The Solar Scorcher does Fire damage instead of Laser, and no longer has a 20% bonus to hit.
The Plasma Pistol and its upgrade do 21-35 damage and cost 4AP to fire.
The Plasma Rifle has the same stats as Turbo Plasma Rifle, but costs one more AP to fire.
The Laser Rifle and its upgrade have a ST requirement of 5.
The Pulse Pistol has a range of 18 up from 15.
The Laser Pistol and its upgrade do 15-25 damage and cost 4AP to fire.
The Laser Rifle and its upgrade do 30-60 damage.
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
---------------
Grenades
---------------
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.
Molotov Cocktails do Fire damage instead of Explosive, which means they work better on armored enemies and extremely well on Aliens.
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.
You can now go tossing armed explosives around, like the omnicidal maniac you are. Just put the ticking bomb in your weapon slot and chuck it at someone, preferably before it goes off in your hand. Both Dynamite and Plastic Explosives cost 4AP to throw and have a range of 18 hexes (Strength 6). They do no damage when they hit, but it is possible to knock someone unconscious with a good aimed throw to the head. The bomb will then explode wherever it landed when the timer runs out, for the usual amount of damage. Be aware that since it is now technically a weapon, unarmed enemies might consider picking up the bomb before it explodes and throw it back at you!
Plastic Explosives and Dynamite now do 20 more points of damage when they explode.
---------------
Melee
---------------
All low-tech weapons have been redone for consistency, more of them are throwable and most of them do more damage:
Weapon / Min-Max dmg / AP cost (thrown) / Perk
Blunt:
Rock / 3-4 / 3(2) / none
Lit Flare / 2-9 / (2)3 / Does Fire damage
Brass Knuckles / 6-6 / 3 / none
Wrench / 7-9 / 3(3) / none
Club / 8-8 / 3(3) / none
Crowbar / 12-15 / 4(4) / none
Uranium Ore / 14-16 / 4(3) / Requires Strength 6
Gold Nugget / 14-16 / 4(3) / Requires Strength 6
Sledgehammer / 15-17 / 5 / Knockback, requires Strength 6
Power Fist / 18-25 / 3 / no longer Penetrate
Refined Uranium Ore / 20-23 / 4 / Knockback, requires Strength 7
Louisville Slugger / 25-32 / 4 / Knockback
Mega Power Fist / 26-40 / 3 / no longer Penetrate
Super Sledge / 35-50 / 5 / Knockback, requires Strength 6
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 / 10-17 / (3) / Penetrate
Spear / 10-20 / 5(5) / none
Sharpened Spear / 10-20 / 5(5) / Penetrate
Little Jesus / 8-14 / 2 / Penetrate
Wakizashi Blade / 12-28 / 3 / Penetrate
Ripper / 17-36 / 4 / Does Laser damage
The Super Sledge now requires a ST of 6 to wield properly.
Throwing Knives have a base price of 75 instead of 100.
The Ripper technically does Laser damage, which means it's extremely effective on Leather and Combat armor, but much less so against Metal and Power armor.
Cattle Prods will now always knock an enemy unconscious on a critical hit, in addition to other critical effects. They no longer have a +20% chance to hit.
Unlit flares now cost 2 AP to throw.
Yakuza in worldmap encounters have a throwing skill of 60% instead of 0%, so they may now hit you with their knives.
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, Rocks - range 24, ST 8
Combat Knives/Wakizashi Blades - range 21, ST 7
Knives/Sharpened Poles/Uranium Ore/Gold Nugget - range 18, ST 6
Crowbars/Wrenches/Clubs/Flares - 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.
The Melee Damage stat is now also applied to Minimum damage like it says in the in-game descriptions, not just Maximum.
It is also applied to Thrown melee weapons, such as Spears and Throwing Knives.
(The inventory screen will still show the default damage, but the damage calculation now takes these changes into account.)
This change has a noticeable impact on all critters that rely on melee damage (such as deathclaws, golden geckos and Yakuza), not just you.
The AP costs for unarmed special attacks have been reduced to 4 for all punches and 5 for all kicks.
These special attacks no longer knock back an enemy. The regular kicks and punches still do have knockback.
Certain melee weapons now have critical death animations!
If someone is killed with a hit that did more than a certain amount of damage (or you have Bloody Mess), you will see their death in gruesome detail:
Lit Flare (15 damage or more): Extra crispy.
Wakizashi Blade (40 or more): Sliced in half
Ripper(45 or more): Sliced in half
Deathclaw attack(50 or more): Sliced in half.
(Super) Cattle Prod (40 or more): Electrocuted.
(Mega) Power Fist (50 or more): Blowing hole in torso.
Super Sledge (75 or more): Bloodsplosion!
---------------
Pistols
---------------
The 14mm Pistol does 15-21 damage and has a range of 30.
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 27.
Putting an extended magazine on the Desert Eagle now yields a capacity of 12 instead of 20.
The Needler Pistol has been renamed to Taser. It does 18-24 points of Electrical damage, has a range of 15 and costs $1600.
Scoring a critical hit with the Taser will always knock an enemy unconscious, in addition to the usual critical effects.
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
Taser (Needler Pistol) - 1600 - 2200
.223 Pistol - 3500 - 3500
Gauss Pistol - 4750 - 5250
---------------
Rifles
---------------
The Assault Rifle and its upgrade no longer have a bonus to hit, and their single shot range is reduced to 32. They have a burst range of 27.
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 FN FAL and its upgrade fires 11 bullets per burst.
Putting a nightvision scope on it increases its range to 38 single shot, 33 burst.
It has a capacity of 33, with or without a night sight.
The FN FAL HPFA does 14-22 damage up from 11-22, has a range of 40 single shot and 35 burst, and a +20% bonus to hit.
It fires 18 bullets per burst, and has a capacity of 36.
The Sniper Rifle does 17-34 damage.
The Hunting Rifle and its upgrade do 10-20 damage.
The Hunting Rifle has a range of 35, the Scoped one has a range of 40.
Assault Rifles and the XL70E3 now come loaded with AP ammo by default. This affects enemy weapons in random encounters and what the weapons will be loaded with in shops, but not what ammo they will have in town maps. For example, the Raiders in their base will still use JHP in their Assault Rifles, but in worldmap encounters they now use AP.
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
---------------
Shotguns
---------------
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 16 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
---------------
SMGs
---------------
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 ability, 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
---------------
Random Encounters
---------------
F2WR contains a set of changes to the random encounters, to make ammo more scarce and adjust when certain weapons become available. The installer will ask you if you want to install these or not.
(The installer will look through your Worldmap.txt file, and change those encounters that are specified by F2WR, if it finds them. It will leave the rest of the encounters alone. This keeps F2WR compatible with mods that add new encounters, as those encounters will not be changed.)
The encounter changes are as follows:
Some early encounters (Den, Modoc) had a condition on them that the player must be a certain level in order to see all the enemies. You will now see all enemies in those encounters at any level.
Enemies no longer carry any spare ammo, you will have to loot what's left in their weapon. This mostly affects people with shotguns, and a few caravan guards.
Enemies with a (Sawed-Off) Shotgun have a melee or thrown weapon as a sidearm, because they run out of ammo after just two shots.
Molotov Cocktails can now be found on Robbers, Highwaymen and Vault City Slavers, with increasing likelyhood for each of those groups. Bootleggers around Redding and Moonshiners around Modoc also have a handful of Molotovs to steal or buy, since they brew their own alcohol.
Vault City patrols and NCR Rangers now have Grenades. Vault City Slavers, Broken Hills Rogues and NCR Marauders may also have them.
Vault City patrols have Assault Rifles, FN FALs, Tasers and Desert Eagles, instead of only Assault Rifles and Desert Eagles.
Prospectors and Bootleggers around Redding have Sawed-Off Shotguns instead of Pancor Jackhammer.
Claim Jumpers around Redding have .44 Magnum instead of Taser.
Homesteaders around Redding have Scoped Hunting Rifle instead of HK G11.
Bishop's Raiders (on the worldmap, not in their base) have Assault Rifles, HK CAWS, 14mmPistols and Grease Guns, instead of Assault Rifles, Combat Shotguns, Grease Guns and more Grease Guns.
Rogues around Broken Hills have Sniper Rifles instead of Pancor Jackhammer, and 9mm Mauser instead of Shotgun.
The Broken Hills Unity patrols have a 30% chance of spawning a mutant who wields Refined Uranium Ore as a weapon.
New Reno Mobsters have Sawed-off Shotguns and Grease Guns instead of Sniper Rifles, and a 30% chance of spawning an extra mobster with an M60.
NCR Rangers have Pancor Jackhammer instead of HK CAWS, Sniper Rifle instead of Grease Gun, FN FAL instead of Combat Shotgun, Taser instead of Flamer and a 30% chance of spawning an extra Ranger with an XL70E3.
NCR Marauders have Ripper instead of Combat Knife, and HK G11 instead of Sharpened Spear.
One of the docile San Francisco Hubologists now wields a Light Support Weapon, because all of her Plasma Grenades have been stolen.
One of the hostile San Francisco Mercenaries now has twice as many Plasma Grenades as before.
San Francisco Mercenaries wield XL70E3 instead of Tasers and have a 30% chance of spawning an extra mercenary with an FN FAL HPFA.
San Francisco Press Gangs have a 30% chance of spawning an extra gang member with a Super Sledge.
Enclave Patrols use upgraded Plasma Pistols instead of normal ones. They now also have Magneto-Laser pistols, and they no longer carry any Money or Combat Knives.
---------------
Psycho
---------------
Psycho gives you +50 DR in the unmodded game, which means you will become invulnerable to JHP ammo with F2WR installed. Worse, if an enemy takes a dose of it, all of his companions will become unstoppable death tanks. The installer will let you choose to modify Psycho so that it gives +40 AC instead. This means you will be much harder to hit, but still take normal damage if you do get hit.
---------------
Sounds
---------------
The installer will let you choose to install the Fallout 1 sounds for big pistols, a very loud BOOM. These are identical to the ones from Killap's RP. Some enjoy them, some don't.
---------------
Item descriptions
---------------
The Pulse Rifle, Super Sledge and Laser Rifle had wrong ST requirements displayed in the item info (the correct one was used by the game, though).
They now display the correct ST requirements, and so do the Rock/Ore weapons.
A few other weapons have had their item descriptions modified to fit their new behavior in F2WR.
(The installer does this by modifying the lines of those items in pro_item.msg, but leaves the rest of the file as it is.
This should therefore be compatible with any other mods you might be running that add new items or modify item descriptions.)
The installer will not alter the item descriptions if it detects that you have a non-English version of the game.
---------------
Sfall
---------------
A few of the changes in F2WR require sfall v3.4-v3.6, or higher.
For good measure F2WR comes with sfall v3.6 bundled, and the installer will ask you if you want to install it.
You can choose to install 3.6 and the changes that depend on it, or not to install 3.6 but still install the changes, or neither.
The installer won't overwrite your ddraw.ini unless you explicitly tell it to (it will only recommend doing so if it detects that you don't have sfall installed at all). However, it will set certain properties in the .ini, and add them if it doesn't find them there. You might want to check the ddraw.ini yourself after installing the mod:
CorpseLineOfFireFix=1
ExplosionsEmitLight=1
CheckWeaponAmmoCost=1
PlayIdleAnimOnReload=1
RemoveCriticalTimelimits=1
Note that the sfall version that comes with Killap's RP is 3.3, and the one in the Megamod is ancient.
To my knowledge there is no harm in upgrading to sfall 3.6 with the RP or Megamod installed, as long as you leave the ddraw.ini intact.
---------------
What else
---------------
F2WR is backwards compatible, which means that any version of F2WR can be installed over an older version. Before you do this, make sure to revert your Worldmap.txt to the one you had before installing F2WR!
F2WR is also compatible with old save games, as its changes apply themselves whenever you load up the game. Thus there is no need to start a new game.
F2WR is fully compatible with Killap's Unofficial Patch and his Restoration Project, because it uses his item protos. The installer will switch off any changes you've made to the Damage Formula, as F2WR uses the default Fallout 2 damage system.
F2WR is also compatible with the MIB88 Megamod, though I personally have not tested this. 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 Fallout 2 mod: 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 overwrite them, as I have edited mostly all ammos. The same goes for weapons.
If you are sure that the changes in F2WR will overwrite the ones in a mod that you really like, then you can do a manual install instead of using the installer. This will let you decide which files get overwritten, and which do not. Check the F2WRInstallation.txt file for how to do that.
---------------
Coming?
---------------
AC rebalance of armors, so that Leather Jackets give more AC than Power Armor.
Optional "Badass" maps, where enemies carry more AP ammo and more balanced weapons.
---------------
Thanks
---------------
phobos2077 for a clever way to make the Molotov Cocktail do fire damage.
Drobovik for keeping a watchful eye on broken links and supplying the wonderful Megamod protos.
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/Fallout_2:_Weapons_Redone
Brother None for newsposting it on NMA.
Whoever made the pages
http://www.nma-fallout.com/content.php?page=fo-modding-fo-items-guide
and
http://www.nma-fallout.com/content.php?page=fo-modding-fo-list-itemlist
and the Fallout Wiki.
Everyone who has decided to download and use my mod!
---------------
Download link:
http://www.nma-fallout.com/resources/fallout-2-weapons-redone.72/
---------------
Now go kick some ass!
v2.3d
Thank you for going to the thread about F2WR! Seriously, it's cool.
---------------
Download link:
http://www.nma-fallout.com/resources/fallout-2-weapons-redone.72/
---------------
What does this mod do?
---------------
Here's the essence of the mod: All weapons, combat styles and ammunition types should be fun to use, and combat should be very dangerous.
This does not mean that all weapons are equal, or perfectly balanced, but rather that you can have fun with all of them, and that none of them are completely useless.
It also means that battles, and especially gunfights, are now shorter and more tactical, since damage has been increased allround.
Check the bullet points below, or the full list of details if you like to look at numbers.
Armor-piercing ammo works:
Use JHP ammo against Leather Armor and below, as it hits them for massive damage.
Use FMJ and AP against Metal Armor and above, as JHP is not effective on them.
Throwing is useful:
Grenades and Molotovs are much more powerful and easier to hit with, and many more melee weapons can be thrown, including Crowbars and Combat Knives.
Throwing ranges are longer (based on Strength), AP cost to throw is lower, and Melee Damage now applies to thrown Melee weapons.
Melee weapons are more powerful:
Most melee weapons do much more damage, based on whether they are blunt (high minimum damage) or sharp (high maximum).
Your Melee Damage is now applied to the minimum damage as well as maximum. This means Goris becomes immensely more powerful.
Some melee weapons like the Ripper have gory death animations if you hit hard enough!
Laser weapons are very scary:
They blow big, smoking holes in anything but Metal, Tesla and Power armor. Combat or Leather armor is not a good idea for storming the Salvatores.
They also cost less AP to use, so the Salvatores get two shots a round with them.
Unarmed is better:
The AP costs for unarmed special attacks have been reduced to 4 for all punches and 5 for all kicks.
These special attacks no longer have Knockback, so you can pummel thugs with Piercing Strikes without having to chase them across the screen.
The regular attacks still have Knockback, so you can send a Fire Gecko flying with a good Haymaker.
Big Guns are more convenient:
The Bozar is now an enormous, single shot, armor-piercing Sniper rifle - just what Marcus always wanted.
Flamers weigh less, have slightly longer range, do a bit more damage and are not affected by darkness.
Burst weapons like the LSW and M60 now have a single shot mode.
Weapons are less overpriced:
Certain weapons like the Combat Shotgun have had their price reduced by more than 50%.
Upgraded weapons have the same price as the regular counterparts.
You will still get rich from arms dealing, but now it's not quite as obscene.
Ammo is better (and more rare if you want):
Inconvenient ammo types such as 7.62mm, .45 cal and Flamer Fuel have been made more convenient, either by damage, clip size or weight.
You can optionally install files that cut ammo stacks in half or even 1/4th, so you will find much less ammo.
Useless weapons are useful:
The Sawed-Off Shotgun is now a very good weapon at short range, and looks like a Pistol when you fire it.
All of the previously useless melee weapons are now viable instruments of pain, depending on personal preference.
The 14mm Pistol is now one of the best pistols in the game.
The 9mm Mauser is now on par with the 10mm Pistol, but is easier to hit with. It has been swapped with the .223 pistol, which means you will find only one .223 Pistol and many Mausers.
Inconsistencies have been fixed:
Putting a speedloader on the Magnum no longer increases its range from 15 to 20, now it always has a range of 20.
The Flamer now does Fire damage like its improved version, and so does the Molotov Cocktail.
Ghosts are no longer vulnerable to Plasma damage.
The miniguns have a consistent bonus to hit, instead of a wildly varying one.
The M60 now has a burst weapon sound.
And much more!
---------------
Installation
---------------
The intended way to install F2WR is by using the supplied installer. First unzip the F2WR archive to wherever fallout2.exe is located, and then run F2WRInstaller.exe.
If you can't use the installer (like, you're on a Mac or something... ugh...) then you can still do a manual install. Check the F2WRInstallation.txt file for how to do that.
---------------
Full list of changes
---------------
Armor
---------------
Some armors have had their Normal damage resistance values changed, to make them more susceptible to AP ammo:
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 - 90/3 (Equal to Tesla Armor, but uses magic instead of technology!)
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.
And finally:
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 45% resistance to EMP damage and Power Armors have a 75% resistance. Bring some EMP grenades to those Enclave patrols!
Robes (regular, not Bridgekeeper) have a normal DR of 15, Explode DR of 10, Electrical DR of 20, an AC of 12 and no resistance to Laser damage.
Bridgekeeper's Robes now have stats equal to Tesla Armor (that is, Metal Armor Mk. II with incredible energy resistances.)
This makes it less of a cheat item (by the time you get it you likely do not have any Combat Armor) and fits the item description better.
If you don't like this change, see F2WRInstallation.txt for info on how to install the default Bridgekeeper Robes instead.
---------------
Ammo
---------------
Half:
The installer will give you three choices on installing ammo. The recommended choice will 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. 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.
Fourth:
Same as above, but these ammo stacks have been cut in FOUR.
Normal:
If you like the original Fallout 2 way of swimming in ammo, choose this.
In addition to the optional amount reduction, the following changes have been made to the ammo types:
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 been changed to Taser Cartridges (see the Pistols section for more info on the Taser).
The regular ammo has no modifiers, the AP one has an AC mod of -10 and a damage mod of 5/4, meaning it does 25% more damage.
Both ammo types now comes in clips of 20.
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 -10/-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 an incredible -100, which means it ignores DR completely.
---------------
Big Guns
---------------
The Minigun and the Avenger do one more point of maximum damage.
Previously the Minigun and Avenger had a hit bonus of 8% * Perception, while the Vindicator had none. All the miniguns now have a +20% chance to hit.
The Rocket Launcher does 45-100 damage.
Regular Flamers accept only regular fuel, Improved Flamers accept only Improved fuel, which does more damage. 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 50 and sounds like a Sniper Rifle. It does 50-76 damage, has a capacity of 10 and behaves like a Scoped Hunting Rifle in that it is excellent on faraway enemies, but poor up close. Its AP cost is 6 for a single shot.
The Minigun and the Avenger now come loaded with AP ammo by default. This affects enemy weapons in random encounters and what the weapons will be loaded with in shops, but not what ammo they will have in town maps. For example, Marcus will still have JHP in his minigun, but Super Mutants in random encounters now use AP.
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
---------------
Energy
---------------
The Solar Scorcher does Fire damage instead of Laser, and no longer has a 20% bonus to hit.
The Plasma Pistol and its upgrade do 21-35 damage and cost 4AP to fire.
The Plasma Rifle has the same stats as Turbo Plasma Rifle, but costs one more AP to fire.
The Laser Rifle and its upgrade have a ST requirement of 5.
The Pulse Pistol has a range of 18 up from 15.
The Laser Pistol and its upgrade do 15-25 damage and cost 4AP to fire.
The Laser Rifle and its upgrade do 30-60 damage.
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
---------------
Grenades
---------------
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.
Molotov Cocktails do Fire damage instead of Explosive, which means they work better on armored enemies and extremely well on Aliens.
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.
You can now go tossing armed explosives around, like the omnicidal maniac you are. Just put the ticking bomb in your weapon slot and chuck it at someone, preferably before it goes off in your hand. Both Dynamite and Plastic Explosives cost 4AP to throw and have a range of 18 hexes (Strength 6). They do no damage when they hit, but it is possible to knock someone unconscious with a good aimed throw to the head. The bomb will then explode wherever it landed when the timer runs out, for the usual amount of damage. Be aware that since it is now technically a weapon, unarmed enemies might consider picking up the bomb before it explodes and throw it back at you!
Plastic Explosives and Dynamite now do 20 more points of damage when they explode.
---------------
Melee
---------------
All low-tech weapons have been redone for consistency, more of them are throwable and most of them do more damage:
Weapon / Min-Max dmg / AP cost (thrown) / Perk
Blunt:
Rock / 3-4 / 3(2) / none
Lit Flare / 2-9 / (2)3 / Does Fire damage
Brass Knuckles / 6-6 / 3 / none
Wrench / 7-9 / 3(3) / none
Club / 8-8 / 3(3) / none
Crowbar / 12-15 / 4(4) / none
Uranium Ore / 14-16 / 4(3) / Requires Strength 6
Gold Nugget / 14-16 / 4(3) / Requires Strength 6
Sledgehammer / 15-17 / 5 / Knockback, requires Strength 6
Power Fist / 18-25 / 3 / no longer Penetrate
Refined Uranium Ore / 20-23 / 4 / Knockback, requires Strength 7
Louisville Slugger / 25-32 / 4 / Knockback
Mega Power Fist / 26-40 / 3 / no longer Penetrate
Super Sledge / 35-50 / 5 / Knockback, requires Strength 6
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 / 10-17 / (3) / Penetrate
Spear / 10-20 / 5(5) / none
Sharpened Spear / 10-20 / 5(5) / Penetrate
Little Jesus / 8-14 / 2 / Penetrate
Wakizashi Blade / 12-28 / 3 / Penetrate
Ripper / 17-36 / 4 / Does Laser damage
The Super Sledge now requires a ST of 6 to wield properly.
Throwing Knives have a base price of 75 instead of 100.
The Ripper technically does Laser damage, which means it's extremely effective on Leather and Combat armor, but much less so against Metal and Power armor.
Cattle Prods will now always knock an enemy unconscious on a critical hit, in addition to other critical effects. They no longer have a +20% chance to hit.
Unlit flares now cost 2 AP to throw.
Yakuza in worldmap encounters have a throwing skill of 60% instead of 0%, so they may now hit you with their knives.
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, Rocks - range 24, ST 8
Combat Knives/Wakizashi Blades - range 21, ST 7
Knives/Sharpened Poles/Uranium Ore/Gold Nugget - range 18, ST 6
Crowbars/Wrenches/Clubs/Flares - 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.
The Melee Damage stat is now also applied to Minimum damage like it says in the in-game descriptions, not just Maximum.
It is also applied to Thrown melee weapons, such as Spears and Throwing Knives.
(The inventory screen will still show the default damage, but the damage calculation now takes these changes into account.)
This change has a noticeable impact on all critters that rely on melee damage (such as deathclaws, golden geckos and Yakuza), not just you.
The AP costs for unarmed special attacks have been reduced to 4 for all punches and 5 for all kicks.
These special attacks no longer knock back an enemy. The regular kicks and punches still do have knockback.
Certain melee weapons now have critical death animations!
If someone is killed with a hit that did more than a certain amount of damage (or you have Bloody Mess), you will see their death in gruesome detail:
Lit Flare (15 damage or more): Extra crispy.
Wakizashi Blade (40 or more): Sliced in half
Ripper(45 or more): Sliced in half
Deathclaw attack(50 or more): Sliced in half.
(Super) Cattle Prod (40 or more): Electrocuted.
(Mega) Power Fist (50 or more): Blowing hole in torso.
Super Sledge (75 or more): Bloodsplosion!
---------------
Pistols
---------------
The 14mm Pistol does 15-21 damage and has a range of 30.
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 27.
Putting an extended magazine on the Desert Eagle now yields a capacity of 12 instead of 20.
The Needler Pistol has been renamed to Taser. It does 18-24 points of Electrical damage, has a range of 15 and costs $1600.
Scoring a critical hit with the Taser will always knock an enemy unconscious, in addition to the usual critical effects.
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
Taser (Needler Pistol) - 1600 - 2200
.223 Pistol - 3500 - 3500
Gauss Pistol - 4750 - 5250
---------------
Rifles
---------------
The Assault Rifle and its upgrade no longer have a bonus to hit, and their single shot range is reduced to 32. They have a burst range of 27.
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 FN FAL and its upgrade fires 11 bullets per burst.
Putting a nightvision scope on it increases its range to 38 single shot, 33 burst.
It has a capacity of 33, with or without a night sight.
The FN FAL HPFA does 14-22 damage up from 11-22, has a range of 40 single shot and 35 burst, and a +20% bonus to hit.
It fires 18 bullets per burst, and has a capacity of 36.
The Sniper Rifle does 17-34 damage.
The Hunting Rifle and its upgrade do 10-20 damage.
The Hunting Rifle has a range of 35, the Scoped one has a range of 40.
Assault Rifles and the XL70E3 now come loaded with AP ammo by default. This affects enemy weapons in random encounters and what the weapons will be loaded with in shops, but not what ammo they will have in town maps. For example, the Raiders in their base will still use JHP in their Assault Rifles, but in worldmap encounters they now use AP.
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
---------------
Shotguns
---------------
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 16 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
---------------
SMGs
---------------
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 ability, 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
---------------
Random Encounters
---------------
F2WR contains a set of changes to the random encounters, to make ammo more scarce and adjust when certain weapons become available. The installer will ask you if you want to install these or not.
(The installer will look through your Worldmap.txt file, and change those encounters that are specified by F2WR, if it finds them. It will leave the rest of the encounters alone. This keeps F2WR compatible with mods that add new encounters, as those encounters will not be changed.)
The encounter changes are as follows:
Some early encounters (Den, Modoc) had a condition on them that the player must be a certain level in order to see all the enemies. You will now see all enemies in those encounters at any level.
Enemies no longer carry any spare ammo, you will have to loot what's left in their weapon. This mostly affects people with shotguns, and a few caravan guards.
Enemies with a (Sawed-Off) Shotgun have a melee or thrown weapon as a sidearm, because they run out of ammo after just two shots.
Molotov Cocktails can now be found on Robbers, Highwaymen and Vault City Slavers, with increasing likelyhood for each of those groups. Bootleggers around Redding and Moonshiners around Modoc also have a handful of Molotovs to steal or buy, since they brew their own alcohol.
Vault City patrols and NCR Rangers now have Grenades. Vault City Slavers, Broken Hills Rogues and NCR Marauders may also have them.
Vault City patrols have Assault Rifles, FN FALs, Tasers and Desert Eagles, instead of only Assault Rifles and Desert Eagles.
Prospectors and Bootleggers around Redding have Sawed-Off Shotguns instead of Pancor Jackhammer.
Claim Jumpers around Redding have .44 Magnum instead of Taser.
Homesteaders around Redding have Scoped Hunting Rifle instead of HK G11.
Bishop's Raiders (on the worldmap, not in their base) have Assault Rifles, HK CAWS, 14mmPistols and Grease Guns, instead of Assault Rifles, Combat Shotguns, Grease Guns and more Grease Guns.
Rogues around Broken Hills have Sniper Rifles instead of Pancor Jackhammer, and 9mm Mauser instead of Shotgun.
The Broken Hills Unity patrols have a 30% chance of spawning a mutant who wields Refined Uranium Ore as a weapon.
New Reno Mobsters have Sawed-off Shotguns and Grease Guns instead of Sniper Rifles, and a 30% chance of spawning an extra mobster with an M60.
NCR Rangers have Pancor Jackhammer instead of HK CAWS, Sniper Rifle instead of Grease Gun, FN FAL instead of Combat Shotgun, Taser instead of Flamer and a 30% chance of spawning an extra Ranger with an XL70E3.
NCR Marauders have Ripper instead of Combat Knife, and HK G11 instead of Sharpened Spear.
One of the docile San Francisco Hubologists now wields a Light Support Weapon, because all of her Plasma Grenades have been stolen.
One of the hostile San Francisco Mercenaries now has twice as many Plasma Grenades as before.
San Francisco Mercenaries wield XL70E3 instead of Tasers and have a 30% chance of spawning an extra mercenary with an FN FAL HPFA.
San Francisco Press Gangs have a 30% chance of spawning an extra gang member with a Super Sledge.
Enclave Patrols use upgraded Plasma Pistols instead of normal ones. They now also have Magneto-Laser pistols, and they no longer carry any Money or Combat Knives.
---------------
Psycho
---------------
Psycho gives you +50 DR in the unmodded game, which means you will become invulnerable to JHP ammo with F2WR installed. Worse, if an enemy takes a dose of it, all of his companions will become unstoppable death tanks. The installer will let you choose to modify Psycho so that it gives +40 AC instead. This means you will be much harder to hit, but still take normal damage if you do get hit.
---------------
Sounds
---------------
The installer will let you choose to install the Fallout 1 sounds for big pistols, a very loud BOOM. These are identical to the ones from Killap's RP. Some enjoy them, some don't.
---------------
Item descriptions
---------------
The Pulse Rifle, Super Sledge and Laser Rifle had wrong ST requirements displayed in the item info (the correct one was used by the game, though).
They now display the correct ST requirements, and so do the Rock/Ore weapons.
A few other weapons have had their item descriptions modified to fit their new behavior in F2WR.
(The installer does this by modifying the lines of those items in pro_item.msg, but leaves the rest of the file as it is.
This should therefore be compatible with any other mods you might be running that add new items or modify item descriptions.)
The installer will not alter the item descriptions if it detects that you have a non-English version of the game.
---------------
Sfall
---------------
A few of the changes in F2WR require sfall v3.4-v3.6, or higher.
For good measure F2WR comes with sfall v3.6 bundled, and the installer will ask you if you want to install it.
You can choose to install 3.6 and the changes that depend on it, or not to install 3.6 but still install the changes, or neither.
The installer won't overwrite your ddraw.ini unless you explicitly tell it to (it will only recommend doing so if it detects that you don't have sfall installed at all). However, it will set certain properties in the .ini, and add them if it doesn't find them there. You might want to check the ddraw.ini yourself after installing the mod:
CorpseLineOfFireFix=1
ExplosionsEmitLight=1
CheckWeaponAmmoCost=1
PlayIdleAnimOnReload=1
RemoveCriticalTimelimits=1
Note that the sfall version that comes with Killap's RP is 3.3, and the one in the Megamod is ancient.
To my knowledge there is no harm in upgrading to sfall 3.6 with the RP or Megamod installed, as long as you leave the ddraw.ini intact.
---------------
What else
---------------
F2WR is backwards compatible, which means that any version of F2WR can be installed over an older version. Before you do this, make sure to revert your Worldmap.txt to the one you had before installing F2WR!
F2WR is also compatible with old save games, as its changes apply themselves whenever you load up the game. Thus there is no need to start a new game.
F2WR is fully compatible with Killap's Unofficial Patch and his Restoration Project, because it uses his item protos. The installer will switch off any changes you've made to the Damage Formula, as F2WR uses the default Fallout 2 damage system.
F2WR is also compatible with the MIB88 Megamod, though I personally have not tested this. 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 Fallout 2 mod: 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 overwrite them, as I have edited mostly all ammos. The same goes for weapons.
If you are sure that the changes in F2WR will overwrite the ones in a mod that you really like, then you can do a manual install instead of using the installer. This will let you decide which files get overwritten, and which do not. Check the F2WRInstallation.txt file for how to do that.
---------------
Coming?
---------------
AC rebalance of armors, so that Leather Jackets give more AC than Power Armor.
Optional "Badass" maps, where enemies carry more AP ammo and more balanced weapons.
---------------
Thanks
---------------
phobos2077 for a clever way to make the Molotov Cocktail do fire damage.
Drobovik for keeping a watchful eye on broken links and supplying the wonderful Megamod protos.
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/Fallout_2:_Weapons_Redone
Brother None for newsposting it on NMA.
Whoever made the pages
http://www.nma-fallout.com/content.php?page=fo-modding-fo-items-guide
and
http://www.nma-fallout.com/content.php?page=fo-modding-fo-list-itemlist
and the Fallout Wiki.
Everyone who has decided to download and use my mod!
---------------
Download link:
http://www.nma-fallout.com/resources/fallout-2-weapons-redone.72/
---------------
Now go kick some ass!
Last edited: