Fallout 2 mod Fallout 2: Weapons Redone v2.3

Hey Magnus, any idea how I could get rid of the loud 223 pistol sound?
I made damn sure not to install it since I've always hated the volume of it but apparently it came with the latest megamod version.
I've been fiddling with the acm-files (converting, normalizing) and the soundlist but the hour is either too late or I just suck at it (probably both :) )
That minefield gave me a headache. If only I had the standard sound as a file and the correct listing for it in the soundlist it wouldn't be a problem.
The weird thing is that I had the other sound while playing the Restoration Project where you mentioned it should be the loud one.
Anyway, any help would be appreciated. Wow its embarrassing spending this amount of time trying to correct one damn sound. :D

Edit: Managed to switch it with another sound extracted from the master dat. Not even sure which weapon I took it from but it sure sounds awesome now without ruining my eardrums. Almost like Frank Horrigans autogun but singleshot. Nerdgasm!

Your mod is great btw. I've been having so much fun with the new Bozar, Cattle prod and everything else. Thx a bunch!
 
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The game will not allow the MPC or NPCs to reload the Bozar from the inventory. As such, Marcus can only fire what's in his magazine before simply putting the weapon away. If I want him to use it beyond a single mag, I have to physically grab it from his inventory, reload it for him, and then hand it back to until he runs out again.

At first, I thought this was because I had installed the WR mod over the YAAM. But I reinstalled the game (using GOG installer) and then specified that the RP installer not install either of the weapon mods before I installed WR. I'm still running into the same issue.

This is particularly frustrating as I do not want Marcus to have use the Plasma Rifle. But that's proving to be my only option.

Is this a known issue?
 
The game will not allow the MPC or NPCs to reload the Bozar from the inventory. As such, Marcus can only fire what's in his magazine before simply putting the weapon away. If I want him to use it beyond a single mag, I have to physically grab it from his inventory, reload it for him, and then hand it back to until he runs out again.

At first, I thought this was because I had installed the WR mod over the YAAM. But I reinstalled the game (using GOG installer) and then specified that the RP installer not install either of the weapon mods before I installed WR. I'm still running into the same issue.

This is particularly frustrating as I do not want Marcus to have use the Plasma Rifle. But that's proving to be my only option.

Is this a known issue?

At times the game will start the weapon with the vanilla ammo variant, and you either have to empty it and reload it with the correct ammo the mod uses, or use the ammo in until you reload.

Since this mod switches the Bozar to use 14mm ammo, it probably just has some .223 in it that needs to be removed and/or used up. A fresh install and new game usually fixes this issue for all instances, but it's not a huge issue. Just use the ammo in it, then put the correct ammo in Marcus' inventory. The problem should then be resolved for that gun.
 
This is bizarre, I was so sure I had gone over them and used only PIDs with the appropriate anims. I'll have to give them a once-over in the next version. Might as well fix that weird Bootlegger encounter while I'm at it.
Hey Magnus, do you realistically anticipate releasing the next version in the next couple of months?
 
Hi guys.

First, thank Magnus very much for beautiful mod - i can't imagine Fallout 2 without it.

Well, I tryed find this answer in this thread, but unsuccessfully: maybe is there a way to transfer characteristics of weapons and armor in Fallout 1? Fallout 2 include all weapons and armor from Fallout 1, and i think: well, it will be cool - play Fallout 1 with F2WR :)
 
afaik, the item files are identical. However, do keep in mind that the item balance is optimized for Fallout 2.
 
Hey, this seems like a cool mod I wanna try it! I have some questions though, is there any way I can manually change a few things from the mod for my personal experience once I download it? I kind of want to change some armour stats as well as the damage of molotovs. Is there anything I can do to change it, note I'm new to modding, or should I leave your mod as is because I'll likely download it despite a few gripes I'll have with it!

Just to clarify, I want to increase the protection of Combat Armor(Mk II and Brotherhood Armor included) against laser damage, so it shares the same DR and DT protection as against Normal damage. I might also want to decrease metal armour DT/DR; standard and Mk II, against lasers by a slight bit, to make the Telsa variant more special. Do you think it will also affect enemies and not just me if I could make the changes?

Finally, I have RP installed and F2WR has v 3.6 SFALL bundled with it; your description says I can't allow the original ddraw.ini(the one in 3.3 SFALL that comes with RP) to be overwritten but I can still update SFALL to the 3.6 safely. How do I accomplish this exactly? Do I just have both ddraw.ini in the F2 directory?

Thanks to anyone who can answer these questions for me, I'm very new to modding the game and I like to try this mod out without the chance of messing it up by doing something dumb. If the first question involving changing stats of armour and weapons is too much of a far stretch let me know, as I will still download F2WR but just want to make sure I know exactly what to do.
 
@KevinV6

The tools by Cubik2k will let you edit weapon and critter stats. Assuming you want to apply your armor changes to NPCs, you'll need the latter.
 
Can anyone please tell me what to do if I already have a mod installed after RP? The Installer.txt for this mod states I have to install RP first, then install F2WR, and then any other mod afterwards. I have installed RP, but I have also installed another mod without downloading F2WR prior. I haven't successfully downloaded F2WR yet because of that instruction from the Installer.txt

It is a small mod that allows you to gain a perk every level(don't worry I passed the game over 5 times on hard combat difficulty I'm not a scrub, I just wanted to have a bit of extra fun). The mod was initially made by nkchan16, but I think the one I installed was an altered/improved version from the same mod page made by NovaRain; the download I specifically chose was called PerkEveryLevel_NovaRain.7z

Do I have to uninstall that mod and then reinstall it after F2WR? Or is it a simple enough mod that doesn't need to be uninstalled?
 
If the mods are compatible (I don't know), just overwrite the files again.
 
Hi, I've run into a problem where the 14mm pistol does 0 damage to any enemy when I shoot it. I've had problems in the past where laser weapons did no damage to me, but I forgot how I fixed that.

Other weapons do this as well like the combat shotgun or the bozar, but when I gave the bozar to marcus he was able to do damage with it
 
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Amazing mod!
I have Killap's Restoration Project + Restoration project Updated (from someone called Burns). WHen I install Weapons Redone on top I have 2 potential issues:

1- it says my Fallout 2 is not in English (which it is, I have the latest updated GOG version): the weapons description will not be updated
2- worldmap.txt file has been moved to Fallout 2\backup\rpu\data (RPU is the Restoration Project Updated by Burns). As instructed, I have made a copy to Fallout2/Data/Data and it made the changes and made a backup file.

Are those big issues, and will this create any conficts?
 
ONE MAJOR OVERSIGHT / FLAW THAT STILL REMAINS THAT BREAKS THE GAME FOR HIGH STRENGTH CHARACTERS!!


A initial 10 strength character wearing enclave armour should have the strength of 14 not 10.. same for enemies too.

This should include additional Melee damage, throw distance and carry weight when wearing enclave /power armour past 10 strength ( for already 10 strength characters).


Otherwise.. this will make having initial strength past 6 is total waste and useless and not fun.
.. especially how quick you can get the enclave armour in the game.


Logic:
A 10 strength character wearing enclave armour would be able to punch harder, throw further and carry more weight then initial 6 strength character Wearing the same armour...

Magnus if it's not too late can you fix this as this is a game breaker for me as I'm playing a 10 strength unarmed/throwing character .
Fixing it would make choosing a high initial strength character a permanent worthwhile investment in for the entire game also.

I'm happy to donate for your trouble for doing this and let me know how I can do so.

Thanks Magnus
 
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What do you mean "should"?

It's always been F2 stat has cap at 10, buffed or original. It's hardcoded, I think, and very difficult to change because I heard of noone change that in all these decades.
 
The game doesn't have to say 14 strength U know.. have can remain 10 strength but Melee points carry weight points throwing distance points change (like everything else)


Melee, throw damage, carry weight stats should bypass for already strength 10 stat character ,when additional enclave armour (which adds 4 strength) is worn. Such as additional Melee + additional carry weight and throwing distance should be given (equivalent of 4 additional strength)( otherwise.. playing the game as a 7/8/9 10 strength character is wasted stats (not fun).. a whole new Avenue of gameplay for a dedicated Brawn heavy-handed melee character type investment is gone..

I believe it's an oversight ( and only oversight) Of this mod

Peace
 
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The game doesn't have to say 14 strength U know.. have can remain 10 strength but Melee points carry weight points throwing distance points change (like everything else)
Create a super mutant in Fallout Tactics.

...when additional enclave armour (which adds 4 strength) is worn. Such as additional Melee + additional carry weight and throwing distance should be given (equivalent of 4 additional strength)( otherwise.. playing the game as a 7/8/9 10 strength character is wasted stats (not fun).. a whole new Avenue of gameplay for a dedicated Brawn heavy-handed melee character type investment is gone..

I believe it's an oversight ( and only oversight) Of this mod

Peace
Even in Tactics the limit is 10 (in the SPECIAL), for human beings. Non human characters can raise a primary statistic to 16.
https://fallout.fandom.com/wiki/Fallout_Tactics_primary_statistics

You cannot criticize the mod for not catering to your ideal unarmed/melee build concept. Unless you're a bridge dweller.

playing the game as a 7/8/9 10 strength character is wasted stats (not fun)
I wouldn't claim that. The M60 is a decent early & mid game alternative to Bozar (the unmodded weapon) or LSW.

Also, without STR 7 you can't properly use any minigun. Why would you use them, I don't know, I've never been a fan of them in the classic Fallouts. But if you don't want to miss like a drunkyard... :drunk:

I was being serious, by the way. Play Fallout Tactics, it's quite good (just don't expect it to be a cRPG like previous Fallouts).
 
Fallout Tactics is the proper next game you play after Jagged Alliance 2.

Several floor, characters management, inventory management, gunporn turnbased tactical.

These features are godsent but during the release it hit F1/2 fans like a cement truck. Because they expect a story RPG with light combat, not pure combat game like FTBOS.
 
hi everyone , just to give a background were im coming from
ive played through fallout 2 many times with without the mods and with the mods( weapons redone and expansion) and with the mods ,its (imo) is the best rpg ever made.. at least i played

for the first time (knowing that weapons redone fixed unarmed attacks)
i played a non gun character ,fighting using unarmed and throwing only

ive completed roughly 90% of the game and its the most fun i ever had with fallout 2
(combined with the 1 strength from surgegy upgrade) ,i was playing a 10 str 10ag 10 end with all the bonus moves and actin points and melee damage and unarmed perks and so on

it was till i got enclave armor it made the str investment felt like a waste .. i knew it would be so much more fun, worthwhile, and realistic having additional melee points, throwing range and carry weight for (grenades ect) ,which is crucial for my character type) that exceeds 10 str (mathematically speaking- while still having it still displaying 10 on the char tally-as thats hardcoded) and more realistic, why? because someone like a 10 str character like Arnold in his prime wearing a enclave Armour for example should hit harder, thrower further, and carry more than a slightly above average build person doing the same in the same Armour.
Tweeking this makes having 10 strength charter a true and fun worthwhile investment for the entire game ..which is entire purpose of this mod..

now i didnt want this for my self and my teammates, but enemies too . i want a pre 10str super mutant in enclave Armour (+4 str) enemy have additional 4 melee points for example. (using the correct math)

i tried using a char editor program to remedy this but it didnt quite work as but i couldn't add 3 melee points but either 2 or 4 ( as the only way was using the additional melee +2 perk through the editor )and with similar problem with Sulik
but i have another problem ..is that the enemies dont have the same advantage ,which is what i want as well

thats why im bringing my attention to this to hopefully get the last tweek done to this otherwise 100% perfect mod. which i still love and im willing to donate cause i cant code lol


Cheers all
 
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Fixing enemies is too much work because you are going to fix their several templates, for each type of enemies.
Fixing your character is easier~
How about using editors to add non-Slayer perks to your char?
 
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