Fallout 2 mod I need help and advices and recommendations for my new F2 install

Ammanda

First time out of the vault
Apologies if I missed to post in proper forum section. From what I searched so far I found this as best place. I have no intention to break any rules so if I mistaken please move or remove it (I will copy my post so I could post it again if needed).

And apologies in advance for lot if questions and details I may have :-P
But modding is new for me and I would like to set new game best I could, and I don't feel I know enough to be sure I'm doing it all as it should be. Plus I would like to hear recommendations for additional mods and tweaks.

Last time I played game (F2) I'm sure I used RP. And once I installed RP, it updated SFall but not to latest one so I set it to latest one myself (at first I mistaken something and had constant warning about it in game so had to do it all over again to get it working. Not sure if I needed to do that but game worked fine for me. Maybe only Enclave part was bit weird feeling but I was able to do it fine). I used also Miria mod (I think same which I intend to use now), and some tweaks mod(s) but I can't really recall which one.

It was way better expirience compared to non modded F2 which I played long ago. Still, it was not much of challenge regarding combat. There was not much trouble to beat game (I did not killed everything which exist, but did killed everything hostile completely) on Hard both gameplay and combat. Once I get better armor and Light Support Weapon / Bozar, it was almost easy, later with high luck + Better Criticals + Sniper perk, it was very easy.

Now, RP and RPU are different mods actually, right? As from what I understand, it is RP but now maintaned, further updated and patched. Correct me if I'm wrong.

RP did offered me, during install, to choose some things and tweaks as I recall.
Now I installed game, and installed RPU, but I was not offered that option. If I need to check some things manually, let me know. But I guess it is how its supposted to be.
So now I have - Fallout 2 1.02d RP 2.3.3u26 SFALL 4.3.3.1

Last days I was reading about mods, and I was reading thread about which Miria mod could work with V26 and Talking Heads, some users had issues. Also I found some users had problem with RPU crashing game when entering Vault City.
So, I did give it a try and installed latest Talking Heads (and Talking Heads fix for Miria), and Endocore's Miria Mod (December 2013), as I found post from use player who stated that Miria mod worked fine for him with V26.
So I did quick test, with save editor I just boosted some stats crazy like so I can just quickly travel and test. Went straight to Modoc and there seems to be no problem at all with Miria so far, she can use and remove armor just fine, talking head works fine for her, as rest of commands. We did not only tested fight.
Also, there is no any crash when I enter Vault City (I enter only first area of it, did not try more).

I also downloaded Exp_list and copy EX table for 1.5X as I leveled too quick and easy last time (my opinion).

Found also MIB88 Megamod but as it cannot work with RPU, I would like to try RPU this time, lets try Megamod another time, I will keep it in mind.

So I want to make proper install (it seems to works fine so far), enhance it further with mods you would recommend it to me, be sure I don't make any mistake which would ruin anything in game, and this time play 3 girls sniper squad (Miria and Kitsune, and I would do some modifications for their stats to fit it, but later more on it).
I don't want to play with Bozar blasting everything anymore, I want new and more challenge. Sniper aimed shoots (and later Sniper perk) sounds good for me.

--------------------- so from this point I will need your advices

To fit NPCs for this idea, I like to give them more critical hit chance and some better criticals. Yes it is kind of cheating but I simply don't see point where I do 99% of work and damage all time (as they can't get perks and same progresion as players character), while NPCs doing just tiny damage to later strong opponents (it is annoying as all I have to care is to not get them killed, but they contibute little, I want them to do something actually). And I'm not doing it to make game easier for me, but as I said to make sniper efficient party, I simply want to have company honestly, who plays similar to me.
To get that, for Miria I think it is not problem because I had to copy files for her into Proto/Critters folder (so I can modify them).
Miria files are only ones in Critters folder however. So how I can modify Kitsune? I can using Save editor, but every time she levels up I would have to modify it again, as I don't know way to modify it in advance (as I can for Miria).
As I cannot get her early in game anyway I would be fine with just disabling her leveling up (my idea at moment) so I could simply modify her stats once I get her into party and it would stay like that.
Could I do it using "party" file in Data folder? ([Party Member 26] ; pMKITSUNE_PID)

level_minimum=12
level_up_every=3
level_pids=16777724,16777725,16777726,16777727,16777728

If i delete 16777724 and rest, would it work to disable her leveling or would cause problem once she have to level up?
Or maybe I can set level_minimum at lets say 90 (99 is cap for F2 right?), maybe it would work as I simply won't ever reach that level.


So far I have RPU V26 latest, Talking heads (plus fix for Miria), Miria mod, and modified XP progression table to make it bit slower.

Talking heads is nice btw, many thanks to modder :ok: . It does not change gameplay but is really nice nice addition.

I never player it, but recently I read about F2WR mod, from what I read it seems very nice and appealing to what I want. Also from what I understand it would fix AP ammunition issue, make combat overall more challenge which I want, turn Bozar into sniper rifle also wohoooo, etc.
Should that mod be my choice for combat and weapons (ammunition) tweaks ?


And from this point on, I have no more idea, I'm open to hear any recommendations for any other mods which can work with RPU I have. Feel free to suggest, I like expanded content or some nice tweaks.

Tnx in advance :wink:
 
fo2tweaks.dat - has a whole lot of interesting changes that can be turned on or off, as one sees fit. I especially like - display current HP over head for dude, party and nearby enemies combat.

; set to 1/0 (unless specified otherwise) the in main section to enable/disable the components
; edit the corresponding lower sections to fine tune the components
[main]
; set to 0 to disable
worldmap_key=W
; set to 0 or T to keep the default T key
townmap_key=Y
; don't penalize scoped weapons chance to hit at close range
no_scope_penalty=0
; Ignore target AC when attacking with a grenade, allow to toss grenades into empty hexes. Refer to the corresponding section for fine tuning.
improved_grenades=1
; Molotov does fire damage
molotov_fire=1
; Limit max knockback distance in hexes. -1 is vanilla (unlimited). 0 is no knockback at all. 1 is "up to 1 hex". Etc.
max_knockback=-1
; enable bottomless trunk
trunk_space=1
; automatically open/walk through unlocked doors when not in combat
autodoors=0
; (virtually) unlimited carry weight
carry_weight=0
; level 5 after completing temple of trials
level5=0
; display current ammo type in an infobox during combat
ammobox=0
; Modoc brahmin are on player's team, to avoid party members killing them all accidentally
modoc_brahmin=1
; alternative healing implementation
healing_revision=1
; display current HP over head for dude, party and nearby enemies combat. This is not ideal, has some delay.
hp_over_head=1
; AP/JHP damage mod. You must set DamageFormula=0 in ddraw.ini for this component to work correctly.
damage_mod=1
; expanded highlighting mod. Disable default sfall highlighting is you're using this (delete data/scripts/gl_highlighting.int if present).
highlighting=0
; dude automatically reloads both weapons at the end of combat
auto_reload=1
; party npc level will match player level more closely
party_level_match=1
; don't check *charisma* limit when joining the party. All other checks (karma, quests, etc) are intact!
unlimited_party=1
; remap keys according to the table in the keymap section
keymap=1
; enable if you find some areas too dark. Map light level will never go below this percentage. Recommended value is 49.
min_light_level=0
; overall game speedup. Check the readme before enabling.
speedup=0
; Increase run speed for PC (when wearing armor) and/or party members. Helps with Marcus/Lenny/Skynet lagging behind. You must set UseFileSystemOverride=1 in ddraw.ini for this to work.
run_speed=0
; Critters getting melted, exploded, burned to ashes won't drop their whole inventory to the ground, instead allowing to loot the remains normally.
no_drop_items_on_death=0
; How many sexual encounters with DIFFERENT people do you have to have to be considered a Gigolo. 0 means vanilla behaviour.
gigolo_limit=0
; Automatic cursor change on mouseover in combat.
auto_cursor=0
[no_scope_penalty]
; https://github.com/BGforgeNet/Fallo...lob/master/scripts_src/headers/itempid.h#L119
; remove scope range perk from weapons in the list, increase range to 150%
; scoped hunting rifle
remove=287
; if weapon has scope range perk, replace it with long range
; no effect in vanilla or RP, but changes EcCo mod versions
; sniper rifle, bozar
to_long=143,350
[improved_grenades]
; allow to toss grenades into empty hexes
attack_area=1
; below are lists of affected weapons and ammo. See the links to add your own.
; https://github.com/BGforgeNet/Fallo...lob/master/scripts_src/headers/itempid.h#L119
; https://github.com/phobos2077/ecco_ssl/blob/master/_pbs_main/mod.h#L51
; affected weapons:
; frag (Sonora), frag (vanilla), plasma, pulse, molotov, holy hand, M79 (ecco), MGL (ecco), homemade (ecco)
weapons=20,25,26,27,159,421,630,634,651
; affected ammo:
; explosive rocket
ammo=14
[molotov_fire]
; enable flameboy animation for molotov
flameboy=1
[ammobox]
; bar box number. Don't change if you don't know what this is.
number=9
; text color https://sfall.bgforge.net/tags/#set_iface_tag_text
color=3
[healing_revision]
; dude will receive free Living Anatomy if Doctor skill raised up to this limit
; applies on entering a map. Set to over 300 if you don't want this feature
living_anatomy_min_doctor=135
[highlighting]
; DX scandode of a key to press to highlight items on the ground
; 42 - SHIFT key
; https://github.com/phobos2077/sfall/blob/master/artifacts/scripting/headers/dik.h
key=42
; Set the color of outlines, available colors:
; 0 - disable
; 1 - glowing red
; 2 - red
; 4 - grey
; 8 - glowing green
; 16 - bright yellow
; 32 - dark yellow
; 64 - purple
color_critters=32
color_corpses=16
color_containers=8
color_locked_containers=2
color_locked_doors=2
color_traps=2
color_items=16
color_party=8
color_dude=0
color_transitions=64
; set to 1 to only highlight objects in the player's line-of-sight
check_los=0
; skip empty containers and corpses
skip_empty=1
; Set to 1 to ignore NO_HIGHLIGHT flag on objects and highlight them regardless
ignore_nohighlight=1
; Motion Scanner mode:
; 0 - ignored
; 1 - requires Motion Scanner present in player inventory to activate highlighting
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
motion_scanner=0
; Skip these items (pids). Mostly various bookshelves and bookcases
skip_items=148,150,154,156
; (additional pids of) traps, comma separated
; RP's Raiders Cavern pits
traps=33556185
; (additional pids of) area transitions such as manholes, wells, etc
transitions=33554629
[party_level_match]
; X=Y,Z: NPC X will get first level up at player level Y and an additional level up each Z player levels, as per party.txt
; Levels are applied: 1. When taking NPC into party. 2. When combat ends. 3. When entering an area.
; Works independently of NPCAutoLevel, so it doesn't prevent NPCs from leveling earlier according to party.txt rules.
; Defaults correspond to party.txt values from RPU.
; Look up NPC pids in https://github.com/BGforgeNet/Fallo...ct/blob/master/scripts_src/headers/critrpid.h
; Goris
16777368=10,3
[party_level_maxstage]
; mapping of NPC pids to max stage available.
; All original and RP NPCs are already included. Only change if you have mods that add new NPCs or change old ones
; npc_pid=max_stage
; example, vanilla Miria - doesn't level up, her max stage is 0:
;16777380=0
[damage_mod]
; Combat difficulty in game options determines both enemies' chance to hit (and possibly AI), as well as damage inflicted.
; This setting allows to decouple them. If enabled, game option will only affect AI/CtH, while this will determine damage multiplier.
; 0: no change - vanilla behaviour (coupled), 1: wimpy (75%), 2: normal (100%), 3: rough (125%).
damage_difficulty=0
; In vanilla, only damage inflicted by enemies increases with difficulty. Player and companions always inflict 100%.
; If you prefer the combat "fair", in sense that damage is scaled for all combatants, change this to 1.
party_scale_damage=0
; List ammo pids so that their new DMG mod is shown when viewing the description
; It is a cosmetic only setting, DMG mod field is not used in calculation
; All original ammo is included by default, only change if you have mods that add new ammo
; 610-641: EcCo
ammo_pids=610,614,615,631,632,633,641
[damage_mod_ammo_dr]
; Map ammo PID to ammo DR. Already includes all vanilla and EcCo ammo.
; By default, JHP ammo is set to have DR mod of +35%, AP -35%, FMJ -20%.
; See PIDs here https://github.com/BGforgeNet/Fallo...lob/master/scripts_src/headers/itempid.h#L181
; Examples:
; 10mm JHP
; 29=35
; 10mm AP
; 30=-35
[damage_mod_ammo_type]
; set specific ammo to deal specific type of damage.
; useful for ammo added by mods, when a weapon can shoot ammo with different damage types
; see https://github.com/phobos2077/sfall/blob/master/artifacts/scripting/headers/define_lite.h#L621 for damage types
; format: dmg_type=pid1,pid2,pid3
; fire damage: EcCo 40mm IC
2=632
[unlimited_party]
; Additional NPC pids, comma-separated. All original game and RP NPCs are already included.
; It's party_member_pid from data/data/party.txt
npc_pids=
[keymap]
; NEW_key=OLD_key
; if old key is not mapped elsewhere, it will be disabled.
; quick save
F5=F6
; quick load
F8=F7
; load game
F9=F5
; center on PC: J=Home - for laptop users
J=Home
[run_speed]
; You can enable run speed increase for the Chosen, party, or both.
dude=1
party=1
 
fo2tweaks.dat - has a whole lot of interesting changes that can be turned on or off, as one sees fit. I especially like - display current HP over head for dude, party and nearby enemies combat.

; set to 1/0 (unless specified otherwise) the in main section to enable/disable the components
; edit the corresponding lower sections to fine tune the components
[main]
; set to 0 to disable
worldmap_key=W
; set to 0 or T to keep the default T key
townmap_key=Y
; don't penalize scoped weapons chance to hit at close range
no_scope_penalty=0
; Ignore target AC when attacking with a grenade, allow to toss grenades into empty hexes. Refer to the corresponding section for fine tuning.
improved_grenades=1
; Molotov does fire damage
molotov_fire=1
; Limit max knockback distance in hexes. -1 is vanilla (unlimited). 0 is no knockback at all. 1 is "up to 1 hex". Etc.
max_knockback=-1
; enable bottomless trunk
trunk_space=1
; automatically open/walk through unlocked doors when not in combat
autodoors=0
; (virtually) unlimited carry weight
carry_weight=0
; level 5 after completing temple of trials
level5=0
; display current ammo type in an infobox during combat
ammobox=0
; Modoc brahmin are on player's team, to avoid party members killing them all accidentally
modoc_brahmin=1
; alternative healing implementation
healing_revision=1
; display current HP over head for dude, party and nearby enemies combat. This is not ideal, has some delay.
hp_over_head=1
; AP/JHP damage mod. You must set DamageFormula=0 in ddraw.ini for this component to work correctly.
damage_mod=1
; expanded highlighting mod. Disable default sfall highlighting is you're using this (delete data/scripts/gl_highlighting.int if present).
highlighting=0
; dude automatically reloads both weapons at the end of combat
auto_reload=1
; party npc level will match player level more closely
party_level_match=1
; don't check *charisma* limit when joining the party. All other checks (karma, quests, etc) are intact!
unlimited_party=1
; remap keys according to the table in the keymap section
keymap=1
; enable if you find some areas too dark. Map light level will never go below this percentage. Recommended value is 49.
min_light_level=0
; overall game speedup. Check the readme before enabling.
speedup=0
; Increase run speed for PC (when wearing armor) and/or party members. Helps with Marcus/Lenny/Skynet lagging behind. You must set UseFileSystemOverride=1 in ddraw.ini for this to work.
run_speed=0
; Critters getting melted, exploded, burned to ashes won't drop their whole inventory to the ground, instead allowing to loot the remains normally.
no_drop_items_on_death=0
; How many sexual encounters with DIFFERENT people do you have to have to be considered a Gigolo. 0 means vanilla behaviour.
gigolo_limit=0
; Automatic cursor change on mouseover in combat.
auto_cursor=0
[no_scope_penalty]
; https://github.com/BGforgeNet/Fallo...lob/master/scripts_src/headers/itempid.h#L119
; remove scope range perk from weapons in the list, increase range to 150%
; scoped hunting rifle
remove=287
; if weapon has scope range perk, replace it with long range
; no effect in vanilla or RP, but changes EcCo mod versions
; sniper rifle, bozar
to_long=143,350
[improved_grenades]
; allow to toss grenades into empty hexes
attack_area=1
; below are lists of affected weapons and ammo. See the links to add your own.
; https://github.com/BGforgeNet/Fallo...lob/master/scripts_src/headers/itempid.h#L119
; https://github.com/phobos2077/ecco_ssl/blob/master/_pbs_main/mod.h#L51
; affected weapons:
; frag (Sonora), frag (vanilla), plasma, pulse, molotov, holy hand, M79 (ecco), MGL (ecco), homemade (ecco)
weapons=20,25,26,27,159,421,630,634,651
; affected ammo:
; explosive rocket
ammo=14
[molotov_fire]
; enable flameboy animation for molotov
flameboy=1
[ammobox]
; bar box number. Don't change if you don't know what this is.
number=9
; text color https://sfall.bgforge.net/tags/#set_iface_tag_text
color=3
[healing_revision]
; dude will receive free Living Anatomy if Doctor skill raised up to this limit
; applies on entering a map. Set to over 300 if you don't want this feature
living_anatomy_min_doctor=135
[highlighting]
; DX scandode of a key to press to highlight items on the ground
; 42 - SHIFT key
; https://github.com/phobos2077/sfall/blob/master/artifacts/scripting/headers/dik.h
key=42
; Set the color of outlines, available colors:
; 0 - disable
; 1 - glowing red
; 2 - red
; 4 - grey
; 8 - glowing green
; 16 - bright yellow
; 32 - dark yellow
; 64 - purple
color_critters=32
color_corpses=16
color_containers=8
color_locked_containers=2
color_locked_doors=2
color_traps=2
color_items=16
color_party=8
color_dude=0
color_transitions=64
; set to 1 to only highlight objects in the player's line-of-sight
check_los=0
; skip empty containers and corpses
skip_empty=1
; Set to 1 to ignore NO_HIGHLIGHT flag on objects and highlight them regardless
ignore_nohighlight=1
; Motion Scanner mode:
; 0 - ignored
; 1 - requires Motion Scanner present in player inventory to activate highlighting
; 2 - requires Motion Scanner and also requires 1 charge on every use (depleted scanner will not work anymore)
motion_scanner=0
; Skip these items (pids). Mostly various bookshelves and bookcases
skip_items=148,150,154,156
; (additional pids of) traps, comma separated
; RP's Raiders Cavern pits
traps=33556185
; (additional pids of) area transitions such as manholes, wells, etc
transitions=33554629
[party_level_match]
; X=Y,Z: NPC X will get first level up at player level Y and an additional level up each Z player levels, as per party.txt
; Levels are applied: 1. When taking NPC into party. 2. When combat ends. 3. When entering an area.
; Works independently of NPCAutoLevel, so it doesn't prevent NPCs from leveling earlier according to party.txt rules.
; Defaults correspond to party.txt values from RPU.
; Look up NPC pids in https://github.com/BGforgeNet/Fallo...ct/blob/master/scripts_src/headers/critrpid.h
; Goris
16777368=10,3
[party_level_maxstage]
; mapping of NPC pids to max stage available.
; All original and RP NPCs are already included. Only change if you have mods that add new NPCs or change old ones
; npc_pid=max_stage
; example, vanilla Miria - doesn't level up, her max stage is 0:
;16777380=0
[damage_mod]
; Combat difficulty in game options determines both enemies' chance to hit (and possibly AI), as well as damage inflicted.
; This setting allows to decouple them. If enabled, game option will only affect AI/CtH, while this will determine damage multiplier.
; 0: no change - vanilla behaviour (coupled), 1: wimpy (75%), 2: normal (100%), 3: rough (125%).
damage_difficulty=0
; In vanilla, only damage inflicted by enemies increases with difficulty. Player and companions always inflict 100%.
; If you prefer the combat "fair", in sense that damage is scaled for all combatants, change this to 1.
party_scale_damage=0
; List ammo pids so that their new DMG mod is shown when viewing the description
; It is a cosmetic only setting, DMG mod field is not used in calculation
; All original ammo is included by default, only change if you have mods that add new ammo
; 610-641: EcCo
ammo_pids=610,614,615,631,632,633,641
[damage_mod_ammo_dr]
; Map ammo PID to ammo DR. Already includes all vanilla and EcCo ammo.
; By default, JHP ammo is set to have DR mod of +35%, AP -35%, FMJ -20%.
; See PIDs here https://github.com/BGforgeNet/Fallo...lob/master/scripts_src/headers/itempid.h#L181
; Examples:
; 10mm JHP
; 29=35
; 10mm AP
; 30=-35
[damage_mod_ammo_type]
; set specific ammo to deal specific type of damage.
; useful for ammo added by mods, when a weapon can shoot ammo with different damage types
; see https://github.com/phobos2077/sfall/blob/master/artifacts/scripting/headers/define_lite.h#L621 for damage types
; format: dmg_type=pid1,pid2,pid3
; fire damage: EcCo 40mm IC
2=632
[unlimited_party]
; Additional NPC pids, comma-separated. All original game and RP NPCs are already included.
; It's party_member_pid from data/data/party.txt
npc_pids=
[keymap]
; NEW_key=OLD_key
; if old key is not mapped elsewhere, it will be disabled.
; quick save
F5=F6
; quick load
F8=F7
; load game
F9=F5
; center on PC: J=Home - for laptop users
J=Home
[run_speed]
; You can enable run speed increase for the Chosen, party, or both.
dude=1
party=1




I did took time to read details on this mod, there is lot of good stuff indeed but for what I exactly want in this install, there is at best just few things I could use.
For combat and ammuniton changes, it states it should not be used together with F2WR. So far from my search and read F2WR is most appealing, but I never used it so I wait to eventually hear more about it from others.


I also need to know for Kitsune how to disable her level up (I write my idea in first post but would like to hear is it safe to do so without triggering any issue), or how to get access to her files for higher levels so I could adjust them how I like.
 
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