Hi all,
**** UPDATE ****
Version 1.1a of YAAM is out. The most significant additions are integration with Timeslip's sfall and much improved localization support.
You can always download the latest version of YAAM from here.
In the meanwhile, here's the FAQ that's lifted almost word-for-word from the ReadMe file, which should answer most of your questions.
Cheers,
-- The Haen.
Edit: Updated post for v1.1a
**** UPDATE ****
Version 1.1a of YAAM is out. The most significant additions are integration with Timeslip's sfall and much improved localization support.
You can always download the latest version of YAAM from here.
In the meanwhile, here's the FAQ that's lifted almost word-for-word from the ReadMe file, which should answer most of your questions.
Q: What is YAAM?
A: YAAM stands for Yet Another Ammo Mod, and it is an ammo mod for Fallout 2. The latest version of YAAM is always available at the No Mutants Allowed website (http://www.nma-fallout.com/).
Q: (Updated) Does it work with any other Fallout 2 mod out there?
A: Yes! Thanks to Timeslip, YAAM is now fully integrated with sfall. This means that any mod that uses sfall should be able to use YAAM, at least in theory. As for other mods, as long as they do not touch any weapon protos, armor protos, ammo protos, or the Fallout 2 executable, they should be fine, again at least in theory. The installer batch program that comes with sfall is smart enough to modify ddraw.ini to activate YAAM, while not touching other settings which the user and/or other mods may have enabled/disabled. Note: sfall is not part of the YAAM archive. If you plan to use YAAM with sfall, please download and install sfall prior to installing YAAM.
Q: (Updated) I have a French/German installation of Fallout 2. Will this mod still work?
A: Good question. From what I understand, the US version of the Fallout 2 executable should work with French or German installation, and the changes I had made have nothing to do with display settings or localization options. The only thing that is really missing is the localized version of PROTO.MSG file. As of Version 1.1a of YAAM, a localized version of PROTO.MSG in English, French, and German has been provided, and the installer is smart enough to install the proper localized version as necessary. It will even preserve customized changes from other mods that touch the PROTO.MSG file in almost all cases. See the manual installation instructions for more details.
Q: I have the Mac version of Fallout 2. Will this mod work for me?
A: There are no plans at this time to support the Mac version of Fallout 2. In fact, there are no plans at this time to support any version other than the Windows version. Sorry.
Q: So...another ammo mod for Fallout 2, eh? Aren't there a few of those out there already?
A: Yes.
Q: So what makes YAAM better?
A: Nothing. I never claimed that this was better, just...different.
Q: Fine. What makes YAAM different?
A: YAAM changes the functionality of the DR ammo modifier to a DT ammo modifier. JHP and most normal ammo is given a 0 DT modifier, while AP and FMJ ammo are given a value of anywhere between 2 to 20, with the majority being around the 2-5 range. For balancing issues, changes were also made to the Dmg mod of most ammunition. The readme file contains a complete list of ammunition changes.
Q: Wait a minute. The DT modifier is a positive number? Doesn't that add to the armor DT, thus decreasing damage?
A: Yes, the DT modifier is positive. However, DT modifier is a negative modifier. I have changed the engine to subtract the DT modifier value during damage calculation, so it should decrease damage.
Q: (New) So where does that leave the DR ammo modifier?
A: The DR ammo modifier is no longer an absolute value, but depends on the DT damage resisted. If, as a result of applying the DT ammo modifier the overall DT is reduced to below zero, then DT is set to zero, while DR is dropped by 10% for every DT point below zero. For example, suppose the ammunition has a DT ammo modifier value of 5, and the armor had a DT of 3 and a DR of 50. Then the net result would be an overall DT of 0, and an overall DR of 30, assuming no other factors are impacting DT or DR.
Q: How about adjusting values for weapons and armor?
A: Changes were not made to weapons and armor. Only ammunition (and of course the engine).
Q: Why not? Don't you need to do that to get better balance?
A: Perhaps. YAAM was, until quite recently, part of a much larger and much more ambitious combat mod that completely re-vamps tactical combat in Fallout 2. I have decided to split this small part off once I realized that it could stand alone.
Q: Really? Will we ever get to see the combat mod?
A: Perhaps. But I wouldn't hold your breath if I were you.
Q: Fine, so what's the bottom line effect of all your changes?
A: Generally speaking, ranged weapons now do more damage, regardless of the ammo you are using. JHP ammo will really hurt you if you are unarmored or poorly armored, but will barely faze you if you are well armored. AP ammo will not hurt you as much if you are unarmored, but you are guaranteed to still feel its effects even if you are in strong armor.
Q: Anything else?
A: Yes. Flamethrowers can hurt quite a bit now. And rocket launchers are pretty much insta-death if you are poorly armored. Those security bots are no longer a pushover, but a genuine can of "whoop-ass" that the original Fallout 2 developers envisioned them to be.
Q: Ok, I'll bite. How do I install this thing?
A: Create a new folder in your main Fallout 2 installation directory, and unzip everything there. Run the batch file YAAM_install.bat. Everything should be set. For more advanced users, there are also instructions for a manual install in the readme file.
Q: What if I run into problems running your mod?
A: Send me a PM or a post on the New Mutants Allowed website, and I'll respond as soon as I can.
Cheers,
-- The Haen.
Edit: Updated post for v1.1a
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