F2WR - Fallout 2: Weapons Redone v2.2 Thank you for opening the readme for F2WR! You really should read it, too! --------------- Who made this --------------- The F2WR, "Fallout2: Weapons Redone", is made and updated by me, Magnus. The sound files included are done by Killap. You can contact me or send me your bank account number at leythran@hotmail.com, or you can send me a PM in the No Mutants Allowed forums, where I am known as Magnus, and that is called Magnus. F2WR also has its own kickass thread in the NMA forums, where you can post suggestions, criticism, questions and other fine stuff, AFTER having read this readme: http://www.nma-fallout.com/forum/viewtopic.php?t=42328 You may use, steal, rip, burn, modify and distribute F2WR partially or entirely, as long as you give some credits to me in your readme. --------------- What does it do --------------- F2WR makes the Throwing skill more useful, makes AP ammo better than JHP against high level armors, rebalances laser resistance of all armors, retools the Bozar into a very powerful sniper rather than a deadly machinegun, rebalances Unarmed and the melee weapons, makes the .223 Pistol a unique weapon, reduces prices to balance player wealth, and much more! It all depends on what you choose to install, of course. The specific changes are listed further down. These changes certainly make the game more realistic, fast-paced and dangerous, but not so much that they take away the fun. You can expect to be shred apart by someone wielding an Assault Rifle when all you're wearing is Leather Armor. But if you're wearing Combat Armor, the Assault Rifle will barely itch... unless your opponent reloads it with AP ammo, in which case you still take heavy damage. And if your opponent wields a 14mm Pistol, not even Power Armor will protect you from taking damage. Don't expect to successfully wipe out Metzger's gangs until you've got some Metal Armor and perhaps a Combat Shotgun. Don't even think about taking on the Raiders until you and your friends are toting some serious hardware, perhaps even Power Armor. And when you're outnumbered in the wastes, don't count on winning unless you're many levels above your opponents in weaponry or armor. --------------- What else --------------- F2WR is backwards compatible, which means that any version of F2WR can be installed over an older version. It is also compatible with all saved games with any kind of mod installed, as its changes apply themselves whenever you load up the game. Thus there is no need to start a new one. F2WR is fully compatible with Killap's Unofficial Patch and his Restoration Project, because it uses his item protos. Make sure you set the ammo mod settings in the RP's ddraw.ini to the default 0 if you use F2WR with the RP (i.e. turn Glovz' ammo mod off. It should already be off if you haven't turned it on.), or some weird stuff will probably happen. F2WR is also compatible with the MIB88 Megamod, though I personally have not tested this. Therefore, I cannot predict what may happen if you choose to run them together, though I'd go for "Nothing dangerous or even noticeable". A big bonus to those who run it with the Megamod is the Megamod's included Mr. Fixit, which allows the player to craft Molotov Cocktails, among other things. Since F2WR makes Molotovs quite useful, the two mods fill each other out perfectly. As for Shattered Destiny, and every other single Fallout 2 mod on the planet: I don't know. If the other mod edits any armor, my changes will overwrite them, as I have redone laser resistance of all armors. If it edits any ammo, my changes might perhaps overwrite them, as I have edited mostly all ammos. The same goes for weapons. But fear not, for F2WR is modular and flexible. If you are sure that my changes to armor will overwrite the ones in a mod that you deem absolutely holy and critical to your gameplay experience, then you can opt not to install them. The same goes for energy weapons, rifles, shotguns and other things. See below. --------------- Installation and content explanation --------------- Read F2WRInstallation.txt! PLEASE! --------------- Full list of changes --------------- 1. Items --------------- See the "Items Subfolders" section further below. --------------- 2. Critters: --------------- This makes all the information in the "Items 1: Armor" section also apply to the critters in the game. --------------- 3. Sounds: --------------- This folder contains the Fallout 1 sounds for big pistols, a brutal BOOM. These are identical to the ones from Killap's RP. --------------- 4. Scripts: --------------- This script makes the Punch special attacks cost 4 AP and the Kick special attacks cost 5. --------------- 5. Data: --------------- This contains a custom-tooled Worldmap.txt, which makes random encounters more balanced. THIS IS IN ALL CAPS BECAUSE IT'S IMPORTANT: THIS CAN ONLY BE USED WITH KILLAP'S RP! I MADE IT WITH THE RP V2.1, ANY OLDER VERSIONS MIGHT GO KABOOM! DO NOT USE THIS WITH ANY EXISTING SAVES, THEY WILL GO KABOOM! Okay, here's what it does: Enemies carry no spare ammo, unless it's really rare. If an enemy uses a low-capacity weapon like a Shotgun, they will be given something else as a sidearm, like a pair of Spiked Knuckles, etc. Molotovs and Throwing Knives are much more common in early-midgame encounters. (Hint: Molotovs are made with alcohol... who's got plenty of that?) Grenades are more common in mid-lategame encounters. Underrepresented weapons (FN FAL HPFA, XL70E3, Sawed-Off, M60) can now be found in a few more encounters. --------------- Items 1: "Armor" --------------- Some armors have had their Normal damage resistance values changed to fit with the new ammo values: Leather Jacket has a Normal DT of 1. Metal Armor has a Normal DR of 35 and a DT of 3. Combat Armor Mk.II and Brotherhood Armor have a Normal DR of 45. Power Armor has a Normal DR of 50 and a DT of 10. Hardened Power Armor has a Normal DR of 55 and a DT of 11. Advanced Power Armor has a Normal DR of 65 and a DT of 13. Advanced Power Armor Mk.II has a Normal DR of 70 and a DT of 14. Tesla Armor has a Normal DR/DT equal to Metal Armor Mk.II. All armors have been redone for more playable Laser resistance. I imagine DR represents how much of the laser that gets reflected, while DT is how much damage is absorbed while the laser burns through the material. Armors are listed by average effectiveness: Armor - Laser DR%/DT Leather Jacket - 00/01 (Black leather reflects nada and easily burns.) Leather Armor/Combat Leather Jacket - 00/02 (Still leather, but more of it.) Leather Armor Mk.II - 10/02 (Polished, so reflects a bit.) Combat Armor - 25/04 (Only the shiny bits reflect, but the material is full of heat dischargers and whatnots.) Bridgekeeper's Robes - 00/10 (Reflects nothing, but is full of magical stuff which resists laser and makes it purple. Better than Combat Armor against Laser Pistols, worse against Laser Rifles.) Combat Armor Mk.II - 30/05 (More shiny bits and better dischargers.) Metal Armor - 40/03 (Metal reflects a good bit, but easily conducts heat.) Brotherhood Armor - 40/06 (Plenty of shinyness and even better dischargers.) Metal Armor Mk.II - 65/03 (Reflects a lot more because it is polished, but it is still just metal.) Power Armor - 70/07 (Lots of shiny plates that are hard to burn through, but also some areas that don't reflect.) H. Power Armor - 75/08 (A slightly more reflexive coating that also takes a while for the laser to burn away.) A. Power Armor - 60/20 (Less reflective than Power Armor, but is mostly made out of ceramics, which can stand enormous temperatures.) A. Power Armor Mk.II - 60/25 (Its materials can stand a bit more heat than regular Advanced Power Armor. Invulnerable to Laser Pistols, but not Magneto-Lasers.) Tesla Armor - 90/3 (Specialised energy absorbers give incredible reflection, but the material is still just metal. Not invulnerable to anything, but takes much less damage from Laser Rifles than Advanced Power Armor Mk.II.) A few armors have had their Explode damage resistance values tweaked a bit, as they were weird: Leather Armor has an Explode DT of 1 instead of 0. Tesla Armor has an Explode DR/DT equal to Metal Armor Mk.II. Combat Armor Mk.II and Brotherhood Armor have exchanged Explode DR/DT values, so that Brotherhood Armor is better than Combat Armor Mk.II. Power Armor and Hardened Power Armor have an Explode DT of 16 instead of 20. Tesla Armor has a Fire DR/DT equal to Metal Armor Mk.II. Metal Armor Mk. II no longer has any Electric resistance. Advanced Power Armors have a 55% resistance to EMP damage and Power Armors have a 75% resistance. Bring some EMP grenades to those Enclave patrols! --------------- Items 2: Ammo --------------- Scarce: This part is not included in the "All"-installation. What it does is cut all ammo stacks in half (rounded down to the nearest whole number). As a result of this, ammo is now twice as heavy, twice as pricey and half as abundant at shopkeepers. The amount of ammo that you buy or get given in dialogue will be reduced, but ammo you find in crates, lockers and weapons will NOT, so be on the lookout for those pre-war stashes. Exceptions to the cut-in-half-rule are as following: MFC comes in packs of 35 instead of 50. SEC comes in packs of 30 instead of 40. 7.62mm comes in clips of 20 instead of 35. Flamethrower Fuel comes in clips of 6 instead of 10. Unfair: Same as above, but these ammo stacks have been cut in FOUR. Normal: If you like the original Fallout way of swimming in ammo, install this folder. The Scarce/Unfair folders also contains these changes. See the spreadsheet bundled with the mod for more details on the AP ammo changes. All AP ammo has a damage modifier of 1/1, making it useful. Sharp ammo (.223 FMJ, .44 FMJ, 7.62mm, 4.7 Caseless) has an AC modifier of -10. Armor piercing ammo (10mmAP, 5mmAP, Needler AP, .44 Magnum FMJ) has an AC modifier of -20. Super-AP ammo (14mmAP, 2mmEC) has an AC modifier of -30. Flamer fuel and Improved Flamer fuel have AC modifiers of -10 and -20, due to their ability to burn and overheat armor. Rockets and AP Rockets have AC modifiers of -15 and -30, due to their ability to shatter and distort armor plates. All other ammo has an AC modifier of 0. Explosive Rockets have a DR modifier of 18 and a damage modifier of 7/4. Both types of Flamethrower Fuel have a weight of 6 instead of 10. Regular Flamethrower Fuel also has a DR modifier of 20 instead of 25. HN Needler ammo has a DR modifier of -20. HN AP Needler ammo has a DR modifier of -40 and a damage mod of 1/1 instead of 2/1. Both types of Needler Ammo are armor-piercing, but one works better than the other, though it is much less common. The common variety is now better than default, and the uncommon one is worse than default, where it was overpowered. By default, Needler ammo comes in clips of 30, while Needler AP comes in clips of 10. They both come in clips of 20 now. 10mmJHP and 5mmJHP have a damage modifier of 7/2 and a DR modifier of 48. 5mmAP has a DR modifier of -40, 10mmAP has a DR modifier of -45, 14mmAP has a DR modifier of -50. 14mmAP weighs 2 pounds instead of 1. .44JHP has a damage modifier of 7/2 and a DR modifier of 46. .44FMJ has a DR modifier of -30. The game's 20 rounds of 9mmBall have been replaced with .223 FMJ because of the Mauser/.223 pistol exchange. It has a damage modifier of 2/2 to distinguish it from the real .223FMJ, since the two types won't stack. 9mm ammo now has a damage mod of 3/2, an AC modifier of -10 and a DR modifier of 15. It also comes in clips of 20 rounds, which have a base sell price of 100$. 9mm ammo has been replaced with 9mm Ball. This all means that you can now buy plenty of 9mmBall in NCR, and that you will no longer find 9mm ammo as no weapons use it. 7.62mm comes in clips of 35 instead of 20, to make it less scarce. 7.62mm ammo has an AC/DR modifier of -15/-20, up from -5/-10. .45 caliber now comes in clips of 30 instead of a completely bloody useless 10. This means Eldridge now restocks 120 rounds of .45 caliber instead of 40, and that a fully loaded Tommy Gun weighs 9 pounds instead of 12. .45 caliber now has a DR mod of 52 and a damage mod of 6/2, meaning it's good against leather and unarmored, and poor against Metal and armored. 4.7 Caseless ammo has had its DR modifier increased from -10 to -15. Gauss ammo (2mmEC) no longer increases the weapon's base damage, but its DR modifier has been increased to a muscular -50. --------------- Items 3: "Big Guns" --------------- The Minigun and the Avenger have one more point of maximum damage. The Avenger now also has a 40% bonus to hit like the Minigun. The Rocket Launcher does 45-100 damage. Regular Flamers accept only regular fuel, Improved Flamers accept only Improved fuel, which is... better. They both do 50-90 damage and have a range of 6, and their chance to hit is not affected by darkness. The Improved Flamer is also loaded with Improved Fuel by default, which ironically makes it a bit harder to exploit Algernon for it. The M60 now has a single-shot mode that costs 5AP and has a range of 40. Its ammo capacity is increased to 60, and it fires 12 bullets per burst instead of 10. The Light Support Weapon now has a single-shot mode that costs 5AP and has a range of 45. It also has a 20% bonus to hit, due to its small scope. The Light Support Weapon and the M60 now sound like Assault Rifles, since the Minigun sound made their single shots fire in complete silence. Also, they now have Single Shot as their primary attack mode and Burst as their secondary. The Light Support Weapon has been swapped with the Bozar, meaning they have switched locations in game. The Bozar is now single shot only, uses 14mmAP ammo, has a range of 36 and sounds like a Sniper Rifle. It does 38-76 damage, has a capacity of 10 and a 40% bonus to hit. Its AP cost is still 6. Most base weapon values have been redone. Upgraded weapons go for the same as regular ones. Weapon - New Price - Default Price Flamer - 2000 - 2000 Rocket Launcher - 2500 - 2300 M60 - 2800 - 3500 Minigun - 3400 - 3800 Light Support Weapon - 4000 - 4750 Bozar - 5000 - 5250 Avenger - 5500 - 5500 Vindicator - 14000 - 15250 --------------- Items 4: "Energy" --------------- WithArmor (Use this if you installed "Items 1: Armor") (4a) The Laser Pistol and its upgrade do 15-25 damage and cost 4AP to fire. (4a) The Laser Rifle and its upgrade do 30-60 damage. WithoutArmor (Use this if you did not install "Items 1: Armor") (4b) The Laser Pistol and its upgrade do 22-34 damage and cost 4AP to fire. (4b) The Laser Rifle and its upgrade do 40-70 damage. Both (These changes apply to both folders) (4ab) The Solar Scorcher does Fire damage instead of Laser, and no longer has a 20% bonus to hit. (4ab) The Plasma Pistol and its upgrade do 21-35 damage and cost 4AP to fire. (4ab) The Plasma Rifle has the same stats as Turbo Plasma Rifle, but costs one more AP to fire. (4ab) The Laser Rifle and its upgrade have a ST requirement of 5. (4ab) The Pulse Pistol has a range of 18 up from 15. Most base weapon values have been redone. Upgraded weapons go for the same as regular ones. Weapon - New Price - Default Price Laser Pistol - 1400 - 1400 Plasma Pistol - 1800 - 2750 Laser Rifle - 4500 - 5000 Plasma Rifle - 5000 - 4000 Pulse Pistol - 7000 - 12500 Gatling Laser - 7500 - 7500 Pulse Rifle - 10000 - 17500 --------------- Items 5: "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 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. --------------- Items 6: "Low-Tech" --------------- All low-tech weapons have been redone for consistency (except Rocks and Plant Spikes), more of them are throwable and most of them do more damage: Weapon / Min-Max dmg / AP cost (thrown) / Perk Blunt: Brass Knuckles / 6-6 / 3 / none Wrench / 7-9 / 3 / none Club / 8-8 / 3 / none Crowbar / 12-15 / 4 / none Sledgehammer / 15-17 / 5 / Knockback Power Fist / 15-24 / 3 / no longer Penetrate Louisville Slugger / 20-30 / 4 / Knockback Mega Power Fist / 26-40 / 3 / no longer Penetrate Super Sledge* / 35-50 / 5 / Knockback Sharp: Sharpened Pole / 3-8 / 4(4) / none Knife / 3-8 / 3(3) / none Spiked Knuckles / 6-10 / 3 / none Combat Knife / 6-12 / 3(3) / none Switchblade / 8-9 / 3 / none Shiv / 7-10 / 3 / none Throwing Knife** / 8-16 / (3)4 / Penetrate Spear / 10-20 / 5(5)/ none Sharpened Spear / 10-20 / 5(5) / Penetrate Little Jesus / 8-14 / 3 / Penetrate Wakizashi Blade*** / 7-15 / 3(3) / Penetrate Wakizashi Sword**** / 12-30 / 4 / Penetrate Ripper / 17-36 / 4 / Penetrate *The Super Sledge now requires a ST of 6 to wield properly. **Throwing Knives have a base price of 75 instead of 100. ***Wakizashi Blades weigh 2 pounds instead of 3. ****This will only be used if you installed Josan12's custom animations from Killap's RP. The thrown low-tech weapons' max ranges and the ST required to achieve such a range are the following: Spears - range 27, ST 9 Throwing Knives - range 24, ST 8 Combat Knives/Wakizashi Blades - range 21, ST 7 Knives/Sharpened Poles - range 18, ST 6 Crowbars/Wrenches/Clubs - range 15, ST 5 The actual ranges depend on character ST, with a ST of 5, the weapons above would all have a range of 15. Goris' minimum damage has been increased from 3 to 10, meaning he always does at least 10 damage before melee damage and armor modifiers are applied, and usually a lot more. The cost of the unarmed special attacks has been lowered to 4 for punches and 5 for kicks. This is done with a script, see F2WRInstallation.txt. --------------- Items 7: "Pistols" --------------- The 14mm Pistol does 15-21 damage. The Desert Eagle and the .44 Magnum do 12-17 and 13-19 damage, respectively. Putting a speed loader on the .44 Magnum no longer increases its range from 15 to 20. Instead, both versions of the weapon have a range of 20. The Desert Eagle and its upgrade have a range of 30. Putting an extended magazine on the Desert Eagle now yields a capacity of 12 instead of 20. The Needler Pistol does 12-18 damage, has a range of 20 and an AP cost of 4. It also has a base price of 1300 instead of 2200. The 10mm Pistol does 7-13 damage and has an AP cost of 4. The 9mm Mauser now has a damage of 10-16 and a range of 25. It still has an accuracy bonus of 20% and an AP cost of 4. The .223 Pistol has been swapped with the Mauser, meaning you will only find one .223 and many Mausers. Most base weapon values have been redone. Upgraded weapons go for the same as regular ones. Weapon - New Price - Default Price 10mm Pistol - 300 - 250 9mm Mauser - 650 - 1500 Desert Eagle - 700 - 800 .44 Magnum - 800 - 600 14mm Pistol - 950 - 1100 Needler Pistol - 1300 - 2200 .223 Pistol - 3500 - 3500 Gauss Pistol - 4750 - 5250 --------------- Items 8: "Rifles" --------------- The Assault Rifle and its upgrade have a hit bonus of 20% instead of 40%, and their single shot range is reduced to 40. They also have a burst range of 35. The Assault Rifle and its upgrade fire 9 bullets per burst instead of 8. The Assault Rifle now has a capacity of 27, which gives three bursts per reload. Putting an extended magazine on it yields a capacity of 90 and ten bursts per reload. The Sniper Rifle does 17-34 damage. The Hunting Rifle and its upgrade do 10-20 damage. The Hunting Rifle also has a hit bonus of 20% instead of 40%. The FN FAL fires 11 bullets per burst, with or without a night sight. The HPFA does 14-22 damage up from 11-22. It fires 18 bullets per burst, which is less than its default 20, but the HPFA now has a 20% bonus to hit that the other FN FALs do not. The FN FAL has a capacity of 33, with or without a night sight. The HPFA has a capacity of 36. Most base weapon values have been redone. Upgraded weapons go for the same as regular ones. Weapon - New Price - Default Price Hunting Rifle - 900 - 1000 Assault Rifle - 1150 - 1300 FN FAL - 1350 - 1500 Sniper Rifle - 1500 - 2200 FN FAL HPFA - 2500 - 2250 Gauss Rifle - 8000 - 8250 --------------- Items 9: "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 18 shots, and weigh 12 and 15 pounds. The Shotgun does 15-22 damage and its range is now 18. The Sawnoff Shotgun does 19-24 damage, uses the Pistol animation, has a 20% hit bonus like all other shotguns and its range is now 9. The Combat Shotgun's single shot range is now 20. The HK CAWS now does 16-27 damage. Most base weapon values have been redone. Upgraded weapons go for the same as regular ones. Weapon - New Price - Default Price Shotgun - 750 - 800 Sawnoff Shotgun - 750 - 800 Combat Shotgun - 1200 - 2750 HK CAWS - 1750 - 4750 Pancor Jackhammer - 2500 - 5500 --------------- Items 10: "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 perk, like the upgraded FN FAL. Most base weapon values have been redone. Upgraded weapons go for the same as regular ones. Weapon - New Price - Default Price 10mm SMG - 950 - 1000 Tommy Gun - 1000 - 1200 Grease Gun - 1100 - 1750 HK P90c - 2500 - 2500 HK G11 - 3000 - 6500 HK G11E - 4000 - 8000 --------------- Coming? --------------- Even more balanced weapon stats. Optional "Poverty" mod, where weapons cost a few toenail clippings and ammo costs your arm and two legs. Worldmap.txt for the Megamod and vanilla game. Optional "Badass" maps, where enemies carry more AP ammo and more balanced weapons. --------------- Thanks --------------- Big hand goes to Kanhef for making the "Base" part of the Critters folder, without Kanhef the mod never would have seen v1.8. He also greatly eased the process of making the Megamod proto files with a nifty little C tool. Timeslip for practically writing the whole AP cost script and introducing me to Fallout scripting in general. crazycc for giving me valuable info on assembly offsets of Fallout 2 functions. Killap for making the biggest, most extensive and inspiring mod I have ever seen for any game. Also thanks for letting me use his Sound and Item files. The guys who made DatExplorer and XVI32, the best damn tools there are for editing weapons in Fallout 1 and 2. The Fallout community at No Mutants Allowed. Dude101 for starting a wiki for this mod at http://falloutmods.wikia.com/wiki/Fallout_2:_Weapons_Redone Brother None for newsposting it. 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, including you! ---------------