Fallout 2 Advanced Power Armor

Posted on
Fallout 2 Advanced Power Armor

Even Killap never replied when I asked if it would be a good thing if somebody made Lootable armor mod compatible with Restoration project, I went ahead and made it compatible with RP.Statistics: total of 206 scripts edited, 152 RP scripts patched, 54 scripts only present in original F2 patched.First some things to note:. I am new to Fallout modding;.

Unlike the version used in megamod, this one completely implements skill requirements and ALL of the scripts were ported;. None of the scripts present in megamod were used;. Important section from README provided in original lootable armor. Code: Basically, if a character looks like he is wearing a type of armor, you will seethat type of armor in the inventory of the character's dead body.

There are a fewexceptions, as some NPCs have the ability to camouflage their armor. That is tosay, they appear to be wearing one type of armor but actually have the protectionstats for a better type of armor!

The Chosen One will automatically correct forthis subterfuge when he/she loots the dead body. You will encounter thisphenomenon, for example, if you choose to terrorize Vault City.Notable exceptions:1. The troopers found dead at Klamath Canyon had chosen not to wear any armoruntil landing their Vertibird and thus do not wield any armor. (Thesuits of armor are either supposedly sealed within the crashed Vertibird ordisintegrated beyond repair from the horrific crash!)2. The Mysterious Stranger (from the Perk) will 'disappear' as mysteriously ashe/she appeared when he/she dies.

Weapons, ammo, armor, stimpacks and anythingin his/her inventory will instantly vanish as the life force of this helpfulstranger ceases. Code: #!/bin/bashfind -iname '.ssl' while read filedo ruby1.6 '/path/to/compile' '$file'done. Even I wiped out most of the code which shouldn't be in the patches (original lootable armor mod included some fixes for original f2), there can still be some left.

Francisco

Original lootable armor mod will only decompile if some zeros at the end of the files will be stripped (extra zeros were added to ALL the files in the archive so it's not a problem with compiler, but most likely file corruption (I guess there is no way to know that as the mod is 5 years old) ). Here is a bash script I used to do that. I do not like idea when repair and science determine to looting armor from corpses. This is stupid idea.How science and/or repair can be usefull when my dude is looting corpses???Better make the mod based on Luck or Outdoorsman skill and with some chances to find armor in good condition.Lets repair be for repairing/making things and sccience will be for hack computers or run some advanced machines or for knowing (and dialogues with science persons).However, the post about the mod is nice, and the idea of the mod is old but nice that someone digg this. I do not like idea when repair and science determine to looting armor from corpses.

This is stupid idea.How science and/or repair can be usefull when my dude is looting corpses???Better make the mod based on Luck or Outdoorsman skill and with some chances to find armor in good condition.Lets repair be for repairing/making things and sccience will be for hack computers or run some advanced machines or for knowing (and dialogues with science persons).However, the post about the mod is nice, and the idea of the mod is old but nice that someone digg this. Click to expand.The point is that if you are looting armor from a cropse it will have been inevatably damaged, you know pierced by bullets, blown up from explosives, cut and torn from blades etc. In order to make the armor usable again it needs to be repaired which requires the repair skill.

More sophisticated types of armor like power armor require scientific knowledge in order to be repaired and thus you need a good science skill. Makes perfect sense to me and I think it's a nice and logical addition to the game. I'm not attacking your mod, but I don't understand why you need requirements to take armor off someone and put it on. Its not like its broken. All you have to do is slip it on. I mean, how hard could it be to to put on a leather jacket!?

I've worn complicated things before in real life, and it didn't take a college education to figure it out. You'd have to be a brain dead idiot not to be able to put on a jacket or slip on a robe. I'm sorry but thats just ridiculous. You shouldn't need requirements until you start getting to armor that is complex and mechanical.I was also thinking that if you have a manual in your inventory, you should be able to scavenge brotherhood armor without any requirements. They sell brotherhood armor manuals in the shops in China.Sorry, but I strongly disagree with the way you've done this.

Don't get me wrong though, I think its a GREAT idea. I've often wondered why I can't take someone's armor if they're not dead. But you shouldn't need requirements to do it.

But the requirements are too high at the end of the list and should be non-existent for everything up to the powered armor in my opinion.I welcome the thoughts and opinions of anyone who agrees or disagrees with me. I'd like to know your side and understand your reasoning.

As fortyseven mentioned, if you hit someone with a grenade, or flamethrower, or machine gun, their armor is not going to be in particularly good condition. A leather jacket is not very useful if you blew the guy up and only the sleeves are left.

Similarly, shooting someone point-blank with a minigun will leave a gaping hole in their armor as well as flesh. The skill requirement reflects how much ability is needed to repair the armor so that it offers decent protection again. Power armor contains electronics, hydraulics (according to the BoS tape from the Glow), and has a nuclear power supply. The science requirement is there because of the amount of technical knowledge needed to understand and fix these systems.I do like the idea of getting a bonus by having a power armor repair manual. Have you been playing Fallout 3?As for Horrigan's armor, here's what the Fallout Bible says about him.Timeline:2239 March 27th: Frank Horrigan is manufactured for his new role.

A new version of Power Armor is built to accommodate his mass, and he is sealed inside.According to Matt Norton (one of the designers):'He can't survive outside his armor. The armor continually injects him with drugs and other stabilizing agents.' Since the armor essentially built onto him (like the combat implants but much more extreme), it isn't possible to remove it intact.

I've never played F3. Why do you ask?But everyone keeps telling me its total shit, and definitely NOTHING close to the original fallout series, but just a FPS cashing in on the name. I'll wait until I play it to form any opinions. But I REALLY hate it when companies do that. I really REALLY hate it!!!Its even worse when a publishing company screws up a sequel by hiring some 3rd rate dev team that royally screws it up and tarnishes the series with their slop.

Like Battlezone 2. Battlezone was an AMAZING game that broke ground, and Pandemic ruined the second by making a malfunctioning pile of unstable code that was full of memory leaks, and a crappy mod unfriendly engine. I really hate Activision after what they did to BZ. They also ruined the original by releasing a series of anti-cheat patches that made the game worse and easier to cheat online.Anywho.

No I haven't played it.

Contents Who made it?The F2WR, 'Fallout2: Weapons Redone', is made and updated by me, Magnus. You can contact me at adressentilmagnus@organizer.net, 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. Check the 'Links' section to find it.What is it?This mod 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 the melee weapons, makes 7.62mm ammo more common, 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 4-10 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 is there to know?You may use, steal, rip, burn, modify and distribute F2WR partially or entirely, AS LONG AS YOU:. Notify me first. I will never deny you from doing it, but I want to know what you are doing. Give credits to me, even if you are using just one single file of this mod.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, 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 might 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 crafting Molotov Cocktails, among other things. Since F2WR makes Molotovs quite useful, the two mods fill each other out perfectly.As for Shattered Destiny,.

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 except.223 FMJ, BBs, 4.7 Caseless, Energy ammo. A couple of others. Same with 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.

Fallout 2 Hardened Advanced Power Armor

Power

The same goes for energy weapons, rifles, shotguns and other things. See below.How to use this?First, decide which parts it is that you don't like about Fallout 2's immense arsenal of weapons of powerful power. If, say, you would like grenades to at least be able to kill a Gecko, you scroll down to the 'Grenades' part of the full list of changes in this readme, see what changes I have made to the game's grenades and decide whether you like them or not.If you do like them, you install them by copying all of the files within the 'Grenades' folder, not the folder itself, into Fallout2dataProtoItems. If that path doesn't exist, create it and include the file called items.lst, otherwise leave items.lst alone.Repeat this procedure for other types of weaponly details that you want changed, such as low-tech weapons and stuff, or just install the 'All' folder if you want everything (I know I do.). Installing the 'All' folder includes the changes in Folder 3a, so you should be looking at those if you want to see what changes have been done to the energy weapons in the 'All' folder.

The files in these folders are already write-protected, so you don't have to do that. Then you start up Fallout 2 and enjoy.Full list of changes Folder 1: 'Armor & AmmoYou are strongly encouraged to look at the F2WRAmmoArmorValues spreadsheet bundled with this mod (and linked to in the 'Links' section of this page). It contains a bunch of tables that show some of the new things you will experience if you install Folder 1, as it is a big folder with lots of content.

Fallout 2 Advanced Power Armor Mk Ii

The reason for this bigness is that the core changes within depend on many other changes, and they would make little sense if you didn't install them all. Besides, there's no way for me to make this folder more modular, since everything that has to do with one armor type is stored in just one file, the same goes for ammo.

The changes are listed in a completely random order below.Many ammos have been changed, and AP ammo now works as it should (see the spreadsheet):All AP ammo has a damage modifier of 1/1.All AP ammo except Needler AP and AP Rockets has an AC modifier equal to its DR modifier plus 20. For instance, 14mm AP, which has a DR modifier of -50, has an AC modifier of -30.Explosive Rockets have a DR modifier of 18 and a damage modifier of 7/4.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 a little worse than default, where it was overpowered.By default, standard Needler ammo comes in clips of 30, while Needler AP in 10.