"Brings back balance, brings back choice, brings back challenge, keeps the fun!"
F2: Combat Overhaul Mod 2.0 (compatible with killap's RP) --- http://www.mediafire.com/?m5zsdvatpuj
F2: Combat Overhaul Mod 1.3 (compatible with killap's UP) --- http://www.mediafire.com/?zv7yj9xmxya
This mod features adjustments made to weapon, ammo, armor, and critter proto files. It is based on killap's Unofficial Patch so as to make it 100% compatible. The changes done were focused on game balance in regards to weapons/ammo vs armor(various stats), carry capacity(weight of an item), theft possibility(size of an item), and item cost.
Critter files were only updated to reflect changes to armor stats, nothing else.
This mod must be used with the AP Ammo Mod found in Timeslip's sfall (included in killap's Unofficial Patch and his Restoration Expansion Project). Many ideas were inspired by Magnus' Weapons Redone mod, but are far from being exactly the same given the rules I set out for my self.
Have a look at the rules I set for myself while creating the mod and the spreadsheet which documents my changes.
There is even one small addition to the game, shotgun slugs! The slugs will only be available from Broken Hills and New Reno via vendors.
My goal was to be subtle with the changes, to correct or bring balance.
Feature list (just some of the highlights):
- AP Ammo Mod was modified to recognize the JHP and AP ammo in this mod (the AP Ammo Mod does also change the damage calculation beyond giving bonuses to JHP and AP ammo)
- All the ammo in the game has been tweaked to be more affective
- JHP ammo does best against soft armor (leather based)
- AP ammo does best against hard armor (metal based)
- the armor has all been redone and applied to most of the critters appropriately (this way not just the player is using the new values)
- armor AC and DR/DT Normal is a slow upward progression (gets better as armor gets better)
- armor DR/DT Laser has been adjust significantly to allow Laser weapons to be more or less affective against various armor types
- same can be said for most other types of DR/DT, one really *new* change is EMP grenades should now have some small affect against powered armor types! (after all they are powered)
- all weapons have been tweaked
- take a close look at grenades, small increase in range, but also added perks!
- all the shotguns are now more distinct from each other, a double barrel is now a double shot and added a perk to the Sawed-off!
- the Bozar now has best of both worlds, burst and single shot
- the XL70E3 is now a much more unique weapon as it's description would lead you to believe
- weapons that have upgrades have been adjusted to reflect their upgrade appropriately
- the Molotov Cocktail should be much better now
- the Plated Boxing Gloves now have Enhanced Knockout as they were most likely intended to have
- watch out for the Shiv, with Weapon Penetrate it should be more dangerous if a whore gets up close in combat
Word of advice, don't go into a fight with a pistol or rifle against enemies wearing any sort of powered armor and expect to do massive damage. Break out the really big guns! (but yes there may be a few exceptions to this )
Google spreadsheet containing changes to proto files:
http://spreadsheets.google.com/ccc?key=pF_ntc685Cx5H9MydiVvcLg&hl=en
HTML/js calculator to test damage value outcomes:
http://www.mediafire.com/?9ep4m5pgpzm
Absolutes:
1- Ammo should never have any value less than or equal to zero, with the exception of the damage resistance modifier and armor class modifier.
2- Armor should never have any value less than or equal to zero, with the exception of damage threshold.
3- Weapons should never have any value less than or equal to zero.
Rules of thumb:
1- Ammo should never add to an armor's DR value, should only rarely minus from it and no less than -25.
2- Ammo should never add to an armor's AC value, should only rarely minus from it and no less than -25.
3- Ammo should have different impact on different types of armor when possible.
4- Armor should have a reasonable progression from weak to strong.
5- Armor should never have a DR value greater 80 against any type of attack.
6- Armor should never have a DT value greater than 20 against any type of attack.
7- Armor types should be diverse enough in DR/DT to promote desire for different use, against different weapons/ammo during combat.
8- Weapons should never exceed a maximum damage potential of 100 in a single shot. (unless it serves as a special/unique item)
9- Weapon damage ranges should be reasonable as to provide variety, desire for prolonged use, and with a slight dependence on when such a weapon can be obtained in the game.
10- Weapons should be diverse enough in damage type to promote desire for different use, against different armor during combat.
Damage calculation rules from AP Ammo Mod:
1- Overall DR is provided by the engine as Armor DR + Ammo DR modifier; used as a percentage to reduce damage by, I ensured no overall DR can exceed 100% or be less than 0%. (think of this as potential to deflect a portion of a hit)
2- The ammo type is identified, if JHP or AP then the damage value is given a small bonus or reduction based on what type or armor it's hitting. (ammo identified by it's A modifier value [dmg_mult] and armor identified by it's normal DT value)
3- The damage value is reduced directly by the Armor DT. (think of this as how much of hit will the armor absorb)
4- The damage value is adjusted for difficulty setting, reduced to 75% on easy and increased to 125% on hard. This ONLY applies to damage potentially to be done to the player from an NPC.
5- The damage is potentially increased by the type of ammo, Ammo damage modifier A [dmg_mult] over Ammo damage modifier B [dmg_div].
6- The damage value reduces the targets hit points for that round.
Example:
Random damage value based on a weapons range of 10 to 30. Let's say 20.
The overall DR is found to be 30.
The damage value is reduced by 30% to 14.
It's found that AP ammo was used against a metal based armor so the damage is increased by 5 to 19.
The damage value is reduced by the armor's DT Normal value; let's say Metal Armor was hit, damage is decrease by 4 to 15.
The damage is then increased by the ammo's damage modifier A[dmg_mult], 15*7 to 105.
The damage is then decreased by the ammo's damage modifier B[dmg_div], 105/6 to 18. (17.5 rounded up)
18 is now the damage inflicted on the target.
INSTALLATION:
Extract the archive to a new folder.
Copy the folder "data" to your Fallout2 directory.
Acknowledgments:
Great thanks killap for providing the script files and his unbelievable Unofficial Patch!
Thanks to Magnus for inspiring me with his own great Fallout 2: Weapons Redone mod!
F2: Combat Overhaul Mod 2.0 (compatible with killap's RP) --- http://www.mediafire.com/?m5zsdvatpuj
F2: Combat Overhaul Mod 1.3 (compatible with killap's UP) --- http://www.mediafire.com/?zv7yj9xmxya
This mod features adjustments made to weapon, ammo, armor, and critter proto files. It is based on killap's Unofficial Patch so as to make it 100% compatible. The changes done were focused on game balance in regards to weapons/ammo vs armor(various stats), carry capacity(weight of an item), theft possibility(size of an item), and item cost.
Critter files were only updated to reflect changes to armor stats, nothing else.
This mod must be used with the AP Ammo Mod found in Timeslip's sfall (included in killap's Unofficial Patch and his Restoration Expansion Project). Many ideas were inspired by Magnus' Weapons Redone mod, but are far from being exactly the same given the rules I set out for my self.
Have a look at the rules I set for myself while creating the mod and the spreadsheet which documents my changes.
There is even one small addition to the game, shotgun slugs! The slugs will only be available from Broken Hills and New Reno via vendors.
My goal was to be subtle with the changes, to correct or bring balance.
Feature list (just some of the highlights):
- AP Ammo Mod was modified to recognize the JHP and AP ammo in this mod (the AP Ammo Mod does also change the damage calculation beyond giving bonuses to JHP and AP ammo)
- All the ammo in the game has been tweaked to be more affective
- JHP ammo does best against soft armor (leather based)
- AP ammo does best against hard armor (metal based)
- the armor has all been redone and applied to most of the critters appropriately (this way not just the player is using the new values)
- armor AC and DR/DT Normal is a slow upward progression (gets better as armor gets better)
- armor DR/DT Laser has been adjust significantly to allow Laser weapons to be more or less affective against various armor types
- same can be said for most other types of DR/DT, one really *new* change is EMP grenades should now have some small affect against powered armor types! (after all they are powered)
- all weapons have been tweaked
- take a close look at grenades, small increase in range, but also added perks!
- all the shotguns are now more distinct from each other, a double barrel is now a double shot and added a perk to the Sawed-off!
- the Bozar now has best of both worlds, burst and single shot
- the XL70E3 is now a much more unique weapon as it's description would lead you to believe
- weapons that have upgrades have been adjusted to reflect their upgrade appropriately
- the Molotov Cocktail should be much better now
- the Plated Boxing Gloves now have Enhanced Knockout as they were most likely intended to have
- watch out for the Shiv, with Weapon Penetrate it should be more dangerous if a whore gets up close in combat
Word of advice, don't go into a fight with a pistol or rifle against enemies wearing any sort of powered armor and expect to do massive damage. Break out the really big guns! (but yes there may be a few exceptions to this )
Google spreadsheet containing changes to proto files:
http://spreadsheets.google.com/ccc?key=pF_ntc685Cx5H9MydiVvcLg&hl=en
HTML/js calculator to test damage value outcomes:
http://www.mediafire.com/?9ep4m5pgpzm
Absolutes:
1- Ammo should never have any value less than or equal to zero, with the exception of the damage resistance modifier and armor class modifier.
2- Armor should never have any value less than or equal to zero, with the exception of damage threshold.
3- Weapons should never have any value less than or equal to zero.
Rules of thumb:
1- Ammo should never add to an armor's DR value, should only rarely minus from it and no less than -25.
2- Ammo should never add to an armor's AC value, should only rarely minus from it and no less than -25.
3- Ammo should have different impact on different types of armor when possible.
4- Armor should have a reasonable progression from weak to strong.
5- Armor should never have a DR value greater 80 against any type of attack.
6- Armor should never have a DT value greater than 20 against any type of attack.
7- Armor types should be diverse enough in DR/DT to promote desire for different use, against different weapons/ammo during combat.
8- Weapons should never exceed a maximum damage potential of 100 in a single shot. (unless it serves as a special/unique item)
9- Weapon damage ranges should be reasonable as to provide variety, desire for prolonged use, and with a slight dependence on when such a weapon can be obtained in the game.
10- Weapons should be diverse enough in damage type to promote desire for different use, against different armor during combat.
Damage calculation rules from AP Ammo Mod:
1- Overall DR is provided by the engine as Armor DR + Ammo DR modifier; used as a percentage to reduce damage by, I ensured no overall DR can exceed 100% or be less than 0%. (think of this as potential to deflect a portion of a hit)
2- The ammo type is identified, if JHP or AP then the damage value is given a small bonus or reduction based on what type or armor it's hitting. (ammo identified by it's A modifier value [dmg_mult] and armor identified by it's normal DT value)
3- The damage value is reduced directly by the Armor DT. (think of this as how much of hit will the armor absorb)
4- The damage value is adjusted for difficulty setting, reduced to 75% on easy and increased to 125% on hard. This ONLY applies to damage potentially to be done to the player from an NPC.
5- The damage is potentially increased by the type of ammo, Ammo damage modifier A [dmg_mult] over Ammo damage modifier B [dmg_div].
6- The damage value reduces the targets hit points for that round.
Example:
Random damage value based on a weapons range of 10 to 30. Let's say 20.
The overall DR is found to be 30.
The damage value is reduced by 30% to 14.
It's found that AP ammo was used against a metal based armor so the damage is increased by 5 to 19.
The damage value is reduced by the armor's DT Normal value; let's say Metal Armor was hit, damage is decrease by 4 to 15.
The damage is then increased by the ammo's damage modifier A[dmg_mult], 15*7 to 105.
The damage is then decreased by the ammo's damage modifier B[dmg_div], 105/6 to 18. (17.5 rounded up)
18 is now the damage inflicted on the target.
INSTALLATION:
Extract the archive to a new folder.
Copy the folder "data" to your Fallout2 directory.
Acknowledgments:
Great thanks killap for providing the script files and his unbelievable Unofficial Patch!
Thanks to Magnus for inspiring me with his own great Fallout 2: Weapons Redone mod!