It looks like most of the weapons from FoT can be converted to FO2 without much trouble, but there are some that might be problematic.
Spasm NeuroDisruptor - Without the ability to add new weapon perks, I can't make this work as a normal weapon with a fire mode. It could be done as a misc item with a "use on" action (firing a script that alters target's perception/agility), but that would be a poor implementation of this weapon.
Dynamite Spear - This weapon needs to be destroyed on use. So it too cannot be used like a normal weapon, perhaps it could be done with a "use on" action (in a script).
Festering Spear - This weapon does poison damage, but there is no poison damage type in the prototype editor for weapons. Poison level can be applied if the item is classed as drug, but that would be a bad way to implement this.
Grenades - There is only explosion and fire damage types, no acid, chem, smoke, etc. Without special damage and/or special effect for these, I don't see the point in implementing them (if all they do is varied damage amounts). If FoT has special explosion animations for them, that would be cool, but I don't see how those can be associated in the FO2 prototype editor. There is no option for setting the explosion animation, I assume that the selected damage type triggers the appropriate animation.
Mines - These might be implementable with scripts. I assume that there is special animations for their explosions. I think that spacial scripts can only be attached to map tiles (not items), so some other script commands would be needed to trigger them. Question: are mines usually "armed" with some kind of switch, or does one have to carry them very carefully? It may be possible to do the "use" action to arm a mine, then have a script detect if a critter steps on it and trigger the explosion, apply damage. I will look into mines later. For now I will set them up as misc items.
Thrown weapons - Not sure yet if the new projectiles can be added for boomerangs and such. Will test that after I finish adding all of these new weapons. I hope they work because I think they are cool.
If anyone has any ideas or comments about these weapons, let me know, or try implementing some of them ....
Spasm NeuroDisruptor - Without the ability to add new weapon perks, I can't make this work as a normal weapon with a fire mode. It could be done as a misc item with a "use on" action (firing a script that alters target's perception/agility), but that would be a poor implementation of this weapon.
Dynamite Spear - This weapon needs to be destroyed on use. So it too cannot be used like a normal weapon, perhaps it could be done with a "use on" action (in a script).
Festering Spear - This weapon does poison damage, but there is no poison damage type in the prototype editor for weapons. Poison level can be applied if the item is classed as drug, but that would be a bad way to implement this.
Grenades - There is only explosion and fire damage types, no acid, chem, smoke, etc. Without special damage and/or special effect for these, I don't see the point in implementing them (if all they do is varied damage amounts). If FoT has special explosion animations for them, that would be cool, but I don't see how those can be associated in the FO2 prototype editor. There is no option for setting the explosion animation, I assume that the selected damage type triggers the appropriate animation.
Mines - These might be implementable with scripts. I assume that there is special animations for their explosions. I think that spacial scripts can only be attached to map tiles (not items), so some other script commands would be needed to trigger them. Question: are mines usually "armed" with some kind of switch, or does one have to carry them very carefully? It may be possible to do the "use" action to arm a mine, then have a script detect if a critter steps on it and trigger the explosion, apply damage. I will look into mines later. For now I will set them up as misc items.
Thrown weapons - Not sure yet if the new projectiles can be added for boomerangs and such. Will test that after I finish adding all of these new weapons. I hope they work because I think they are cool.
If anyone has any ideas or comments about these weapons, let me know, or try implementing some of them ....