TwoEyedYum
Naked Moose
Greetings to anyone! I've decided to relate this topic to my medium-sized (not a total conversion like Awaken) mod, while keeping question/answers raised in process of it's creating.
Main idea: using north part of map to create second story-line, not directly interfering with main. Also will try to make weapons more various and useful in most situations.
Current state o'things:
1) Item adjusting.
1a) Weaponry. Fast weapons are fast, aren't they? AP costs for most pistols and SMG reduced, while M29 and Casull gain more damage and become slower. SMG and Pistols now have new positive and negative sides, so player must choose his weapon carefully.
1b) M16A1 -> some AR15-like rifle with one/three/full-auto selector. AK47 - AK74E (export variant), that really can be fed by 7,62 bullets. FN FAL became more accurate (long range), burst uses more bullets. M14 auto-rifle -> P14 Enfield, single shot rifle of WW1, an alternative to Hunting Rifle.
1c) Sniper rifle - +2 AP cost (so 6AP by default). Reasons are obvious. For me. Added second mode with 4AP cost and lowered damage.
1d) Unique rifle in Sent-Louis - XM82 (powerful single shot anti-material rifle). Uses sprite, created by me (i've made it, Jaroslaw!
). 6AP cost, scoped, fires .50 calibre with deadly precision. Big gun.
1e) M249 range upped and damage slightly decreased it's rather precise weapon in comparision with M60. Btw, M60' damage and burst increased, while range still low. Miniguns are upped in damage output, but range shortened, especially for Vindicator. Avenger, Vindicator and Gauss now require EN5 along with ST requirement.
2) Armor adjusting.
2a) Created new variant of Env.Armor inventory sprite and then - new Recon Suit. Have lowered Gas and Rad resistances in comparision with Env.Armor I. AC increased by 10 and all DT increased by 2 (Fire resistance increased by 20% also). Recon Suit adds 2 PE and increases Sneak, Lockpick, Steal, while strongly lowering Doctor, FA, Repair, Driver, Science. Another bonus - increased movement speed.
3) SE adjusting.
3a) Removed Brahmin Armor SE and some other quite stupid SE's.
3b) In progress: reworking traders. Most rich trader will be available only after certain mission. No CAWS and FN FAL in first missions...
4) World map improvements.
4a) Player starts alone on his/her way to Bunker, as village sold him/her into BOS for defending their village. Small map with rocks and cactuses, and little amount of enemies. No serious challenges nor precious loot, just test of your chosen skills. After reaching exit you can go to bunker and recruit starting team for BW.
4b) In progress: North part of map will not be that empty. Some quite independent villages or even small sities - too far for Brotherhood to gain full control over them, no bunkers here. Some side missions may be acquired here.
I can't promise, that i will finish mod in timely manner (surely not faster that Killap's RP 1.3), but i will post any news here. Don't be lazy to look through entire thread as it can answer to some of your questions (thanks to Requiem), which you would else post as new topics (there already thousands of them
).
There are many tutorials by JJ and other nice guys, feel free to look at them - it's my personal advice. But there also many small features not covered in tutorials (or not understandable for beginners), so i will continue to gather some rare FAQ at this thread. Thanks for attention.
Main idea: using north part of map to create second story-line, not directly interfering with main. Also will try to make weapons more various and useful in most situations.
Current state o'things:
1) Item adjusting.
1a) Weaponry. Fast weapons are fast, aren't they? AP costs for most pistols and SMG reduced, while M29 and Casull gain more damage and become slower. SMG and Pistols now have new positive and negative sides, so player must choose his weapon carefully.
1b) M16A1 -> some AR15-like rifle with one/three/full-auto selector. AK47 - AK74E (export variant), that really can be fed by 7,62 bullets. FN FAL became more accurate (long range), burst uses more bullets. M14 auto-rifle -> P14 Enfield, single shot rifle of WW1, an alternative to Hunting Rifle.
1c) Sniper rifle - +2 AP cost (so 6AP by default). Reasons are obvious. For me. Added second mode with 4AP cost and lowered damage.
1d) Unique rifle in Sent-Louis - XM82 (powerful single shot anti-material rifle). Uses sprite, created by me (i've made it, Jaroslaw!

1e) M249 range upped and damage slightly decreased it's rather precise weapon in comparision with M60. Btw, M60' damage and burst increased, while range still low. Miniguns are upped in damage output, but range shortened, especially for Vindicator. Avenger, Vindicator and Gauss now require EN5 along with ST requirement.
2) Armor adjusting.
2a) Created new variant of Env.Armor inventory sprite and then - new Recon Suit. Have lowered Gas and Rad resistances in comparision with Env.Armor I. AC increased by 10 and all DT increased by 2 (Fire resistance increased by 20% also). Recon Suit adds 2 PE and increases Sneak, Lockpick, Steal, while strongly lowering Doctor, FA, Repair, Driver, Science. Another bonus - increased movement speed.
3) SE adjusting.
3a) Removed Brahmin Armor SE and some other quite stupid SE's.
3b) In progress: reworking traders. Most rich trader will be available only after certain mission. No CAWS and FN FAL in first missions...
4) World map improvements.
4a) Player starts alone on his/her way to Bunker, as village sold him/her into BOS for defending their village. Small map with rocks and cactuses, and little amount of enemies. No serious challenges nor precious loot, just test of your chosen skills. After reaching exit you can go to bunker and recruit starting team for BW.
4b) In progress: North part of map will not be that empty. Some quite independent villages or even small sities - too far for Brotherhood to gain full control over them, no bunkers here. Some side missions may be acquired here.
I can't promise, that i will finish mod in timely manner (surely not faster that Killap's RP 1.3), but i will post any news here. Don't be lazy to look through entire thread as it can answer to some of your questions (thanks to Requiem), which you would else post as new topics (there already thousands of them

There are many tutorials by JJ and other nice guys, feel free to look at them - it's my personal advice. But there also many small features not covered in tutorials (or not understandable for beginners), so i will continue to gather some rare FAQ at this thread. Thanks for attention.
Starting mission idea:
We start on custom map without any companions. There can be several simple critters (low-lvl dogs or wolves), some cliffs and rocks to hide, several dead bodies with small amounts of stimpacs, ammo and weakest weapons. In last part of map - 1-2 weak bandits and exit area. Player CAN run or sneak past everything, if he's medic/trader and such, but he won't get all loot. NO bonus exp for completing, just short grats and return to world map and 1st bunker...
I can make map and some triggers, but still can't be sure, how make it STARTING map. Seems like standart txt-editing won't help...