Fallout 2
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Okradion

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This mod rebalances the weapons and armour stats in Fallout 2. Restoration Project - compatible only.

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Weapon/Armour Rebalanced

Vanilla Fallout 2 had many balancing issues when it comes to combat. Lasers were pretty much useless, most melee/unarmed weapons were useless, those that weren't were vastly overpowered. Certain guns had in-built armour penetration stat, making them vastly preferable to others. Certain ammo types were useless.

The Fallout Restoration Project has fixed some of the issues, but pretty much left the core balancing problems untouched. That's where my mod comes in. All types of ranged weapons are now viable, no more Gauss/Pulse supremacy, and a fully Melee/Throwing build is now also perfectly viable for endgame.

Armour:

All armour stats are rebalanced. Less damage resistance across the board, more damage threshold across the board. These stats are balanced to be used with the YAAM ammo balance option from the Restoration Project, where DT bypass is a thing. Now, using pistol-calibre ammo on heavier armour will be like shooting a paintball gun. You'll do little or no damage, unless you switch to AP ammo or use a rifle.

Armour damage type resistances are more equalised. No more 80-90% laser resistance on Metal/Combat/Power armours. They are still slightly more resistant to laser damage, but not much more. 

Armour AC bonuses rebalanced. Power armours no longer get such a high AC bonus (still among the highest, simulating the bouncing-off of low-calibre bullets, but not as high as vanilla). Leather Armours and ESPECIALLY Jackets also get a high AC bonus (light and nimble, you're better at dodging). Metal and Combat Armour AC bonuses reduced. Combat Leather Jacket (renamed to Heavy Leather Jacket), now has the highest AC bonus in the game.

Weapons:

All weapons stats rebalanced. Here are the broadstrokes:
Weapons using small Pistol-calibre ammo (10mm, .45, 9mm) - medium base damage, none/low DT penetration, no AC reduction bonus. Good on unarmoured or light-armoured targets. AP ammo does 2/3rds damage, but bypasses quite a bit of DT. Mandatory to damage anything above Leather Armor wearing NPCs. 45 calibre renamed to .45 ACP, much lighter in inventory. All of these use 4 action points per shot.

Weapons using large Pistol-calibre ammo (14mm, .44) - medium/high base damage, low/medium DT penetration, no AC reduction bonus. Very nice stopping power, but still not very useful against proper armour. Most of these do not get the AP usage bonus, still using 5 AP per shot. Desert Eagle is the only exception.

Weapons using small rifle-calibre ammo (5mm/.223/4.7caseless) - low/medium base damage, medium to high DT penetration, medium to high AC reduction bonus. They'll zip through soft targets without much damage done, but they will bypass up to Combat Armour, easily (aside from 4.7CAS, those will give even PA issues). To do a lot of damage you need to put a lot of lead downrange. But the damage you do is consistent. AP ammo for these will bypass almost anything. All of these use less action points (4) per shot.

Weapons using full power rifle ammo (7.62mm - renamed to .308) - high base damage, high DT penetration, medium to high AC reduction bonus. Now you'll get a lot of use from the M60 and the Bozar (now using this ammo type, and changed into a proper sniper rifle, using Big Guns skill). Sniper Rifle now uses this ammo too. FN FALs renamed to FN CAL, now use .223. FN FAL HFPA now renamed to FN FAL, retains the use of .308 ammo, one of the best rifles in the game). All weapons using .308 ammo do not gain the action point usage bonus of most other weapons, still using 5 AP per shot. The Bozar is the only exception (what can I say, the thing is the only Big Gun sniper in the game, so it deserves special treatment XD ).

Gauss Weapons - low/medium base damage, very high DT penetration, very high AC reduction bonus. These will zip through anything apart from Adv. Power Armour MK2. But they do FAR less damage then in vanilla, offset by very low AP cost of 3 (offset again by EXPENSIVE ammo).

Shotguns - very high base damage, no DT penetration, high AC reduction bonus, wildly inconsistent damage per shot. Absolutely devastating against unarmoured or light-armoured enemies, but armour is very effective at reducing the damage done. That said, the damage-range is extreme, and if you get a good roll, they will do damage even to Power Armour enemies.

Energy Weapons in general - Laser weapons use 1 Ecell per shot, most resisted by armour. Plasma weapons use 2 Ecells per shot, but do more damage then Lasers, and most armours are less resistant to them. Lasers have very short range, Plasma has much longer range. Pulse has the least range, armours are least resistant to it, and is most powerful, while using 3 Ecells per shot.

Small Energy Cell - using Energy Weapons - medium/high base damage, no armour penetration, no AC reduction bonus. Great against light or no armour, effectiveness reduces rapidly against better armour. 

Micro Fusion Cell - using Energy Weapons - high/very high base damage, low-to-medium DT penetration, medium AC reduction bonus. MF cell ammo can bypass up to basic Metal Armour DT. Somewhat longer range. Everything else applies from above. MF Cell using energy guns still use the full 5 AP per shot.

Most (not all) ranged weapons use one less Action Point per shot. Some, like Gauss weapons and the 9mm Mauser, use two less AP per shot. In theory you can make them use only 1 AP per shot, with Fast Shot and Bonus Ranged Attacks perks. 

Burst-capable weapons (except Miniguns and certain other Big Guns, and a select few high-grade small guns like G11's) - smaller bursts. Less likely to rip apart a NPC at close range, but also less ammo-hungry.

Melee/Unarmed Weapons:
All blunt weapons - now have Weapon Penetrate effect attached to them. They will bypass 80% of a target's DT and DR. This is to simulate blunt-force concussion shock that would propagate through armour. They do less damage then bladed weapons however (except Sledgehammers and Super Sledges, but they are a lot heavier and use more AP per attack).

Knives/Wakizashis (except basic Knife) - do very low damage, but use only 2 AP per attack (down to 1 with Bonus HtH Attacks perk). This has twin benefits - you won't knock enemies off their feet as often and waste AP to chase them down, while still maintaining a good DPS per round. Basic knife still uses 3, to balance it out as a starting weapon. Wakizashi/Lil Jesus knife Weapon Penetrate effect removed. Wakizashi's reach increased to 2 hexes.

Spears - have a reach of 3 hexes (up from 2), the longest reach of all melee weapons. Do a LOT of damage, but use 6 AP per attack/throw. They are now a hit-and-run weapon, very good at what a Spear is supposed to do - keep enemies at bay, and let you attack more safely from outside their reach. Since you likely won't get more then 1 attack per round, you can use the remaining AP to retreat and make the enemy waste AP to chase you down. Can be thrown more accurately, and at slightly longer range. Sharpened Spear is now a Lance, has much higher strength req. , cannot be thrown, weighs over twice as much, two-handed (still has basic one-handed Spear anim, no idea how to change that) but does WAY more damage then a basic spear. (In short, beware of tribal NPCs and trappers. They're no longer a joke to fight - keep your bloody distance unless you're a melee wrecking-ball character).

Throwing Knives - cost only 3 AP to throw, do a lot more damage. Way longer range (and Weapon Long Range effect to stay accurate at that range). Still cost 4 AP to attack in melee, to keep them balanced. Heavier in inventory, and higher STR requirement.

Sledgehammers - Strength req. increased. Cost 6 AP to attack. No longer cause special Knockback effect (aside from the regular KB from damage inflicted). They do a lot of damage, and bypass armour. Super Sledge is by far the most powerful melee weapon in game.

Power Fists - no longer use Ecells. Weapon Penetrate effect removed. Do slightly less damage, cost a LOT less caps. They were pretty OPd in vanilla. Now they're no longer an end-game weapon.

Rippers - Weapon Penetrate effect removed. Do slightly more damage, cost 3 AP to use (down from 4).

Cattle Prods - now do (a decent amount of) Electrical damage. Use 2 Ecells per attack instead of one. Reach increased to 2, cost 5 AP per attack. No special effects.


Installation: 

Unpack the Data folder into your Fallout2 directory. All the necessary files will be overwritten.

IMPORTANT NOTE: This mod is balanced to work with YAAM option of the Restoration Project. No other ammo-mod options are supported.