
Does ths one include barter changes as well like the economy rebalance mod?Īre you supposed to use the default FO2 damage formulae in ddraw.ini btw?

Overall it feels much more balanced than the economy balance mod. These ideas are probably outside the scope of what I'll do in this mod, but maybe I'll do something with them in the future. He'd have to sell fuel for it too, and Energy ammo. Once you do, it will disappear and drop a regular Laser Pistol in your inventory.įor Big Guns I'm thinking Smitty in the Den could have a Salvaged Flamer for sale, with a decent Big Guns or high Repair requirement to turn into a regular Flamer. For EW I have the following idea: The Enclave corpse in Klamath will have a (worthless) Disarmed Laser Pistol item on it, which you must have a decent EW or high Science skill to arm. That one really is a must have.įor a long time I've toyed with the idea of making Big Guns and Energy Weapons accessible earlier in the game. I'll probably also include the Vault 15 fix from my signature. It still won't be better than other melee weapons you'll have access to by then, but if you're really crazy you can use it to roleplay a post-apocalyptic combat mechanic. If I make the shovel do double damage against Spore Plants, I might as well, for the heck of it, make the Wrench do double damage against robots and turrets. This means it'll be easier to judge how much damage they do by looking at the inventory screen. I'll be removing this damage mod, and adjusting up all those weapons' damage accordingly. Having a damage mod on 4.7mm Caseless makes no sense when all the weapons that use it have no alternate ammo. The Desert Eagle is also one of the few weapons Lenny can handle.

However, for a ST4 character the 14mmAP pistol will be their best weapon until they find a Gauss pistol or get good with energy weapons, and I don't want to take that away from them. It's even weirder that the Desert Eagle only requires ST 3.

It's weird that the huge, Wanamingo-stopping 14mmAP pistol only requires a Strength of 4 to wield compared to the smaller. god help you if a New Reno mobster lands a crit on you with his Tommy Gun.

Mostly just the ideas I've described in earlier posts, like the ammo issue. I'm in the middle of a playthrough right now, and there aren't that many things that need changing. You can start your game with the current version of F2WR right now and install the new version when it comes out. I think I've mostly succeeded, but there's always things that can be done better. Click to expand.You're welcome! It *is* a fantastic game, and I want to make it the best it can be by improving the feel of the combat without changing it too much.
