Thank you for checking out my mod
Fallout 2 Weapons Redone Mods
DOES NOT CONTAIN ALL GUN SOUNDS YET
THIS MOD IS WIP AND IS PLANNED TO BE FINISHED IN THE NEXT WEEK OR SO
THIS MOD IS WIP AND IS PLANNED TO BE FINISHED IN THE NEXT WEEK OR SO
Get into pc ultra iso. I was making this before Fallout 4 even came out but I ran into some issues extracting the Ba2 files that contain the sounds for the game so it’s a few days late 😀
GUN SOUNDS REDONE
What Is Gun Sounds Redone?
Gun Sounds Redone is a sound modification that replace some of the gun’s fire sounds from Fallout 4 to add more variation to the gun sounds.( Because guns having the same sound is weird)
What Is Gun Sounds Redone?
Gun Sounds Redone is a sound modification that replace some of the gun’s fire sounds from Fallout 4 to add more variation to the gun sounds.( Because guns having the same sound is weird)
Installation
Find your Fallout4.ini (C:UsersXXXXXXDocumentsMy GamesFallout4Fallout4.ini)
Find your Fallout4.ini (C:UsersXXXXXXDocumentsMy GamesFallout4Fallout4.ini)
Search for line “sResourceDataDirsFinal”. By default it will say sResourceDataDirsFinal=STRINGS
Change it to say sResourceDataDirsFinal=STRINGS, SOUND
Change it to say sResourceDataDirsFinal=STRINGS, SOUND
Then drag the sounds folder from the download into your Fallout 4 Data folder (C:Program Files (x86)SteamSteamAppsCommonFallout 4Data)
If you are having problem installing leave a comment and I will try to help you. But someone might get to you before me, so be nice to them.
Must Try It
In this guide, I'll teach you how heavy weapons work, where to find them, and how to be good with them.
How Big Guns Work
If you already understand how Big Guns work, or don't care, skip this section
The first time you picked up a Big Gun, you might see how low damage it does, however what the item stats fail to mention is this is the damage per shot, Big Guns shoot in bursts and bursts only, usually more than small guns, anywhere between 10-40 per burst, this results in a massive amout of damage being done if all shots hit, the probabillity that shots will hit is determined by the distance from your target and your Big Guns Skill. Big guns also often require high Strength, if you've decided on using a Big Guns character then I recomend that you start with 6 Strength, which allows you to use the Bozar and Light support weapon, and once you get Power Armor your strength will go to it's maximum of 10, allowing use of all Big Guns. Big guns also use massive amounts of ammo, having a ready supply of lots of ammo is nessecary to being effective with Big Guns.
Something else essential to Big Guns is considering the Fast Shot perk, Fast Shot is one of the traits you can take at the begaining of the game; it reduces AP usage by 1 for everything, but eliminates the abillity to aim at specific parts of enemies, which you can't do anyway with Big Guns. This perk allows you to fire two bursts in one turn, and all it does is affect something that doesn't apply to big guns.
I'll also be mentioning alot of different locations in the game, If at any point you don't know where one is, refer to this map.
.223 / 5.56 Weapons
The weapons mentioned in this section all use .223 ammo, amoung them are the Bozar and Light support weapon.
The Bozar is by far one of the best Big Guns in the game, It has a 30 round magazine and shoots 15 shots per burst, which tends to make it burn through .223 fairly quickly. it's excellent agaisnt all kinds of enemies because of it's massive damage output. If all shots hit (not very likely), and it does it's median damage at 30 damage per shot, it will do 450 raw damage, However, this number can exceed over 800 if it's critical.
There are many ways to aquire a Bozar; The easiest of which is to pickpocket one of the three guards at Buster's Gun store in NCR, every guard there has a Bozar, usually I'll pickpocket all three, keep one, and sell the other two to buy a Light Support Weapon. Also, if you didn't already know, pickpocketing in Fallout 2 is very different than other Fallout games; It's much more probable to do it successfully with a low steal skill, and also you see all things in a person's inventory regardless of your skills, so pickpocketing these Bozar's is really easy.
The guards circled in red in this image all carry Bozars.
There's also a Bozar inside a locker in the bottom floor of the Toxic Caves north of Klamath, however getting to the bottom floor requires a Electronic Lockpick, which you probably won't get anyway by the time you get to NCR. A Bozar can also be purchased from the Red 888 Gun Store in San Francisco, Red 888 in general is a great store for buying end-game weapons like the Avenger Minigun and Gauss Rifle and Pistol
The Light Support Weapon also uses .223 ammo, It's median damage is 5 less than the Bozar, but it has the advantage of having a little more range and shooting 10 rounds per burst rather than 15, saving more ammo, because 10 rounds at 20-30 damage is still enough to one-hit most humanoid enemies unless they're wearing good armor or have tons of health. So it's better to use agaisnt weaker targets, where as the Bozar should be reserved for tougher enemies.
The Light Support Weapon can be bought at Buster's Gun Store and The Red 888 Gun Store, one is also carried by one of the Morton Brothers, The Morton Brothers are a gang that may attack you in a random encounter if you kill Frog Morton for a quest given by Redding's Sheriff. Also, according to the wiki, Clam Jumpers will sometimes carry them, however I've yet to see one being used by a Clam Jumper.
Miniguns
Miniguns excell at doing massive amounts of damage to soft targets and softer armors, this is due to 5mm JHP being the only practical ammo for the Miniguns using 5mm rounds (there's one that doesn't) 5mm AP in Fallout 2 is broken as hell, and AP rounds do signifigantly less damage then JHP, and have a very weak armor-piercing effect, they do either no damage or a ittle damage.
Miniguns are suprisingly difficult to find, the easiest ways to get them are through very specific random encounters with Super Mutants, Merchant Guards, or buying them.
If you're looking for the standard minigun then look at the previously listed random encounters, but there's a better variant that does more damage called the Avenger Minigun, it can be purchased from either the Red 888 Gun Store in San Francisco or Buster's Gun Store in NCR, there are also 2 in the Enclave Oil Rig, the easiest to find is in one of the ammo crates in the northenmost corner of the Guard Barracks, that's the first room up after entering the Oil Rig.
There's one more Minigun in Fallout 2, it's called the Vindicator Minigun, it's description describes it as superior in all ways to the Avenger Minigun, however this isn't the case; it has less magazine capacity at 100 intsead of 120, fires 25 rounds per burst instead of 40, and uses the scarce and expensive 4.7 caseless ammo, which gives it a armor-piercing effect. The only advantage it has over other miniguns is it has the most damage per shot, not burst though. It can be found at the Red 888 Gun Store for a massive price.
Rocket Launcher
The Rocket Launcher, despite being explosve is classified as a Big Gun, and it's rather effective, it does 35-100 damage, has explosive and AP rounds, which unlike 5mm AP aren't broken and work as intended. The rocket launcher isn't god-tier at dealing with heavier armors, but it's more effective than 5mm AP
Rocket Launchers can be found all over the map, particularly in the south end of Fallout 2's world. Super Mutants and Nightkin use them in random encounters, they can be purchased in the Red 888 Gun Store in San Francisco, and one is small building outside Sierra Army Depot.
To get the location to Sierra Army Depot, first you need to work for Orville Wright in New Reno, his family's home is the East Side. Do his first mission and he'll ask you to secure a way into the Sierra Army Depot, and grant you the location. The Rocket Launcher is located in small building near the west end of the surface, you'll have to get past the powerful turrents and some traps to enter the building. It's the same model as the one of the surface entrence to the Brootherhood Bunker in Fallout 1. Also note that inside the ammo crates in the second floor of the Sierra Army Depot are around 2 dozen rockets.
Fallout 2 Weapons Redone Guide
For an overview of this weapon platform throughout the Fallout series, see .223 pistol. |
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A .223 rifle modified and cut down to a pistol. This is a one-of-a-kind firearm, obviously made with love and skill.
”The .223 pistol is a small gun in Fallout 2.
Background[edit | edit source]
The following section is transcluded from .223 pistol. To modify, please edit the source page.
Fallout 2 Walkthrough
The original .223 pistol that became one of the iconic weapons of New California, was originally a full sized .223 revolving rifle, belonging to Irwin, a farmer outside of the Hub. He cut his rifle down to the size of a large pistol, leaving the bolt handle and the original, vestigial trigger intact.[1] This unique weapon offered firepower comparable to a hunting rifle in the compact package of a pistol. Five rounds of .223 ammunition were more than enough to deal with most dangers out in the wastes.[2]
This iconic sidearm caught the eye of gunsmiths and by 2241, and the pistol was deemed profitable for mass production.[3] Vestigial elements were shed to smooth the weapons' profile, and to help further improve performance. The internal mechanisms are retained from the original .223 revolving rifle, modified as needed to create a powerful double-action revolver.[4]
Characteristics[edit | edit source]
Excellent all-around weapon, perfect for all characters using the Small Guns skill. Particularly well suited for Sulik in the early stages, when the player doesn't have a steady supply of ammunition for high end submachine guns, which outclass the .223 round at point blank range every time.
Weapon | Ammo | |||||||
---|---|---|---|---|---|---|---|---|
None | Leather jacket | Leather armor | Metal armor | Combat armor | Power armor | Advanced power armor | ||
.223 pistol | .223 FMJ | 24- 36 | 20- 30 | 17.1- 26.6 | 14.4- 23.4 | 12- 20 | 6.4- 14.4 | 3.25- 9.75 |
Hunting rifle | .223 FMJ | 9.6- 24 | 8- 20 | 5.7- 17.1 | 3.6- 14.4 | 2.4- 12 | -3.2- 6.4 | -4.55- 3.25 |
Sniper rifle | .223 FMJ | 16.8- 40.8 | 14- 34 | 11.4- 30.4 | 9- 27 | 7.2- 23.2 | 1.6- 17.6 | -0.65- 12.35 |
Bozar | .223 FMJ | 30- 42 | 25- 35 | 21.85- 31.35 | 18.9- 27.9 | 16- 24 | 10.4- 18.4 | 6.5- 13 |
Light support weapon | .223 FMJ | 24- 36 | 20- 30 | 17.1- 26.6 | 14.4- 23.4 | 12- 20 | 6.4- 14.4 | 3.25- 9.75 |
Locations[edit | edit source]
- Vendors
- Shady Sands, Bazaar, Buster's Fine Emporium of Armament: Buster.
- New Reno: Eldridge, New Reno Arms (Made Man stock).
- San Francisco: Mai Da Chiang, Red 888 Guns.
- Loot
- Vault 15: In a locker on the second level, alongside a suit of combat armor.
- Worldmap: Found in a 'gang' random encounter. Males in leather jackets carry .223 pistols, whereas the girls with the green mohawk and black leather have 14mm pistols.
Behind the scenes[edit | edit source]
Bladerunner gun
- The pistol is modeled on Deckard's blaster from Blade Runner by Gary Platner.[5]
- A .223 pistol was intended to be available as an Easter egg weapon in S.T.A.L.K.E.R.: Clear Sky, alongside the Bozar, but it never made it out of development stages.
Bugs[edit | edit source]
- The description of the pistol has not been updated to reflect its wider availability.
References
- ↑Fallout and Fallout 2 item description: '{24100}{}{.223 Pistol}'
'{24101}{}{A .223 rifle modified and cut down to a pistol. This is a one-of-a-kind firearm, obviously made with love and skill. Min ST: 5.}'
(PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout)) - ↑Unique weapon in Fallout.
- ↑The weapon is available in multiple copies in Fallout 2. Although it uses the same sprite, none of these are the original pistol.
- ↑Weapon appearance and behavior.
- ↑Chris Taylor: 'That's a great gun. Gary Platner modeled it and nailed the design exactly right. I didn't do the Turbocharged Plasma Rifle, which I think was ultimately not-balanced. But it is fun.'
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Retrieved from 'https://fallout.gamepedia.com/index.php?title=.223_pistol_(Fallout_2)&oldid=2072083'
I'm not intending to really support this much, but I made some changes and added ammo weights to Khormin's Immersive weapon Names mod. If I missed an ammo type for weight please say so in the comments, and feel free to suggest any names that you think are more lore-accurate than mine. My source for most of what I changed is the fallout wiki, and I found that a decent amount of things Khormin had renamed were named either after the wrong model/version of the weapon, or from a similar type of weapon that looks totally different. This is my own opinion of course, and Khormin may have had his own reasons for naming things what he did, but I feel my names are more correct. Anyways, I'm not going to put a list of name changes and such, both b/c I'm too lazy, and because I think it's more fun to find out for yourself, however if anyone wants I will justify my names if someone asks in the comments (probably). Oh and it requires Nuka-World and Far Harbor b/c I changed some weapon names in those DLC's.
Credit for most of the names for the weapons and ammo goes to Khormin, and if he changed anything else I didn't mess with that stuff, just ammo weights and names.
Edit: I just remembered I removed laser weapon recoil too, because lasers don't have recoil, that's dumb. (However I couldn't figure out how to remove the gun shake animation, so the gun will still look like it's recoiling, but there won't be any rise.)
Update 2.01: boring stuff, renamed some things I realized had names longer than the allowed length, I think I corrected some names for other reasons, and I released a file that works with FROST v0.11
Update 2.02: Fixed a name or 2
Been having some issues with the FROST version, if anyone has any issues please report it in the bugs section, also if someone knows how to make a .esp have a master file, I'd appreciate the knowledge, because IWN seems to have lost the FROST.esp from it's master list.
Nvm, here's a changes list:
Ammo:
5mm to 5mm springfield
5.56 to 5.56x45mm
.308 stays the same, would appreciate suggestions for it
.45 to .45 ACP
.38 to .380 ACP
Fusion Cell to #1040 Fusion Cell
Fusion Core to TX-30 Core
10mm to 10x25mm
.44 to .44 magnum
.50 cal to .50 BMG
cannonball to round shot
Mini Nuke to General Atomics Mini Nuke
Missle to M-76 Missile
Gauss rifle ammo stays the same, 2mm Electromagnetic Cartridge, would also appreciate suggestions for this
Plasma Cell to Wattz Plasma Cell
Shotgun Shell to 12 gauge shell
DLC Ammo:
7.62 to 7.62x39mm
Weapons:
10mm Pistol to Colt N99
.44 pistol to S&W M29
Chinese officer sword to Jian
Fat man to General Atomics M42 'Fat Man'
Gauss rifle to Rheinmetall Q73
Frag grenade to M-76 Fragmentation Grenade
Assault Rifle to Lewis M2020, may be changed to Lewis AR51
Combat Rifle to R71 Combat Rifle
Combat Shotgun to BA-12 Shotgun
Double Barrel Shotgun to Beretta 470
Gatling laser to H&K L35
Hunting Rifle to M70 Hunting Rifle
Submachine gun to Thompson M1928A1
Laser Rifle to AEC9-650
Frag mine to M-76 Fragmentation Mine
Minigun to Rockwell CZ53 Minigun
Missile Launcher to Rockwell FRG-76
Plasma Rifle to REPCONN BPR-Z43
DLC Weapons:
Radium Rifle to Radium MP 507 Rifle
Handmade rifle to AK-47 Assault rifle, don't like this name, would appreciate suggestions.
Lever Action Rifle to Marlin 1895 Rifle
Stuff not mentioned was not changed, although it's possible I missed a weapon or 2, but unlikely. Also I know the capitalization is bad, but it's not in game, I was just hand typing most of this, not copy pasting.
Credit for most of the names for the weapons and ammo goes to Khormin, and if he changed anything else I didn't mess with that stuff, just ammo weights and names.
Edit: I just remembered I removed laser weapon recoil too, because lasers don't have recoil, that's dumb. (However I couldn't figure out how to remove the gun shake animation, so the gun will still look like it's recoiling, but there won't be any rise.)
Update 2.01: boring stuff, renamed some things I realized had names longer than the allowed length, I think I corrected some names for other reasons, and I released a file that works with FROST v0.11
Update 2.02: Fixed a name or 2
Been having some issues with the FROST version, if anyone has any issues please report it in the bugs section, also if someone knows how to make a .esp have a master file, I'd appreciate the knowledge, because IWN seems to have lost the FROST.esp from it's master list.
Nvm, here's a changes list:
Ammo:
5mm to 5mm springfield
5.56 to 5.56x45mm
.308 stays the same, would appreciate suggestions for it
.45 to .45 ACP
.38 to .380 ACP
Fusion Cell to #1040 Fusion Cell
Fusion Core to TX-30 Core
10mm to 10x25mm
.44 to .44 magnum
.50 cal to .50 BMG
cannonball to round shot
Mini Nuke to General Atomics Mini Nuke
Missle to M-76 Missile
Gauss rifle ammo stays the same, 2mm Electromagnetic Cartridge, would also appreciate suggestions for this
Plasma Cell to Wattz Plasma Cell
Shotgun Shell to 12 gauge shell
DLC Ammo:
7.62 to 7.62x39mm
Weapons:
10mm Pistol to Colt N99
.44 pistol to S&W M29
Chinese officer sword to Jian
Fat man to General Atomics M42 'Fat Man'
Gauss rifle to Rheinmetall Q73
Frag grenade to M-76 Fragmentation Grenade
Assault Rifle to Lewis M2020, may be changed to Lewis AR51
Combat Rifle to R71 Combat Rifle
Combat Shotgun to BA-12 Shotgun
Double Barrel Shotgun to Beretta 470
Gatling laser to H&K L35
Hunting Rifle to M70 Hunting Rifle
Submachine gun to Thompson M1928A1
Laser Rifle to AEC9-650
Frag mine to M-76 Fragmentation Mine
Minigun to Rockwell CZ53 Minigun
Missile Launcher to Rockwell FRG-76
Plasma Rifle to REPCONN BPR-Z43
DLC Weapons:
Radium Rifle to Radium MP 507 Rifle
Handmade rifle to AK-47 Assault rifle, don't like this name, would appreciate suggestions.
Lever Action Rifle to Marlin 1895 Rifle
Stuff not mentioned was not changed, although it's possible I missed a weapon or 2, but unlikely. Also I know the capitalization is bad, but it's not in game, I was just hand typing most of this, not copy pasting.
Posted by9 years ago
Archived
Right, me again. This shit is kind of addicting because you people say such nice things, which really is the best motivation one could get. Besides, it helps sobering me up if I do one of those every day. I can't think of an awkward enough sentence to smoothly embed my previous guides this time, so, Baldur's Gate Trilogy, Jagged Alliance 2, Deus Ex, System Shock 2, Arcanum.
You will of course need the game, and I got you covered - you can get it over at GOG, for $5.99. Which is crazy, and worth it. Fallout 2@GOG - I get no referral munayz out of it or anything, I just think GOG is a great site (which coincidentally offers the best deals). You don't need to have played Fallout 1 to enjoy Fallout 2 and the first one can be a bit frustrating for people new to the franchise. It's still an absolutely great game, and you can get it at GOG for $5.99 as well.
FALLOUT 2
Since I'm one of those dudes who appreciate an improved original more than lots of shiny new stuff that may or may not fit the tone of the vanilla game (which is most crucial with Fallout, since the atmosphere is so dense), I'll go down that path, modding-wise. If you like the latter flavor or are just bored of playing through the game for the hundredth time, you can try your luck with the MIB88 MegaMod, although I won't cover that path. Killap's Fallout 2 Restoration Project on the other hand mainly reconstructs stuff that has been scrapped due to budget/time restrictions. Lots of it.
- Install Fallout 2. Choose Humongous.
- Download Killap's Fallout 2 Restoration Project (F2RP) Installer from this thread, you can read up a bit on it here if you're skeptical, but most info about the mod qualifies as spoiling it in my book.
- While you're there, also grab the 2e update.
- Run the F2_Restoration_Project_2.0.exe, check everything.
- Open the F2_Restoration_Project_2.0_update2e.rar and extract the contents to your Fallout 2 install directory, when asked, overwrite.
- Grab the latest SFall version, the version included in F2RP is outdated, so you'll have to extract it to your Fallout 2 directory and overwrite some stuff.
- (Optional - Makes the game significantly harder, so this one's for passionate tacticians in it for the challenge.) Download Fallout 2: Weapons Redone, extract the contents of the file into your Fallout 2 directory, run INSTALL.BAT, choose as you please (I recommend everything) except for when it asks you about modifying the exe for AP costs - choose NO
- Do yourself a favor and delete the ereg directory. That shit is so annoying I don't even have words for it.
That's about it for the installing part. Launch the game via Fallout2.exe. You can now change the resolution ingame via the SCRN button in the options menu. For some reason I was unable to change the color depth to 16bit there, but you can easily fix that by changing it in the f2_res.ini. For further customization, check said file out. If you're the daring kind, you can also play around with ddraw.ini (They're both well-documented, so I don't think I need to go into that).
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