However that may require tinkering with individual ammo modifiers in fo2tweaks.ini, and satisfactory result is not guaranteed. It will work with various mods such as EcCo, It's designed for vanilla game ammo/weapons/armor. You'll need to penetrate (criticals), or bring heavy weaponry. Power armor with its massive DT is a game changer.A point-blank burst from a minigun with JHP will rip most enemies in Combat Armor apart). (This doesn't mean that JHP doesn't do damage, though. By midgame, starting somewhere with Metal Armor Mark II, AP ammo becomes somewhat more effective.Early game is more or less the same, JHP ammo rules.This roll is not affected by Sniper perk.Ī more detailed description is available here. Each bullet in a burst rolls its own critical damage (including bypass effect, but excluding any others).+25% DR also means damage multiplier of 1.25. DR mod also determines ammo damage multiplier. DR mod is now DR/DT mod, and it multiplies both values, rather then adding/subtracting.( Note: you must set DamageFormula=0 in ddraw.ini for this component to work correctly.) NPCs who have no running animation (Marcus, Skynet, Lenny) get one, so they will be able to catch up with the Chosen.Ĭurrent ammo type will be displayed in a notification box during combat.ĭamage mod is a massive overhaul of Fallout's damage formula, intended to make AP ammo useful.All NPCs get a slight boost (like Chosen above).This option disables the penalty for the Chosen. In vanilla game, wearing heavy armor descreases run speed by approximately 20%. In addition to that, you will probably want to set the following options in fallout2.cfg:Īre you tired of Marcus, Skynet, Lenny lagging behind? Then this coomponent is for you. If you want that, you'll have to reset them manually. If you later disable speedup in fo2tweaks.ini, all the settings will not reset back to what they were.For it to start working, you need to enable it in fo2tweaks.ini, load a savegame, then quit and relaunch the game.You can do the same manually, this is simply a shortcut.That includes skipping intro movies and splash screens, decreasing fadein/out time, weapon equip animation, etc. It will set various values in game configs to increase overall game/interface speed. You can kick an NPC out, come back later, more experienced, and they will level up to match that. Default is to max out at level 24, configurable. Now NPCs will automatically level up to match dude's level of experience. Some NPCs like Goris are acquired later in the game and never reach their true potential because of that. For example, Goris may still decline to join if you're a childkiller.Īll vanilla and RP companions are included. It does not remove other checks (karma, etc). This component removes charisma checks upon NPC joining the party. Now you can disable this behaviour and loot all remains normally. Don't drop items on deathĬertain violent death animations (exploded, electrified, etc) cause enemies to drop all their inventory to the ground. Auto reloadĭude will automatically reload both weapons after combat has ended. Let the Chosen One carry up to 99999, regardless of strength. No close range penalty for scoped weaponsĪKA inventory pain killer, part 1.It is highly configurable, any component can be used with or without others. This is a collection of convenience tweaks, common sense changes, and cheats for Fallout 2.
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