From a6a34f779170132441bc4ace8fb01e033300bea1 Mon Sep 17 00:00:00 2001 From: phobos2077 Date: Tue, 9 May 2023 00:32:25 +0200 Subject: [PATCH] Single fire mode for M60 + updated readme - Apparently it broke firing sound --- docs/ecco_changelog.txt | 226 +++++++++++++++++++++++++ docs/ecco_readme.txt | 262 +++-------------------------- root/data/proto/items/00000387.pro | Bin 122 -> 122 bytes 3 files changed, 249 insertions(+), 239 deletions(-) create mode 100644 docs/ecco_changelog.txt diff --git a/docs/ecco_changelog.txt b/docs/ecco_changelog.txt new file mode 100644 index 0000000..ffa8b2f --- /dev/null +++ b/docs/ecco_changelog.txt @@ -0,0 +1,226 @@ +-=== CHANGELOG ===- + +v0.8.0 +(!) rebuilt the mod from the ground up on the new RPU +- restored single-shot mode for M60 to fix firing sound issue +- added a few text corrections from Dravean + +v0.6.2: +- moved to latest sfall with new engine features (a lot of refactoring, something might broke) +- improved quality of trap explosion effects and spike trap kill animation +- fixed duplicate trap kill EXP bonuses and kill counter increments +- incendiary projectile weapons now inflict fire damage to secondary targets too +- strong single-shot energy weapons now spend more than 1 cell round for each shot +- slightly lowered armor piercing values for some ammo types +- reverted speed of travel through mountains to vanilla level (was lowered at some point, now I don't think this was a good idea) +- all hotkeys (crafting menu, set trap, party orders) now work without delays (you don't have to press and hold them now) +- you can now close crafting menu with Escape key +- added option to delay Hakunin dreams somewhat +- nerfed double-barrel shotguns: when duplet mode is installed (which is off by default now), vanilla base damage will be used; +still higher damage when duplet mode is disabled +- added optional AP requirement when using more than 2 drug items from inventory during combat +- added Traps and Barter skill books to the game +- doors to a bunch of loot at Bishop's club are better protected +- removed perk "Bonus rate of fire" +- no more free loot at Dr. Johnson (his stock is hidden just like any other merchant and he keeps an eye on his room) +- implemented robust code that fixes invalid ammo counts and calibers for all map objects (on first map enter) +- expanded melee (throwing, unarmed) combat by adding 4 new mid-game weapons (some craftable, some buyable, some can be found in the world) +- rebalanced some random encounters a bit (mainly to avoid instagib encounters in early game) and fixed several occasions of people unable to use their weapons (due to lack of animation) +- added more powerful shotgun shells to craft +- changed weapon destroy script - it works only for weapons listed in the INI (there were exclusion list before) and weapon destruction is shown in the message log + +v0.6.1: +> Bug fixes: +- fixed not beign able to push Vic +- fixed several bugs related to traps +- mole rat hide now drops from Pinky & Brain +- fixed wrong ammo types found in guns and wrong ammo amount in the last pack in stacks (will apply when pickup from container or put weapon in hand) + +> Balance +- Salvatore gang members were made tougher +- Increased number of guards in Vault 15 +- replaced ALL combat armor in SAD with Metal Mk2 (to fight Salvatores) +- early traps made more appealing: spike traps work in 1 hex radius like sensor traps, skill requirement reduced +- adjusted some crafting schematics +- removed ability to steal full stock from Modoc general store +- added restockable non-stealable money pool to all NR drug dealers +- Eldrige inventory is reduced upon his death (was gamebreaking loot) +- reduced range of all shotguns, restored single mode for Pancor +- reduced laser rifle max damage +- rearranged loot in 2 rooms at EPA security level; only one room is "jammed" now (with better loot) +- added "don't touch that" checks to containers at slaver camp + +> New features: +- all geckos and some rats and molerats can now be lured into traps outside of combat using appropriate food +- changed crafting skill requirements: now some schematics will require a sum of two skills instead of two separate skills. This allows for more flexibility in character development. +- ability to craft Super Tool Kit at some point +- changed encounter table for area around Vault Village: now you will encounter Mole rats in accordance to appropriate quest status +- reduced range at which abbey deathclaws start combat (to be able to use traps) +- moved tentacles quest from doctor to Henry next door (more appropriate) +- added trigger to be attacked by bots on S.A.D first floor + + +v0.6: +> Economy: +- in all barter price calculations, highest Barter skill in party is now used instead of PC skill only (to conform with vanilla) +- price koefficients were tweaked: merchant skill affect prices in similar scale to vanilla game +- one of the trappers in Klamath can now teach you gecko skinning (not free) and leather jacket crafting +- Loot slightly reduced in S.A.D +- Loot slightly reduced in Hubologist Stash +- EPA: added skill-check on two doors leading to locker rooms on security level + +> Weapons: +- laser rifle hold frame switched back to "big gun", now super mutants can use it again... +- "LE" BB Gun nerfed a bit.. it's rare but was making many other weapons absolete because of accuracy, 4AP cost and enourmous magazine size +- added 40mm grenade launcher (2 types) with 2 types of grenades +- added 9mm SMG for flavor (and to use 9mm ammo) +- two new craftable ammo types: 14mm JHP and 40mm Incendiary grenade +- rechamber XL70E3 to .223 ammo, now it's a good light alternative to Light Support Weapon; added it to more places in game (still very rare) + +> Gameflow: +- integrated Lujo Gameflow Fixes mod (experimental version): http://www.nma-fallout.com/showthread.php?201429-A-rewiev-of-the-RP-game-progression-experience-and-small-tweak-suggestions +- Flick and Tubby in Den are now protected better and their on-death loot is reduced +- Metzger gang made tougher +- lowered several EXP rewards in NCR-Vault13 area +- redesigned Raiders hideout: secret entrance is more challenging now, while front entrance more straightforward (but still features tough fight) + +> Misc: +- included expanded version of Party Orders addon (with Switch Ammo Type feature) +- all modified game scripts were "re-modified" and recompiled against latest RP source files +- craftable food (new teacher in Den) +- crafting menu improvements: changed order of items, more items per page, items split into categories for easier navigation (when there are many available) +- rearranged crafting teachers (3 new teachers added) +- text corrections in changed dialogs for better english +- improved "destroy weapon on death" by excluding rare and unique weapons (they will never be destroyed) +- added more Ropes and Spears to Maida, added free Junk in Den +- added more grenades to NPCs in random encounters +- fixed NPCs not being able to use Throwing Axes and Grenades in several random encounters +- simplified trap assembling: now you need to place them in hands and use them on the chosen one (or press Ctrl+1) + + +v0.5.2: +- adopted to RP v2.3.3 +- added russian translation of mod, readme file and installer +- added new *better* buying price formula (not using vanilla price, but uses all proper variables like perks, discounts, etc.) +- swapped .223 Pistol and Mauser back to vanilla places; to make .223 rare, removed it from NCR shop and all common encounters +- changed some weapon distribution in random encounters according to changed weapon stats, added some grenades and throwing axes +- throwing axe uses knife animation: not much worse than club animation, but allows it to be used by more enemies +- two identical 9mm ammo types now split into "ball" and "Armor piercing" +- fixed Mr.Fixit dialog not producing items when using keyboard shortcut (Ctrl+C) + +v0.5.1: +- reduced weight of rope, junk and fish +- "reduce drugs loot" default setting changed to 50% +- Algernon must rest before upgrading next weapon, plus weapon retain the amount of ammo it had before upgrade +- Trappers in random encounters now sell pelts through standard barter dialog only, but with high discount +- for plow quest in VC you get a little more worthy reward +- adjust XP values of some monsters to reflect changes in their stats +- removed Pancor Jackhammer from random encounters and moved M60 around +- made Molerats a little bit tougher +- added new lootable monster body parts: Death Claw, Mole Rat Hide, Wanamingo Hand, Mutant Tentacle. +- added Bounty Hunt quest to Ascorti (Redding) +- added Bounty Hunt quest line to deputy Karl (NCR) +- added Bring Tentacles quest to NCR doctor +- added Bring Molerat Hides quest to Balthas (Modoc) +- experimental feature: stimpaks radiate on use, booze acts as a weak rad-away (optional) + +v0.5: +- fixed Mr.Fixit dialog skipping craft items +- fixed getting "trap kill XP" when target not actually killed +- fixed crash when shooting walls +- Taser stats improved +- proper ground image for axe +- added Hercules drug (Carry Weight bonus) +- traps changes: + - new Proximity mine (junk+battery), 1 tile radius + - explosions damage calculation changed, critters at 1 tile from explosion will receive the same damage as in epicenter + - easier arming of "customizable" mines (see TRAPS section) + - new unique graphics of traps on ground + - one spike trap can now be used only twice + - possible stability improvements +- added advanced drugs and leather armor teacher +- craft menu can now be accessed with hotkey: Ctrl+C +- source code file structure refactoring +- micro fusion cell mag size reduced (1 full cell will still charge car with 50% power, so this wasn't affected) +- some "lesser" critters made tougher (Tough Giant Ant, Large radscorpion, Deathclaws) +- added loot reducing in corpses + +v0.4.4: +- fixed Smitty dialogue to allow learn crafting after you got a car +- fixed people drop their fist-weapons on death (how would that be possible?) +- fixed "window hang" bug in Poison schematic definition +- new weapon: Taser +- restore Zip Gun in game (craftable) +- party NPC skills used in crafting +- added craftable and installable spike traps (stone plate graphics) +- added configurable friend-or-foe system for traps +- implemented gaining experience points for all trap kills +- slightly reduced 10mm ammo pack size + +v0.4.3: +- installable traps +- sneak attack and blackjack +- nerfed slot jinxer perk +- nerfed gambling dice +- adjusted weight and size of some items +- fixed "dancing autofire" death animation occured when using shotgun duplet mode + +v0.4.2: +- learn crafting before use +- rebalanced craft rules +- fixed molotov not exploding when miss or hit scenery +- slight changes to barter price calculation (use round() instead of floor() on final prices) +- fix bug in installer causing damaged installation + +v0.4.1: +- new items (craftable): + - home-made grenade + - Dragon Skin (fire resistance drug) + - 12ga slugs + - .223 AP +- improved Mr. Fixit code to support multiple items in one batch +- added some crafting components to general stores (vanilla items) +- added more town demand item rules +- added weapon drop on death (my own version) + +v0.4: +- new barter system +- added some price diversity for some items +- Sniper Rifle rechambered "back" to 7.62 +- added some XL70E to stores. Still very rare. +- added sniper rifle and some axes to NCR store +- increased money in some stores + +v0.3.1: +- implemented fire damage type for Molotov +- adjusted grenades damage + +v0.3: +- created installer + +v0.2.2: +- *slightly* lowered damage and range of most pistols (to balance 5AP->4AP change) +- Bozar AMR now uses Big Guns skill +- M60 now has magazine capacity of 100 +- reduced damage for Gauss weapons closely to vanilla state (because even Advanced power armor does not protect against their shots at all) +- reduced rocket launcher damage with explosive rocket to lightly armored targets (was 50% more than vanilla, now only 30%) +- increased DR mod for AP Rocket (to penetrate Adv. power armour) +- reduced 5mm ammo pack size to 40 +- increased weight of 7.62mm and .50 ammo packs to roughly meet RL counterparts +- slightly reduced amount of .50 ammo in stores +- minor changes and fixes to some weapon stats + +v0.2.1: +- adopted to RP 2.3.2 +- fixed some upgraded weapons having different specs from basic ones +- added Mr.Fixit mod (obj_dude script was merged with RP version) + +v0.2: +- adopted to RP 2.3 +- throwing weapons rebalance, added damage bonus formula +- added Throwing Axe +- added .50 BMG and changed Bozar to use it +- made critters armor changes consistent +- damage changes for Bozar, M60 and LSW +- improved double-barrel shotguns duplet mode with unique sound and proper animations +- copy-pasted hs_calcapcost script from WR 2.2 \ No newline at end of file diff --git a/docs/ecco_readme.txt b/docs/ecco_readme.txt index 9fe32af..c1f4c4d 100644 --- a/docs/ecco_readme.txt +++ b/docs/ecco_readme.txt @@ -1,6 +1,6 @@ -====================- -=== EcCo mod ===- --=== v0.6.2 BETA ===- +-=== v0.8.0 BETA ===- -====================- by phobos2077 @@ -11,7 +11,7 @@ Main goals: - add more challenge to the combat, barter and other aspects of the game (but without mandatory hardcore) - fix some stuff of the Restoration Project as well as vanilla game which I feel were broken - add more variety to the gameplay, mainly to the combat (but in line with original game design, you won't see OP weapons or other unicorns here). -- keep everything as modular as possible, so the players can configure everything to their liking and modders can re-use parts of this mod in their own +- keep things configurable and modular, so the players can tweak mod to their liking and modders can re-use parts of it in their own creations Main Highlights. @@ -61,30 +61,40 @@ New Quests: Other mods that I used/included: -- sfall 3.5 DLL for Windows XP SP2+ (included) -- Party Orders addon (expanded with "Switch ammo" feature) - Mr. Fixit (adopted and expanded) - Haenlomal's Yet Another Ammo Mod damage formula (with sfall) -=== COMPATIBILITY ===- -ONLY installable above the Killap's Restoration Project 2.3.3 +ONLY installable above the Restoration Project Update v27 (with updated maps from Pixote) Following RP options MUST be installed: -- Party members change appearence when wearing armor - New weapon animations (all of them) Start of a new game is NOT required (but is recommended, as usual...) -=== INSTALLATION ===- -1) make a backup copy of your entire game installation folder (except master.dat and critter.dat files - those won't be affected) +1) install RPU v26 on a clean game installation (installer version is recommended): +https://github.com/BGforgeNet/Fallout2_Restoration_Project/releases/tag/v26 -2) use installer with desired options +2) download the archive and extract it's contents into the folder where you installed RPU in step 1 (should overwrite rpu.dat file) +https://drive.google.com/file/d/1CgCZjDh0H_zgLk0nQs9qLlUeaZ-zJPjK/view?usp=share_link -3) start Fallout 2 and play +3) extract the contents of the archive into the game folder, overwriting files + +4) edit ddraw.ini and change the following: + a) Find DamageFormula and set it to 5 (to use YAAM) +DamageFormula=5 + + b) Find and uncomment the following lines: +PerksFile=sfall\perks.ini +BooksFile=sfall\books.ini + +5) start Fallout 2 and play + +If you won't like the merchant prices or some other aspects, feel free to read and edit the barter.ini and combat.ini in mods folder as you like. -If you won't like the merchant prices or some other aspects, feel free to read and edit the barter.ini and combat.ini as you like. -=== DETAILS (WARNING! SPOILERS!!!) ===- @@ -276,238 +286,10 @@ So basically, you get 2x maximum damage with 100% skill, 3x damage with 200% and - 3 global scripts are running about 5-10 times in second (gl_stlth, gl_traps, gl_fixit) - several hook script are used, refer to !Sources folder for more info --=== CHANGELOG ===- - -v*** -- fixed some installer bugs -- fixed some minor map bug -- restored single-shot mode for M60 to fix firing sound issue -- added a few text corrections from Dravean - -v0.6.2: -- moved to latest sfall with new engine features (a lot of refactoring, something might broke) -- improved quality of trap explosion effects and spike trap kill animation -- fixed duplicate trap kill EXP bonuses and kill counter increments -- incendiary projectile weapons now inflict fire damage to secondary targets too -- strong single-shot energy weapons now spend more than 1 cell round for each shot -- slightly lowered armor piercing values for some ammo types -- reverted speed of travel through mountains to vanilla level (was lowered at some point, now I don't think this was a good idea) -- all hotkeys (crafting menu, set trap, party orders) now work without delays (you don't have to press and hold them now) -- you can now close crafting menu with Escape key -- added option to delay Hakunin dreams somewhat -- nerfed double-barrel shotguns: when duplet mode is installed (which is off by default now), vanilla base damage will be used; -still higher damage when duplet mode is disabled -- added optional AP requirement when using more than 2 drug items from inventory during combat -- added Traps and Barter skill books to the game -- doors to a bunch of loot at Bishop's club are better protected -- removed perk "Bonus rate of fire" -- no more free loot at Dr. Johnson (his stock is hidden just like any other merchant and he keeps an eye on his room) -- implemented robust code that fixes invalid ammo counts and calibers for all map objects (on first map enter) -- expanded melee (throwing, unarmed) combat by adding 4 new mid-game weapons (some craftable, some buyable, some can be found in the world) -- rebalanced some random encounters a bit (mainly to avoid instagib encounters in early game) and fixed several occasions of people unable to use their weapons (due to lack of animation) -- added more powerful shotgun shells to craft -- changed weapon destroy script - it works only for weapons listed in the INI (there were exclusion list before) and weapon destruction is shown in the message log - -v0.6.1: -> Bug fixes: -- fixed not beign able to push Vic -- fixed several bugs related to traps -- mole rat hide now drops from Pinky & Brain -- fixed wrong ammo types found in guns and wrong ammo amount in the last pack in stacks (will apply when pickup from container or put weapon in hand) - -> Balance -- Salvatore gang members were made tougher -- Increased number of guards in Vault 15 -- replaced ALL combat armor in SAD with Metal Mk2 (to fight Salvatores) -- early traps made more appealing: spike traps work in 1 hex radius like sensor traps, skill requirement reduced -- adjusted some crafting schematics -- removed ability to steal full stock from Modoc general store -- added restockable non-stealable money pool to all NR drug dealers -- Eldrige inventory is reduced upon his death (was gamebreaking loot) -- reduced range of all shotguns, restored single mode for Pancor -- reduced laser rifle max damage -- rearranged loot in 2 rooms at EPA security level; only one room is "jammed" now (with better loot) -- added "don't touch that" checks to containers at slaver camp - -> New features: -- all geckos and some rats and molerats can now be lured into traps outside of combat using appropriate food -- changed crafting skill requirements: now some schematics will require a sum of two skills instead of two separate skills. This allows for more flexibility in character development. -- ability to craft Super Tool Kit at some point -- changed encounter table for area around Vault Village: now you will encounter Mole rats in accordance to appropriate quest status -- reduced range at which abbey deathclaws start combat (to be able to use traps) -- moved tentacles quest from doctor to Henry next door (more appropriate) -- added trigger to be attacked by bots on S.A.D first floor - - -v0.6: -> Economy: -- in all barter price calculations, highest Barter skill in party is now used instead of PC skill only (to conform with vanilla) -- price koefficients were tweaked: merchant skill affect prices in similar scale to vanilla game -- one of the trappers in Klamath can now teach you gecko skinning (not free) and leather jacket crafting -- Loot slightly reduced in S.A.D -- Loot slightly reduced in Hubologist Stash -- EPA: added skill-check on two doors leading to locker rooms on security level - -> Weapons: -- laser rifle hold frame switched back to "big gun", now super mutants can use it again... -- "LE" BB Gun nerfed a bit.. it's rare but was making many other weapons absolete because of accuracy, 4AP cost and enourmous magazine size -- added 40mm grenade launcher (2 types) with 2 types of grenades -- added 9mm SMG for flavor (and to use 9mm ammo) -- two new craftable ammo types: 14mm JHP and 40mm Incendiary grenade -- rechamber XL70E3 to .223 ammo, now it's a good light alternative to Light Support Weapon; added it to more places in game (still very rare) - -> Gameflow: -- integrated Lujo Gameflow Fixes mod (experimental version): http://www.nma-fallout.com/showthread.php?201429-A-rewiev-of-the-RP-game-progression-experience-and-small-tweak-suggestions -- Flick and Tubby in Den are now protected better and their on-death loot is reduced -- Metzger gang made tougher -- lowered several EXP rewards in NCR-Vault13 area -- redesigned Raiders hideout: secret entrance is more challenging now, while front entrance more straightforward (but still features tough fight) - -> Misc: -- included expanded version of Party Orders addon (with Switch Ammo Type feature) -- all modified game scripts were "re-modified" and recompiled against latest RP source files -- craftable food (new teacher in Den) -- crafting menu improvements: changed order of items, more items per page, items split into categories for easier navigation (when there are many available) -- rearranged crafting teachers (3 new teachers added) -- text corrections in changed dialogs for better english -- improved "destroy weapon on death" by excluding rare and unique weapons (they will never be destroyed) -- added more Ropes and Spears to Maida, added free Junk in Den -- added more grenades to NPCs in random encounters -- fixed NPCs not being able to use Throwing Axes and Grenades in several random encounters -- simplified trap assembling: now you need to place them in hands and use them on the chosen one (or press Ctrl+1) - - -v0.5.2: -- adopted to RP v2.3.3 -- added russian translation of mod, readme file and installer -- added new *better* buying price formula (not using vanilla price, but uses all proper variables like perks, discounts, etc.) -- swapped .223 Pistol and Mauser back to vanilla places; to make .223 rare, removed it from NCR shop and all common encounters -- changed some weapon distribution in random encounters according to changed weapon stats, added some grenades and throwing axes -- throwing axe uses knife animation: not much worse than club animation, but allows it to be used by more enemies -- two identical 9mm ammo types now split into "ball" and "Armor piercing" -- fixed Mr.Fixit dialog not producing items when using keyboard shortcut (Ctrl+C) - -v0.5.1: -- reduced weight of rope, junk and fish -- "reduce drugs loot" default setting changed to 50% -- Algernon must rest before upgrading next weapon, plus weapon retain the amount of ammo it had before upgrade -- Trappers in random encounters now sell pelts through standard barter dialog only, but with high discount -- for plow quest in VC you get a little more worthy reward -- adjust XP values of some monsters to reflect changes in their stats -- removed Pancor Jackhammer from random encounters and moved M60 around -- made Molerats a little bit tougher -- added new lootable monster body parts: Death Claw, Mole Rat Hide, Wanamingo Hand, Mutant Tentacle. -- added Bounty Hunt quest to Ascorti (Redding) -- added Bounty Hunt quest line to deputy Karl (NCR) -- added Bring Tentacles quest to NCR doctor -- added Bring Molerat Hides quest to Balthas (Modoc) -- experimental feature: stimpaks radiate on use, booze acts as a weak rad-away (optional) - -v0.5: -- fixed Mr.Fixit dialog skipping craft items -- fixed getting "trap kill XP" when target not actually killed -- fixed crash when shooting walls -- Taser stats improved -- proper ground image for axe -- added Hercules drug (Carry Weight bonus) -- traps changes: - - new Proximity mine (junk+battery), 1 tile radius - - explosions damage calculation changed, critters at 1 tile from explosion will receive the same damage as in epicenter - - easier arming of "customizable" mines (see TRAPS section) - - new unique graphics of traps on ground - - one spike trap can now be used only twice - - possible stability improvements -- added advanced drugs and leather armor teacher -- craft menu can now be accessed with hotkey: Ctrl+C -- source code file structure refactoring -- micro fusion cell mag size reduced (1 full cell will still charge car with 50% power, so this wasn't affected) -- some "lesser" critters made tougher (Tough Giant Ant, Large radscorpion, Deathclaws) -- added loot reducing in corpses - -v0.4.4: -- fixed Smitty dialogue to allow learn crafting after you got a car -- fixed people drop their fist-weapons on death (how would that be possible?) -- fixed "window hang" bug in Poison schematic definition -- new weapon: Taser -- restore Zip Gun in game (craftable) -- party NPC skills used in crafting -- added craftable and installable spike traps (stone plate graphics) -- added configurable friend-or-foe system for traps -- implemented gaining experience points for all trap kills -- slightly reduced 10mm ammo pack size - -v0.4.3: -- installable traps -- sneak attack and blackjack -- nerfed slot jinxer perk -- nerfed gambling dice -- adjusted weight and size of some items -- fixed "dancing autofire" death animation occured when using shotgun duplet mode - -v0.4.2: -- learn crafting before use -- rebalanced craft rules -- fixed molotov not exploding when miss or hit scenery -- slight changes to barter price calculation (use round() instead of floor() on final prices) -- fix bug in installer causing damaged installation - -v0.4.1: -- new items (craftable): - - home-made grenade - - Dragon Skin (fire resistance drug) - - 12ga slugs - - .223 AP -- improved Mr. Fixit code to support multiple items in one batch -- added some crafting components to general stores (vanilla items) -- added more town demand item rules -- added weapon drop on death (my own version) - -v0.4: -- new barter system -- added some price diversity for some items -- Sniper Rifle rechambered "back" to 7.62 -- added some XL70E to stores. Still very rare. -- added sniper rifle and some axes to NCR store -- increased money in some stores - -v0.3.1: -- implemented fire damage type for Molotov -- adjusted grenades damage - -v0.3: -- created installer - -v0.2.2: -- *slightly* lowered damage and range of most pistols (to balance 5AP->4AP change) -- Bozar AMR now uses Big Guns skill -- M60 now has magazine capacity of 100 -- reduced damage for Gauss weapons closely to vanilla state (because even Advanced power armor does not protect against their shots at all) -- reduced rocket launcher damage with explosive rocket to lightly armored targets (was 50% more than vanilla, now only 30%) -- increased DR mod for AP Rocket (to penetrate Adv. power armour) -- reduced 5mm ammo pack size to 40 -- increased weight of 7.62mm and .50 ammo packs to roughly meet RL counterparts -- slightly reduced amount of .50 ammo in stores -- minor changes and fixes to some weapon stats - -v0.2.1: -- adopted to RP 2.3.2 -- fixed some upgraded weapons having different specs from basic ones -- added Mr.Fixit mod (obj_dude script was merged with RP version) - -v0.2: -- adopted to RP 2.3 -- throwing weapons rebalance, added damage bonus formula -- added Throwing Axe -- added .50 BMG and changed Bozar to use it -- made critters armor changes consistent -- damage changes for Bozar, M60 and LSW -- improved double-barrel shotguns duplet mode with unique sound and proper animations -- copy-pasted hs_calcapcost script from WR 2.2 - -=== CREDITS ===- -mod was created by phobos2077 in 2010-2015 +mod was developed by phobos2077 between 2010 and 2023 additional dialogs, designs, flow fixes: Lujo russian translators: Pyran, Drobovik, phobos2077, Frederika, PolarTulip @@ -524,6 +306,8 @@ many thanks goes to following people, who made this mod possible: - pelicano for Party Orders addon - people at NMA and nuclear-city forums for useful comments - Black Isle for my personal favorite game of all time! :) +- BGForgeNet and rotators teams for inspiring me to come back to modding +- NovaRain for his outstanding dedication to keeping sfall project alive and helping me get back on track ::O diff --git a/root/data/proto/items/00000387.pro b/root/data/proto/items/00000387.pro index bc82f823d45b0e841922c91b3749fc689d2162ea..bdfff065132fe52825a0ae015f0668039eb5003d 100644 GIT binary patch delta 30 hcmb=bnjp