Fallout 2 Vault 15 Combat Armor

Fallout 2 Vault 15 Combat Armor 10,0/10 250 votes

For Fallout 2 on the PC, a GameFAQs message board topic titled 'where can i get at least 2 sets of combat armor?' In one of them there is 2 combat armor, and in the first level there is another combat armor just above the gym. User Info: jletter. There is also a set of combat armor in a somewhat hidden locker on level 2 of Vault 15.

Contents Who made it?The F2WR, 'Fallout2: Weapons Redone', is made and updated by me, Magnus. You can contact me at adressentilmagnus@organizer.net, or you can send me a PM in the No Mutants Allowed forums, where I am known as Magnus, and that is called Magnus.F2WR also has its own kickass thread in the NMA forums, where you can post suggestions, criticism, questions and other fine stuff. Check the 'Links' section to find it.What is it?This mod makes the Throwing skill more useful, makes AP ammo better than JHP against high level armors, rebalances laser resistance of all armors, retools the Bozar into a very powerful sniper rather than a deadly machinegun, rebalances the melee weapons, makes 7.62mm ammo more common, and much more! It all depends on what you choose to install, of course. The specific changes are listed further down. These changes certainly make the game more realistic, fast-paced and dangerous, but not so much that they take away the fun.You can expect to be shred apart by someone wielding an Assault Rifle when all you're wearing is Leather Armor. But if you're wearing Combat Armor, the Assault Rifle will barely itch. 1 second of silence.

Unless your opponent reloads it with AP ammo, in which case you still take heavy damage. And if your opponent wields a 14mm Pistol, not even Power Armor will protect you from taking 4-10 damage.Don't expect to successfully wipe out Metzger's gangs until you've got some Metal Armor and perhaps a Combat Shotgun. Don't even think about taking on the Raiders until you and your friends are toting some serious hardware, perhaps even Power Armor. And when you're outnumbered in the wastes, don't count on winning unless you're many levels above your opponents in weaponry or armor.What else is there to know?You may use, steal, rip, burn, modify and distribute F2WR partially or entirely, AS LONG AS YOU:. Notify me first. I will never deny you from doing it, but I want to know what you are doing. Give credits to me, even if you are using just one single file of this mod.F2WR is backwards compatible, which means that any version of F2WR can be installed over an older version.

It is also compatible with all saved games, as its changes apply themselves whenever you load up the game. Thus there is no need to start a new one.F2WR is fully compatible with Killap's Unofficial Patch and his Restoration Project, because it uses his item protos. Make sure you set the ammo mod settings in the RP's ddraw.ini to the default 0 if you use F2WR with the RP (i.e. Turn Glovz' ammo mod off.

It should already be off if you haven't turned it on.), or some weird stuff might happen.F2WR is also compatible with the MIB88 Megamod, though I personally have not tested this. Therefore, I cannot predict what may happen if you choose to run them together, though I'd go for 'Nothing dangerous or even noticeable'. A big bonus to those who run it with the Megamod is the Megamod's included Mr. Fixit, which allows crafting Molotov Cocktails, among other things. Since F2WR makes Molotovs quite useful, the two mods fill each other out perfectly.As for Shattered Destiny,. Every other single Fallout 2 mod on the planet: I don't know.

If the other mod edits any armor, my changes will overwrite them, as I have redone laser resistance of all armors. If it edits any ammo, my changes might perhaps overwrite them, as I have edited mostly all ammos except.223 FMJ, BBs, 4.7 Caseless, Energy ammo. A couple of others. Same with weapons.But fear not, for F2WR is modular and flexible. If you are sure that my changes to armor will overwrite the ones in a mod that you deem absolutely holy and critical to your gameplay experience, then you can opt not to install them.

The same goes for energy weapons, rifles, shotguns and other things. See below.How to use this?First, decide which parts it is that you don't like about Fallout 2's immense arsenal of weapons of powerful power. If, say, you would like grenades to at least be able to kill a Gecko, you scroll down to the 'Grenades' part of the full list of changes in this readme, see what changes I have made to the game's grenades and decide whether you like them or not.If you do like them, you install them by copying all of the files within the 'Grenades' folder, not the folder itself, into Fallout2dataProtoItems.

If that path doesn't exist, create it and include the file called items.lst, otherwise leave items.lst alone.Repeat this procedure for other types of weaponly details that you want changed, such as low-tech weapons and stuff, or just install the 'All' folder if you want everything (I know I do.). Installing the 'All' folder includes the changes in Folder 3a, so you should be looking at those if you want to see what changes have been done to the energy weapons in the 'All' folder. The files in these folders are already write-protected, so you don't have to do that. Then you start up Fallout 2 and enjoy.Full list of changes Folder 1: 'Armor & AmmoYou are strongly encouraged to look at the F2WRAmmoArmorValues spreadsheet bundled with this mod (and linked to in the 'Links' section of this page). It contains a bunch of tables that show some of the new things you will experience if you install Folder 1, as it is a big folder with lots of content. The reason for this bigness is that the core changes within depend on many other changes, and they would make little sense if you didn't install them all.

Besides, there's no way for me to make this folder more modular, since everything that has to do with one armor type is stored in just one file, the same goes for ammo. The changes are listed in a completely random order below.Many ammos have been changed, and AP ammo now works as it should (see the spreadsheet):All AP ammo has a damage modifier of 1/1.All AP ammo except Needler AP and AP Rockets has an AC modifier equal to its DR modifier plus 20. For instance, 14mm AP, which has a DR modifier of -50, has an AC modifier of -30.Explosive Rockets have a DR modifier of 18 and a damage modifier of 7/4.HN Needler ammo has a DR modifier of -20.HN AP Needler ammo has a DR modifier of -40 and a damage mod of 1/1 instead of 2/1. Both types of Needler Ammo are armor-piercing, but one works better than the other, though it is much less common. The common variety is now better than default, and the uncommon one a little worse than default, where it was overpowered.By default, standard Needler ammo comes in clips of 30, while Needler AP in 10.

. Male FID: n/a. Female FID: n/aDamage Threshold:. DT Normal: 18.

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DT Laser: 19. DT Fire: 16. DT Plasma: 18. DT Electrical: 15. DT EMP: 0.

DT Explosive: 20This powered armor appears to be composed of entirely of lightweight ceramic composites rather than the usual combination of metal and ceramic plates. It seems as though it should give even more protection than the standard Advanced Power Armor.FILE: 00000349.proWEIGHT: 100 poundsVALUE: 25000Leather Armor Mark IITYPE: Armor (0x00)ID: 379ATTRIBUTES. Male FID: n/a. Female FID: n/aDamage Threshold:. DT Normal: 5. DT Laser: 8. DT Fire: 4.

DT Plasma: 4. DT Electrical: 2. DT EMP: 0. DT Explosive: 6This smelly, filthy garment must be made out of some special fabric in order to have withstood the foulness of the bridgekeeper's body. Oddly enough, it has plasma burns and scorch marks all over it, as if these weapons were used against it.

Fallout 1 armorFallout

To no effect. You have NO idea why it's purple.FILE: 00000524.proWEIGHT: 10 poundsVALUE: 5Credits. Prototype data and original article formatting courtesy of.

Additional table formatting.