About this mod
Considerate Weapon Mod makes Firearms, Throwing Weapons and Grenades way more fun to play.
This mod is safe to use with existing characters, and you don't have to make a new game. It changes:
- stats of most firearms and throwing weapons in Arcanum
- weight of a couple of items
- inventory of some merchants
- Requirements
- Permissions and credits
- This mod won't break anything, which means your save files are safe, and you don't have to make a new character.
- You can find a table of modified weapons in file "Considerate_Weapon_Mod_comparison_chart.png". All changes to .proto files has been documented in Read_me.txt file, so you can tweak them to your liking using any HEX editor.
- Because every weapon/item has its own .proto file, you can even use just individual parts of this mod if you want. For more details, see Read_me.txt file.
- When playing Arcanum as a gunslinger remember:
- Technological characters can freely use magical potions like Potion of Haste, Liquid of Skin Thickening and Essence of Intellect
- Your to-hit chance mostly depends on Firearms / Throwing / Melee skill level, but also your aptitude when fighting monsters that have the opposite aptitude to yours; e.g. if you are a technologist, your technological aptitude should be higher than your enemy's magical aptitude (and vice versa if you're a magical character)
- With Firearms your to-hit chance also depends on a distance from the target, when you are very close or very far it's lower (this is negated with Mastery training)
- To noticeably increase your to-hit chance in dark areas use Lantern (neutral item), Electric Light (technological), Miner's Helmet (technological) or Helm of Light (magical)
- Some monsters have high resistance against certain types of damage, so switch weapons and see what works best, rifles with ignore DR always work. For example elemental damage is great against Ore Golems, physical damage against Fire Elementals, etc.
### 1. Why and what
Firearms in Arcanum are awesome, but a bit under powered, so I:
- slightly tweaked stats of many firearms using the following logic: because pistols are one-handed weapons and allow you to equip Lantern / Electric Light at the same time, which increases your to-hit chance in dark areas about 20%, their damage is now about 10% lower than similar rifles
- reduced the amount of ammo used by each firearm to 1
- reduced all ammo weight to 0 (arrows, bullets, battery charges and fuel)
- reduced all ammo prices to the level of arrows (bullets, battery charges and fuel)
- gave Blade Launcher "silent" property like Hushed Revolver has (so it doesn't alarm nearby enemies) and "ignore target's damage resistance" property like Rifled Cannon has, making it the best weapon for technological thief gunslingers
- removed projectile animation from Tesla Rod, Tesla Gun, Bronwyck's Gun and Blade Launcher, making them hit targets instantaneously
- gave Repeater Rifle a 25% chance to appear in Gunsmiths inventory
Throwing weapons for technological characters are almost nonexistent and way worse than ones for magical characters, so I:
- slightly tweaked stats of many throwing weapons
- reduced weight of Grenades by ~75%
- removed knock back effect of explosives on dead bodies
- for Concussion Grenade I switched Knock Back effect to Stun
Also, I:
- gave all schematics 50% chance to appear in stores (some had 3% before)
- gave all schematics' ingredients 100% chance to appear at the appropriate stores (those changes are visible only after the first visit and shop's inventory refresh)
- to refresh shop inventory first talk to the shopkeeper and access his wares, then back away or move your screen such that merchant's chest is no longer on the screen, then sleep until next day
- changed inventory of Elven Trader in Qintarra, now you can buy Li'tani and Gloves of Dexterity from him
- increased the amount of Bullets, Batteries and Fuel in stores and made them available at Dwarven Smiths (eg. Wheel Clan and Caladon)
- reduced weight of Bandages and Reanimator
- reduced weight of items from Herbology discipline to the level of Wonder Drug (Healing Salve, Fatigue Restorer, Poison Cure, Fatigue Limiter, Accelerate Healing, Cure All, Invigorator, Miracle Cure, Reanimator)
- slightly increased speed of Arcane Bow
- removed buggy spell/script from Shocking Staff, now it's a conventional weapon that doesn't require battery charges
- removed hard-coded descriptions of Shocking Staff, Tesla Rod and Tesla Gun from "item_effect.mes" file
### 2. How to use this mod
Note: this mod won't break anything, so your save files are safe, and you don't have to make a new character.
1. Install Unofficial Arcanum Patch 2.0.2
2. CREATE A BACKUP of your ".../Arcanum/data/proto/" folder
3. Create folders:
".../Arcanum/data/mes/"
".../Arcanum/data/rules/"
5. Copy content of folders:
".../Considerate_Weapon_Mod/proto/" into ".../Arcanum/data/proto/"
".../Considerate_Weapon_Mod/mes/" into ".../Arcanum/data/mes/"
".../Considerate_Weapon_Mod/rules/" into ".../Arcanum/data/rules/"
6. To uninstall, simply delete created folders and restore your backup of ".../Arcanum/data/proto/" folder.