Fallout2MechanicsMiniRework
This is a small rework of some gameplay mechanics of Fallout 2 and games based on it.
Install / Use
/learn @dekrus/Fallout2MechanicsMiniReworkREADME
Fallout2MechanicsMiniRework
This is a rework of some gameplay mechanics of Fallout 2 and games based on it.
Описание на русском
Installation
Requirements:
Required sfall settings in ddraw.ini:
AllowUnsafeScripting=2(for sfall 4.4+) orAllowUnsafeScripting=1(for sfall 5.1+)SpeedInterfaceCounterAnims=2
Installation steps:
- Download the latest
F2MechanicsMiniRework.zipfrom the Releases page. - Extract the archive directly into your main Fallout game folder.
- Verify structure: After extraction, you should have the following files in
Fallout/mods/:F2MechanicsMiniRework.datF2MechanicsMiniRework.ini
- Configure mod order:
- If
mods_order.txtexists in yourmodsfolder, addF2MechanicsMiniRework.datanywhere in it.
- If
- Customize settings:
- Edit
mods/F2MechanicsMiniRework.inito enable/disable specific features and adjust their parameters.
- Edit
Contents
Mods
- Secondary Attack
- Traits Plus
- Skill Books
- Poison
- Healing
- Medical Tools
- Explosion injury
- Misses
- Sneak
- Steal
- Swing & Thrust
- AntiCritical
- StealthBoy AutoSneak
- Stats Recalculation
Secondary Attack
(Requires set in ddraw.ini: AllowUnsafeScripting=2 for sfall 4.4+ or AllowUnsafeScripting=1 for sfall 5.1+)
This module adds alternative fire modes to Laser, Plasma, Gauss, and other weapons.
- All of the Alternate Fire activates with an Aimed Shot to the torso, or can be set to always be active (configurable).
Laser Weapons: 
- Damages all creatures along the projectile's path.
- Hit/critical chance calculated separately per target.
- Alternate fire has increased armor penetration (target laser defense ×0.2 — 80% ignored).
- Energy cell consumption is calculated based on potential targets between shooter and main target (2 x base attack cost + number of additional targets х base attack cost).
- On a miss, the beam travels in a different direction but can still hit up to the originally calculated number of targets.
- Beam continues until it dissipates (max weapon range), hits an obstacle, or strikes the predetermined number of targets.
- Maximum additional targets depends on weapon and ammo type, and can be configured in
F2MechanicsMiniRework.ini.
Pulse Weapons:

- Attack animation can be either instant chain lightning or traveling arc between targets (configurable in
F2MechanicsMiniRework.ini). - Pulse and EMP weapons deal damage in a "chain" to up to X additional targets closest to each other.
- Maximum distance and number of additional targets configurable in
F2MechanicsMiniRework.ini. - Lightning cannot miss secondary targets once triggered and can hit the attacker if too close.
- Lightning deals highly randomized damage to secondary targets, decreasing with each target.
- Critical chance calculated separately per target.
- Alternate attack consumes (2 x base attack cost, but no less than 3) energy cells.
Gauss Weapons:

- An armor-penetrating attack that ignores 80% of a target's armor.
- Can hit multiple targets in a straight line; maximum penetration depends on:
- Weapon damage (including perk modifiers).
- Per-target damage reduction (percentage based on target's armor).
- Hit and critical chance calculated separately for each target.
- No extra ammo cost for alternate fire.
- Insufficient Strength may cause knockdown from weapon recoil.
Plasma Weapons:

- Creates an explosion that damages all creatures within a configurable radius.
- Damage falls off with distance from the blast center (configurable rate).
- Critical chance calculated separately for each target.
- Alternate attack consumes (2 x base attack cost, but no less than 3) energy cells.
Pistols & SMGs:

- Non-energy Pistols and SMGs allow you to fire two single shots to the body of the same target for the cost of one aimed shot.
- Second shot hit chance reduced by (15 + Wpn STR req * 3), but cannot be lower than 1/2 of the initial hit chance.
Shotguns:

- Aimed shots to the body knock back enemies and can knock them down.
- Affects targets closer than 10 hexes / half the weapon's maximum range.
- Heavier creatures like super mutants/robots/deathclaws/giant scorpions are knocked back less and are less likely to be knocked down.
Assault Rifles:

- Added aimed burst fire mode for assault rifles.
- Bullet spread calculated based on distance, skill, SPECIAL, and perks.
- Hit chance shown is for the first bullet; subsequent bullets have progressively lower hit chance but can still hit the target's torso if the first misses the aimed body part.
- Optional: Can be enabled for other burst-fire weapons like SMGs, Shotguns, Miniguns and Flamers.
Traits Plus
(Requires set in ddraw.ini: AllowUnsafeScripting=2 for sfall 4.4+ or AllowUnsafeScripting=1 for sfall 5.1+) When you first launch the game after installing the mod, you need to load any saved game for the new trait descriptions to take effect.
Enhances base starting traits with new properties without altering their core mechanics.
All new trait properties are scripted and will function even if the traits themselves have been modified by the player or other mods.
Each new property for a specific trait can be enabled, disabled, or forcibly activated, even if the player does not possess the trait, when the option is enabled in the .ini settings file.
Fast Metabolism:
- [+] All food and chems remove 33% more poison and radiation.
- [±] All food and chems heal/remove 33% more HP.
- [±] All food and chems take effect and wear off twice as fast.
- [±] If the Healing mod is enabled, HP regeneration is increased by 33%. However, if poisoned, effectiveness is reduced by 50% (higher poison resistance reduces this penalty).
Bruiser:
- [+] Maximum damage from unarmed, melee, and throwing weapons (excluding grenades) is doubled.
- [+] The "Melee Damage" attribute now affects the maximum damage of throwing weapons.
One-Hander:
- [+] One-handed unarmed attacks receive a +20% hit chance bonus.
- [+] Can attack with one-handed weapons even when both arms are injured (the +20% hit chance bonus does not apply in this case).
- [+] Bonus: +5 to critical effect power.
- [+] +3 Strength bonus for one-handed weapon requirement checks (does not affect melee weapon damage).
Finesse:
- [+] Player's area damage attacks can now deal critical damage, penetrate armor, and knock down/out additional targets.
- [+] Affects all types of area attacks: burst fire, grenades, flamethrowers, and alternative fire modes.
Kamikaze: (Compatible with "AutoMoveToAttack" in sfall 5.0+)
- [+] Player can "attack on the move", reducing attack cost by 1 AP per 2 steps (minimum 1 AP for non-targeted, 2 AP for targeted attacks).
- [+] Sequence increased by 10.
- [−] Each step reduces hit chance by 3%. Hit penalty and AP reduction bonus reset to zero after attacking, performing other actions (looting, using items, etc.), or at the end of the turn.
Heavy-Handed:
- [+] "Melee Damage" is added to minimum damage for unarmed, melee, and thrown weapon attacks (excluding grenades).
- [+] The "Melee Damage" attribute now also affects the damage of throwing weapons.
- [+] Non-critical melee/throwing attacks have a chance to knock down targets (based on damage, Strength, weapon weight, target's Endurance and species).
- [+] Player's critical miss severity reduced by 30%.
Bloody Mess:
- [+] First kill each turn restores 2 AP; subsequent kills in same turn restore 1 AP.
- [±] Critical miss severity increased by 30% for everyone (including player).
- [±] Player now always dies in the most gruesome way possible.
Jinxed:
- [±] Reduces maximum hit chance by 5% for both players and NPCs.
- [±] Time limit removed — critical misses can occur from the start of the game.
Chem Reliant:
- [±] Chem/food effects on stats amplified by 50%, rounded to the nearest integer (-1 → -2, +1 → +2)
Chem Resistant:
- [+] Food and chems no longer cause addiction.
- [+] Stats return to normal immediately after the first chem/food effect wears off.
- [+] Can take 50% more doses, rounded up.
- [±] Positive and negative effects of chems and food reduced by 50%, rounded toward zero:
- Negative values become less negative (-3 → -1, -1 → 0)
- Positive values round up (+1 → +1, +2 → +3)
Skilled:
- [+] Increases maximum hit chance by 4%.
- [+] 50% chance for the player's critical miss to become a regular miss.
- [+] Reduces perk level requirement by 4 (e.g., a level 9 perk becomes available at level 5, a level 12 perk at level 8).
Skill Books
This mod allows you to use skill books on companions to increase their skills, and also allows you to change the amount of bonus skill points and the number of skills that increase when reading books.
- Skill
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