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Wounded Ronin's Vintage Firearms Mod ver 1.1, with Lisac2k's vintage 
                           firearms graphics

	Mod for polish version of Restoration Project v. 2.3.3!
	   *Polonized by Drako_Schiffer [fallout-corner.pl]*

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1. Version History
2. Installation
3. Explication
4. List of Weapons
5. Other features
6. Credits
7. Contact

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1. Version History

1.1 - Lisac2k signed on and helped tremendously with debugging and with 
greatly improved graphics.  All the gun and ammo graphics have been 
overhauled and various errors relating to hold frame and ground frame issues 
have been resolved.

1.0 - First incarnation of mod

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2. Installation

This mod is compatible with:

a)  The official 1.02d US Patch

Installation instructions: First of all, install the official Fallout 1.02
US Patch. Then put ronin.dat in your Fallout 2 folder (by default it is:
"C:\Program Files\BlackIsle\Fallout2\") and apply it to your game of
Fallout 2 using Modrunner. Using modrunner is very easy; just put it in your
Fallout 2 folder, run it, and select ronin.dat from the list before hitting
"run game." Modrunner utility can be downloaded from the Internet, just
search for it. Also, there are a few useful links where you may find it:

http://newfmc.prv.pl/   (go to download -> tools)
http://www.nma-fallout.com/forum/dload.php?action=category&cat_id=6
http://teamx.ru/eng/files/utils/index.shtml

b)  The unofficial Killap's Patch release Final A (and B)

Installation instructions: you have to install the Killap's Patch first.
After that, unpack the "data" folder from the mod archive to your Fallout
folder (by default it is: "C:\Program Files\BlackIsle\Fallout2\").
Overwrite all files, if asked.

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3. Explication

This is my first attempt at making a mod for any game.  As such, it is very 
simple and modest in scope, and I would appreciate feedback in case of 
errors on my part. I have replaced most of the Small Guns and Big Guns from 
Fallout 2 with real-world vintage firearms such as 1911s and RPKs. I am a 
big fan of the rugged power of vintage weapons and part of my purpose in 
creating this mod was to celebrate the idea that "they don't make them how 
they used to." I have also tried to make combat a little more realistic in 
spite of of the hitpoint-driven style of Fallout and I've basically done 
this by making the following changes:

a)  Pistols and weapons chambered to fire pistol cartridges do less damage 
hit-for-hit than those which use shotgun shells or rifle cartridges.  As the 
old adage goes, "Pistols are for fighting your way back to your rifle, which 
you never should have dropped in the first place." I was always puzzled as 
to why, in the original game, a pistol in .44 magnum performs better against 
armor than an assault rifle.

b)  Burst fire ammo expenditure reflects two seconds of automatic fire when 
the game is dealing with a real world weapon. This makes burst fire very 
deadly and makes use of cover and not just standing out in the open much 
more important than it was in the original Fallout.  It introduces a new 
challenge to the player who uses burst fire frequently, which is the 
logistics of maintaining an adequate supply of ammunition.

c)  Most of the Small Guns and Big Guns in the game can be thought of in 
terms of the following categories: Pistols, which are relatively weak but 
only require one hand to use, Submachineguns, which require less APs to use 
than bigger guns and which have the benefit of burst fire, Carbines, which 
are like beefed up pistols requiring two hands, Rifles, which use powerful 
catridges and which may have burst fire but which require more APs to use 
than submachineguns, Shotguns, which are effective at close range against 
unarmored targets, and Machine Guns, which are unwieldly but absolutely 
devastating in the right hands. It is my hope that this makes a player's 
choice of gun more strategic depending on whether he wants to go for slow 
accurate hits or wants overall lower AP costs.

My hope is that I have created a mod which has more verisimilitude with real 
use of firearms than the original Fallout 2 did. It's worth pointing out 
that I did not edit any of the energy weapons.

Originally I had only wanted to change all of the Small Guns to vintage US 
military weapons so as to stick more to the retro-Americana theme of the 
rest of the game than I felt modern weapons like 10mm pistols and bozars 
succeeded in doing. As I worked, however, I ended up realizing that if I 
wanted to replace most of the "futuristic" Small and Big Guns there wasn't 
enough Americana weapons and that I would need to make a general Vintage 
Firearms Mod with Warsaw Pact and German weapons in addition to the 
Americana weapons. I decided not to change any of the energy weapons as 
they, moreso than a HK CAWS or PDW, were in keeping with the retro-scifi 
look and feel of Fallout; personally, I just can't imagine 1930s old radio 
Buck Rogers wasting an alien with a PDW although I can imagine him doing so 
with some kind of raygun.

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4. List of Weapons

Old Weapon -> Replaced By

Pipe Rifle -> De Lisle carbine
10mm SMG -> M3A1 "Grease Gun"
10mm Pistol -> 1911
Minigun -> RPD
Rocket Launcher -> M20
Hunting Rifle -> Winchester Model 70
Deagle -> Winchester 1894 Trapper
14mm Pistol -> M1 Carbine
Assault Rifle -> AK 47
Frag Grenade -> mkII Pineapple
Sniper Rifle -> M1 Garand
5.56 Pistol -> M1941 Johnson Rifle (insert "Big Johnson" joke here)
Assault Shotgun -> Remington M870
HK CAWS -> Remington Model 1100
Tommy Gun -> PPsh-41
That weird version of the FNFAL which was better on full auto -> M14E2
P90 -> Sten Gun
Magnum Revolver -> Smith and Wesson Model 29
M3A1 "Grease Gun" -> PPS-43
Bozar -> M1C Sniper Rifle
FNFAL -> M14
G11 -> Mauser k98k
That futuristic assault rifle -> AKMSU
Jackhammer -> Winchester Model 1912
M249 -> BAR
Avenger Minigun -> RPK
G11E -> FG42-2 Paratroop Rifle
Vindicator Minigun -> MG42
Jesus Knife -> Japanese Imperial Army Katana

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5. Other features

I've attempted to "fix" the problem with hollow points always being the best 
choice. I replaced "armor piercing" with "full metal jacket" and removed 
the half damage modifier while at the same time giving heavy penalties to 
hollow point rounds versus armor. I know this has been done by others in 
the past but this is my personal attempt.  I'd actually appreciate any 
player feedback about how I did.

I always felt that alcohol needed to give the player some benefit since it's 
probably unrealistic how most Fallout player characters never ever will want 
to take a drink. I tweaked the effect of alcohol on the player so that now 
it's at least potentially useful for more than reducing the PER of enemies 
to 1. Now, every time the player consumes alcohol he will lose PER but gain 
some hitpoints and some damage resistance with the exact amounts being 
determined by which alcoholic item was consumed. The drawback is that after 
some time has passed the player will lose more hitpoints than he gained from 
drinking the alcohol, which represents a hangover, essentially.  It is now 
possible to die of alcohol poisoning, in effect.

I am passionate about history so I tried to have a quick historical blurb in 
each new weapon description briefly explicating the historical significance 
of the weapon.

I replaced the inventory graphic for beer with an image of the label for 
Clix malt liquor, which was the first malt liquor and which was created in 
the US during the Depression. Like I said, I love history. Lisac2k later 
improved this feature by creating an image of a bottle with the Clix label 
on it rather than just an image of the label itself.

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6. Credits

Being a new modmaker I have a lot of people and places to give credit to.

First, I must give extra special thanks to Lisac2k from the No Mutants 
Allowed Forum and survivor.10.forumer.com. Lisac2k personally took the time 
to walk me through the process of compiling this mod.  Without his kind and 
patient help I literally would never have made it to the stage of releasing. 
Furthermore, he went through the trouble to actually make new beautiful 
and detailed graphic for each vintage weapon and ammo type which this mod 
presents. He freely donated huge amounts of his time and graphical 
expertise and has acted like a modding mentor towards me.  Lisac2k has my 
deepest gratitude for the extensive kindnesses which he has shown me.

Second, I would like to thank .45 ACP from the No Mutants Allowed Forum. It 
was his weapon mod which inspired me to attempt my own. Furthermore, in 
version 1.0 of my mod I was using some graphics from his mod, namely the 
graphics for the AK 47, the Remington M870, the 1911, the M14, and the M60.  
In version 1.1 they have been replaced by Lisac2k's graphics.

Third, I must thank Cubik from the No Mutants Allowed forum. He provided me 
with editing and graphic conversion software which made it easy for me to 
make the changes that I wanted to make to Fallout 2. Considering my 
personal lack of expertise I think it's fair to say that without Cubik's 
very kind support I would not have been able to make this mod.

Fourth, I would like to thank the modding communities at No Mutants Allowed 
and the Survivor forums for their patient explanations and help to a new and 
unsavvy modmaker, myself.

Fifth, I would like to thank world.guns.ru and Google for helping me get 
photographs and facts such as weight and Rate of Fire for all the historical 
weapons I have put into the game.

Sixth, I would like to thank Austere Emancipator from Dumpshock Forums for 
his firearms expertise and for his supportive attitude towards my project.  
He even got me detailed info on ammo weights! I hope you enjoy this mod, 
friend, and that you get to blow away the sarge with the personality problem 
at Navarro with your favorite vintage weapons.

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7. Contact

If you've got any comments on this mod and would like to share them please 
shoot me an email at oishi_kuranosuke@hotmail.com. Kindly report any errors 
you may encounter. Be sure to put the words FALLOUT MOD in the subject line 
so I don't think your message is spam. Although I'm not specifically 
planning to revise this mod in the future if I get intelligent suggestions 
and the like I might do so to the best of my limited ability.

Sometimes hotmail can filter out email messages in strange ways so if you 
don't get a reply you could try PMing Wounded Ronin at forums.dumpshock.com, 
www.bullshido.net, No Mutants Allowed, or survivor.10.forumer.com. I know 
how annoying it can be when all the contact points a modder give have 
expired years ago so I'm giving as much as possible.

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