Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

yea i know, i was more laying out my hopes for the future including once we get geck.

there is so little you can do without geck and so many features that should be implemented first before the full realization of VATS's potential is realized
 
Frederic said:
Dubby, you should beef up the accuracy of the sniperrifle.
I seriously miss way to many shots because of the constant hovering of the crosshair and scope.

This is dependent on your small guns skill. The higher your skill, the less the scope-sight will move around. You still need to crouch though.
 
Dubby said:
F3C is meant to fix Fallout 3 and bring it closer to what this 'Bethout' should have been, not provide a modular smorgeshborg for ex-oblivion addicts. Sorry.

That's too bad you feel that way. It's really short-sighted to ignore the huge mod community we have inherited from the Elder Scrolls world (where the most popular mods are modular). So now there will be your NMA way and then the rest of the community. It's really too bad that your fine work will be ignored by most players because you insist on your own vision of the truth... actually, doesn't Harkness say something about that?
 
Dubby said:
Frederic said:
Dubby, you should beef up the accuracy of the sniperrifle.
I seriously miss way to many shots because of the constant hovering of the crosshair and scope.

This is dependent on your small guns skill. The higher your skill, the less the scope-sight will move around. You still need to crouch though.
90 on Small Guns and still as tedious.I always crouch too.
 
Frederic said:
Dubby said:
Frederic said:
Dubby, you should beef up the accuracy of the sniperrifle.
I seriously miss way to many shots because of the constant hovering of the crosshair and scope.

This is dependent on your small guns skill. The higher your skill, the less the scope-sight will move around. You still need to crouch though.
90 on Small Guns and still as tedious.I always crouch too.

edit: I amplified the skill effect on scope wavering. Please download v0.5 (see bottom of post)


kilolima said:
That's too bad you feel that way. It's really short-sighted to ignore the huge mod community we have inherited from the Elder Scrolls world (where the most popular mods are modular). <snip>

Is it? Have you considered perhaps that's what separates the designers from the modders? Should, however, the long-standing community of NMA vote on modularity over stability and canon accuracy, effort will be made in translating F3C to accomidate those needs. Until then however, the F3C will opt for stability and canon accuracy as decided by the NMA.



extra:

Updated to v0.5.0.0 : http://www.fallout3nexus.com/downloads/file.php?id=794
*Skill with smallguns now accurately reflects itself when using sniper scopes
*5mm & 7.56mm ammo (loot) has a higher max count
*Removed damage requirement for getting XP in combat from follower(s') kills - you must still attack the target atleast once however
*Reduced spread of shots in VATS
*VATS attacks have higher critical chance now
*Misc tweaks
 
@Dubby you rock :)

@kilolima give him a fucking break its his mod his vision...

Edit:Dubby question if i use mods to change interface crosshair for example i will have some problems with mod or its fine?
 
Mods that change crosshairs just affect the texture files and won't conflict in any way with F3C.
 
Dubby, i'm having abit of a problem with the weapon *Ripper*.
The run and gun AP is making it fubar right about now.It's basically a chainsaw that drains your Ap completely in 3 seconds.
Might want to lower the AP cost on that so it's a viable melee option.

On the other hand, the sniper annoyance is fixed.
Thanks for that.

Edit:I also seem to be stuck at level 12 because of the ridiculous amount of xp you need to level up.
 
Frederic said:
Edit:I also seem to be stuck at level 12 because of the ridiculous amount of xp you need to level up.

I wonder if someone will hit level 40...

Prodobly its possible to hit maybe 20 if you do all quest...but beyond that no idea xp from combat is just lame... :)

I dont see it as bad thing...but maybe perk Vault Dweller should be removed...

@Dubby i was thinking about "fev failed experiment" we see them in Vault 87 would it be possible to make them alive they are kinda scary :)
 
Dubby 5mm ammo dont need higher max count , my companion uses minigun and from drops only i got on him more than 12k of it this ammo is really easy to get same as 5.56 maybe becouse i got scoundrel perk but still :D
 
gregor_y said:
Frederic said:
Edit:I also seem to be stuck at level 12 because of the ridiculous amount of xp you need to level up.

I wonder if someone will hit level 40...

Prodobly its possible to hit maybe 20 if you do all quest...but beyond that no idea xp from combat is just lame... :)

I dont see it as bad thing...but maybe perk Vault Dweller should be removed...
Totally agreed.Would make leveling up more important.
Unless, the amount of xp necessary would be lowered.
 
Frederic said:
Totally agreed.Would make leveling up more important.
Unless, the amount of xp necessary would be lowered.

The point is...

Leveling can be very hard and thats a good thing but when you gain a level and you can choose only Vault Dweller well you almost wana throw up :)

But i guess Dubby will add some stuff in future and i hope Vault Dweller is just temporary...
 
Remember the F3C is also going to rebuild the world map into pseudo exterior interiors, to set the scale of the map closer to 1:1 instead of 1:60 like it is now. Random encounters would be more common, for instance, and there would be special encounters as well. Also remember that in previous games, perks are gained once every 3 levels. In F3C, it's once every 2 levels, or even numbered levels. You can tweak the XP ratios with a few game settings. The command is " SetGS fDiffMultXP_ " where _ is the first letter of the difficulty (VE, E, N, H, VH). The current default for these is 0.3, 0.35, 0.4, 0.425, and 0.45. Your input is valuable for getting the best desirable range of these numbers, so test them out and sound off here after you've gotten a feel for it.
 
I don't know if you've already done this, but since VATS is targeted shots and R&G is general shots, can you make it so for example head shots don't count as such in run and gun mode and you can't cripple limbs?
 
That's not possible.

In oblivion, the game was coded so that even if you shot someone in the hand with an arrow, the game would calculate where they got hit randomly. In bethout, the game is coded differently so that it acts respective to where someone is actually hit.

This is, technically, a huge step forward for bethesda.
 
bhlaab said:
I don't know if you've already done this, but since VATS is targeted shots and R&G is general shots, can you make it so for example head shots don't count as such in run and gun mode and you can't cripple limbs?

No offence but thats very stupid idea...
 
Dubby said:
Boundrose, I suggest you do not remove the quest article directly, but instead just set the run and gun mult to 0. Why? It's possible the save file could eventually become corrupt.

Okay, i'll do so.

Dubby said:
I still urge you to play with a little more forethought and planning, rather than simply turn R&G off.

I am afraid we will never agree here. Also don't suggest that my gamestyle is thoguhtless - you can't play your mod without forethought and planning when you're one-shot-dead from huntign rifle or Mr Gutsy's plasma gun.

My little feedback so far:
-you could adjust leveling a bit so first levels would be easier to achieve. It's really annoying - how long you have to play till you can lockpick *basic* (25 diff) locks, access basic terminals, have a chance to disarm a frag mine etc.
Vanilla was not so good here except the cap which made playing the game meaningless and boring after you hit 20lvl.
-i get the feeling that energy weapons are too powerful with an accuracy and rate of fire they offer.
-finnaly scoped weapons have a "shaking hand" effect, now it's fun to use them. Frederic says somethign about "it being fixed now". I am playing older version of your mod and i hope you didn't nerfed it...
 
I agree with boundrose.

R&G may work if the enemies would have to take aim/use AP as well, but right now, it just doesn't work. They can shoot you down while running while you have to crouch and take aim to land any shots. Not fun.

Also, VATS seems to be completely useless now, even when the enemy is only 1 feet away from me, the chance to hit any of his parts is around 30%. Intended?
 
I think energy weapons are good becouse its hard to repair them in the beginning with pc repair or skill since they cost alot so repair cost a lot to as for fix skill u dont get to find many energy weapons in the beginning to use them to repair and for last its harder to get ammo for them since most of enemies use normal fire arms atleast the ones u are able to defeat without making a mine field :P
 
@boundrose, exsequien : Please download r010. http://www.fallout3nexus.com/downloads/file.php?id=794 Numerous modifications have been made to VATS, XP, and weapon damages. Exsequien, r010 should have the VATS accuracy fixed. It will still say "XX%" but keep in mind the closer you are, the higher the chance to hit, regardless. And keep in mind the higher your perception & skill with the weapon, the higher the maximum % accuracy you'll have in VATS.

@mrowa : A big change is coming to repair & science soon. You'll use tools (which can almost always be found in toolboxes and junk merchants) to salvage items into smaller parts - and those parts are used to repair gear. In addition, the science skill will be used to determine what you can salvage (parts) from destroyed robots.
 
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