I'm working on a mod to alter some things, and would like to hear what you think:
Flamethrowers and Molotovs doing Flame damage (currently they do Explosive damage).
Two types of scorpion tails, one big (20lbs) and one small (5lbs) for big and small scorpions.
Thrown explosives a lot more powerful.
Car and fuel regulator priced higher.
Useless weapons (switchblade, brass knuckles, laser pistol and so on) revamped.
Generally speaking, blunt melee weapons will have a good base damage and not much higher max damage, sharp weapons should do relatively low base damage and high max damage, as they are more likely to inflict serious wounds, but also more difficult to handle properly. An example: Sledgehammer doing 7-8 damage instead of 4-12, Sharp spear doing 4-15 damage instead of 4-12, and so on.
Reduced sell prices for some weapons (f. ex. plasma pistol), to make your economy a bit more challenging. As it is now, before you get to VC you don't have much money, but there are few things to buy. After you've been there, you've got 5-6 combat shotguns and plenty of other stuff to sell, and you keep accumulating until the end.
Bridgekeeper and Chris in Navarro switching models. This way, the bridgekeeper will now be dressed in purple like the inventory robes and Chris will look less conspicuous.
Leather armor unavailable until the Den.
(maybe) AP ammo working as it should, reducing AC by a whole lot more and eliminating DT if i can figure out how, but doing less base damage than JHP
(maybe) Getting radiated by a few points every hour while in Gecko (but nowhere near the Glow from FO1), more in the Reactor itself. This might be hard to work out, but it gives the player a reason for keeping Rad-x and Rad-away.
And so on. This will be a modular mod, so you can pick and choose what things you like the most.
Flamethrowers and Molotovs doing Flame damage (currently they do Explosive damage).
Two types of scorpion tails, one big (20lbs) and one small (5lbs) for big and small scorpions.
Thrown explosives a lot more powerful.
Car and fuel regulator priced higher.
Useless weapons (switchblade, brass knuckles, laser pistol and so on) revamped.
Generally speaking, blunt melee weapons will have a good base damage and not much higher max damage, sharp weapons should do relatively low base damage and high max damage, as they are more likely to inflict serious wounds, but also more difficult to handle properly. An example: Sledgehammer doing 7-8 damage instead of 4-12, Sharp spear doing 4-15 damage instead of 4-12, and so on.
Reduced sell prices for some weapons (f. ex. plasma pistol), to make your economy a bit more challenging. As it is now, before you get to VC you don't have much money, but there are few things to buy. After you've been there, you've got 5-6 combat shotguns and plenty of other stuff to sell, and you keep accumulating until the end.
Bridgekeeper and Chris in Navarro switching models. This way, the bridgekeeper will now be dressed in purple like the inventory robes and Chris will look less conspicuous.
Leather armor unavailable until the Den.
(maybe) AP ammo working as it should, reducing AC by a whole lot more and eliminating DT if i can figure out how, but doing less base damage than JHP
(maybe) Getting radiated by a few points every hour while in Gecko (but nowhere near the Glow from FO1), more in the Reactor itself. This might be hard to work out, but it gives the player a reason for keeping Rad-x and Rad-away.
And so on. This will be a modular mod, so you can pick and choose what things you like the most.