trollworkout FO3/NV mods - CB Custom Beginning & more

I am gonna change the ammo for Chinese Pistol to .45 ACP

http://fallout.wikia.com/wiki/Chinese_pistol

  • The full name of the weapon in ancient Chinese characters can be seen in the texture file. They are inscribed "Type 17" on the left hand side of the pistol, while the right side is marked "Republic Year Eighteen, Made in Shanxi." A number "1861" also appears but it can't be the date of manufacture since the Shanxi Type 17 was produced in 1929 and the Mauser C96 in 1896.

real life
https://en.wikipedia.org/wiki/Mauser_C96#Shanxi_Type_17_.28.45_ACP.29


in prev fallouts it used 9mm
M1916 Prussian "Red 9" and American Obi used 9mm in real life



there are so many C96 replicas made to use everything except for 10mm
ex: 5.56mm, .357, 7.62mm, 7.63mm, 8.15mm, 9mm


Since I added .45 ammo it would be logical to use this for it. This would also make .45 ACP ammo more common and useful.
Wow that's cool -- you've got the history behind the actual Chinese pistol :) Yea, I think it's awesome that you'd include that! And since it's basically a part of CALIBR I'd assume that making it all match up is a piece of cake, right?

Anything from real history up until about 1950 would likely be in Fallout. After that is where the schism between the Fallout universe and our universe occurs.


What's the accuracy of the thrown spears? I think I've only been hot once and when I see the raiders using them it seems as if they hit about...50% of the time maybe? I know they are just drug-addled tribals but I've noticed that since they have had their grenades and big guns taken away from them, they are usually the ones on the losing of a fight (that they started of course).

I'm not saying give them back their big guns, just making an observation.


On Geckos, they do get stuck on terrain sometimes so they are "moon-walking" in place while being attacked and since they are a sitting duck when that happens the poor things are mince meat within seconds.
Are the Gecko skeletons fixed in the version I'm using? It's the .esp you gave me a direct link to a week or so back.
 
a week or so yes. new version has a few things fixed up.


i kinda like where raiders are now. DC raiders, unlike fallout 1/2 are not as sophisticated . if anything slavers are much more like original raiders we know.

geckos bugs are same as deathclaw bugs since they use same skeleton and animations. all in all i think is much better than molerats.

in new version i have also added rats. like big black regular rats like in fo1/2.
 
Cool! When will it be released?
Agree that these DC raiders are more like tribals than anything else.


Workbench dialog where it doesn't inform you if you're missing parts included in the latest release?

Why are the four named caravan merchants invincible (set essential)?
 
When is the new version going to be released?
Is the next version the one that has no sun glare if you put on sunglasses? That would be really nice :)

It's the version that fixes "let's make desk scavengers rich!" right? Every time I open a desk drawer I'm 9 caps richer! :razz:
Every time I kill a Talon Merc I am automatically 3000 caps richer from their armor and weapons. I've now got about 20,000 caps extra that I just leave at home.
I think the expensive-weapon economy backfired and just made me rich *really* quick.
If weapons are all dirt cheap like Lucky Harith says, it's much harder to accrue caps quickly. And honestly, if I was living in a post apocalyptic world, the VERY FIRST thing I'm teaching my children is how to get, maintain, and build firearms. In all likelihood firearms would be very common. Kind of like how the USA is today ;)



So...ammo boxes respawn now? Really? Who in their right mind would find an ammo box and put ammo **into** it? That's just crazy.


BTW I found what might not be a bug but definitely needs looking into: if I loot a Failed FEV subject they have a LOT of random stuff on them that varies from chems+junk+meds+food items+super mutant blood packs. Basically way too much stuff for something that's just wearing rags.

In all honesty they probably would not be carrying any food--they just kill it and eat it raw.
Chems+meds? Why would that be? They don't act intelligent at all--they see you and make a beeline for you with no tactics whatsoever. Very "Doom 1" like monsters. And they're wearing rags with no apparent pockets.
They're not ghouls, so ghoul meat wouldn't make sense.
They aren't quite super mutants, so Super Mutant Blood doesn't add up either.

If I was the mod maker, I wouldn't put any loot on them at all. Putting any loot on them at all is just trying to make the game easier for the player.
The fact is that they're just unintelligent failed FEV subjects.

It's happening on every one I find so I'm not sure if they are all from MMM, CB, or mix of both.
 
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i removed fev subjects in next version

for future

also i am removing loot from ferals and fev and anything that doesn't have any pockets including trogs from the pitt in the DLC version. ferals, fev and trogs give flesh and thats it.

im making wanamingos only spawn in certain places underground and not everywhere.

i might make armors much more valuable got any ideas for how to fix this?
 
Removing loot from those pocketless creatures makes sense. I'd always wondered where they kept objects, especially when it was something large like a teddy bear.
Something small like a harmonica...? Well, it would have eaten it I guess.


The next version has respawning ammo boxes?

It's also the version where if I put on sunglasses, they block sun glare?
 
Very nice :)
I read the description and it seems a well thought out mod.



I've got a question about the ammo boxes: why would they respawn? I mean...if I found an ammo box I'd loot it but I wouldn't put anything back into it. Who would do that?
 
looking in geck i can say only vendor containers respawn . however the engine is coded to respawn all non quest containers if they are empty. i think it may be changeable from the ini file not sure.
 
Interesting. All these years I've been playing and never knew that.

I know that a lot of times I'll loot desks, garbage cans, boxes, lockers, safes, med kits, and ammo boxes then
I'll leave the building/location and come back maybe a few days later and the desks, garbage cans, boxes, lockers, and med kits might be "restocked" with new loot but the ammo boxes and safes never are.
But now, sometimes the ammo boxes are. Weird.

Off the wall question for you: How come some NPCs never eat, and some do? I've noticed that if there is food/drinks lying around some NPCs will take an eat it, while others ignore food always.
One would think that all human NPCs need to eat at least sometimes.
 
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Hey sorry been AFK for a bit. Having an issue with employment need a job haha. I was checking out Fallout 4 and seems quite interesting. They improved it . I especially like the modular weapon and armour system . We'll see. I think I will try to play it when it comes out.
 
Good morning!
Fallout 4 does look pretty well done. I've heard that they took the best gameplay feautures from FNV + the best FO3 mods and incorporated all that into vanilla FO4. Should be interesting.

When is CB v1.9 going to be released?

Is there a way to "take" companion's armor?
 
i am currently searching for jobs and doing other things hopefully it will get released soon :)

companion armor can't be taken and i did this intentionally so they are not walking around naked. they always have a basic look to them and they will wear new armor or clothing only if they want to.


for weapons companions now use normal weapons and they use ammo just like you do. people specific unique weapons are pretty pointless to begin with since it makes no sense to have 10 versions of same weapon that is not an unique. for ex all 10mm pistols that are not unique are default 10mm pistol. sonora cruz is regular 10mm, butch regular 10mm etc. this makes it so anything weapon related works for all actors the same way. colonel autumn's 10mm pistol is unique, however.

all ppl specific unique weapons are are not playable and cannot be used by the player become default weapons . all ppl specific unique weapons that are playable and player can equip stay unique. all other unique weapons with unique name playable or not stay the same.

this makes everything much more simple and makes it so all bodies can be looted for their weapons.


i was thinking of making this script if you don't have power armor training all power armors get flagged as not playable so you can't loot dead bodies of their power armor until you learn power armor training. makes sense , right?
 
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i am currently searching for jobs and doing other things hopefully it will get released soon :)

companion armor can't be taken and i did this intentionally so they are not walking around naked. they always have a basic look to them and they will wear new armor or clothing only if they want to.


for weapons companions now use normal weapons and they use ammo just like you do. people specific unique weapons are pretty pointless to begin with since it makes no sense to have 10 versions of same weapon that is not an unique. for ex all 10mm pistols that are not unique are default 10mm pistol. sonora cruz is regular 10mm, butch regular 10mm etc. this makes it so anything weapon related works for all actors the same way. colonel autumn's 10mm pistol is unique, however.

all ppl specific unique weapons are are not playable and cannot be used by the player become default weapons . all ppl specific unique weapons that are playable and player can equip stay unique. all other unique weapons with unique name playable or not stay the same.

this makes everything much more simple and makes it so all bodies can be looted for their weapons.


i was thinking of making this script if you don't have power armor training all power armors get flagged as not playable so you can't loot dead bodies of their power armor until you learn power armor training. makes sense , right?

It completely makes sense not to be able to loot PA without PA training:ok: Thank you!

On workbenches, if you try to make one of the *default* craft weapons and don't have everything to make it, nothing is displayed and it just goes back to the craft menu.
If you attempt to make a non-default weapon, such as a mine, then the message "You don't have all the necessary components." properly displays.

I gave my companions business suits but they just switch to using their default armor which is a little disappointing.
So I went into FO3edit and changed Followers Outfits to regular outfits so they can dress more sharply even if the armor value is lower than the "default" leather armor. ;)


BTW I finally decided after playing 1~2 hours a day since the Economy Overhaul that the expensive weapon price changes are just too much -- to my advantage.
I was making every scavenger and merchant in wasteland go broke trying to buy all the guns I got off or raiders and Talon Co Mercs. I was going from Paradise Falls to Canterbury Commons to Rivet City to Megaton to Tenpenny Tower to Little Lamplight as well as meeting about 8 other wandering wasteland scavengers in a huge circuit around the wasteland. It was nuts because there were times I was giving guns and armor away after buying everything they were carrying and they were still coming up short.
I could probably buy Tenpenny Tower at this point.
So I went into FO3edit and changed the weapons back to their default prices and then made some large church donations to offset the negative Karma I was getting from enslaving all the raiders living in the Fairfax Ruins.
Also, I changed the price of all raider armors to less than 10 caps each, except for the Badlands 'Armor' which just looks like an old set of hiking clothes I have. That's 10 caps.
Sadist Armor is 3 caps.
I've also reduced the DR of Raider Armors by half of their default since they are basically running around practically naked.
I wish I knew how to mod so I could add a "+1 unarmed & +1 melee skill" to the Painspike Armor. Those spikes look like they might cause a scratch if you get too close.

I'm glad repairs still cost a lot. It is turning out to be a good way to burn through caps and has given the Repair Skill importance. Or Barter skill, if you don't want to increase Repair.

Which Weapon Attribute in FO3edit correlates to projectile speed? Is it "rate of fire?"
I think all the thrown junk weapons need to be a little faster, especially the Throwing Spear.

BTW I added the throwing rocks and throwing baseballs to the Rock-it! Launcher ammo list because it seems to make sense that if I can fire "regular" baseballs it'd be likely to be able to shoot the throwing rocks and baseballs as well :)

Hope your job hunt is going well
 
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you should give me that modified fo3 file ill merge the changes back in
;-)

im still around just focusing on other stuff. ill be back at modding when things clearup and i get a bit more time.
 
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