Thanks for the 'Startquest CB00Install' command tip -- I'll do that every time prior starting up.
I use HDR lighting enabled by default (that's what you're referring to, right?).
I think that the weather looks different in a lot of places -- in a good way! I don't have any weather mods installed but I like using Xepha's Dynamic Weather normally, though not installed this time.
I've used the IronSights for a few of the pistols, assault rifle, hunting rifle, laser rifle, and railway rifle -- that's all I've come across this playthru so far.
I like the appearance of laser rifle ironsights in this mod better than rh_ironsights -- it looks better.
Railway Rifle doesn't really need ironsights mesh, just lower it if possible so it doesn't block view and I'll just aim down the middle of the top of the barrel
Please!
And it really is nice to not have to install ironsights every time so kudos to you for including that!
I am really looking forward to the new enemies -- deathclaws in original Fallout are have
very tough hides, incredible speed (Bethesda Softworks got this part right), and claws sharp enough to kill unarmored enemies in one swipe.
The deathclaw's attack strength is pretty good but where Bethesda failed is in making them too easy to kill. FWE fixed that by giving them "toughness" perk and "nerd rage" perks. Unfortunately they get overwritten when MMM is installed, which has them as weak as default (vanilla) Fallout 3.
And now I don't use FWE anyway so I had to get a
tougher deathclaw mod as a workaround which is pretty good but just ups their SPECIAL to all 10 and gives them double the default HP. Not perfect, but it works for the moment.
So that all being said, and I might sound crazy for writing this, I am looking forward to meeting your improved deathclaws!
And having the young enemies just adds to the realism -- really love as much of that as can be got.
I like your geckos even though they're all unfriendly. I noticed that they fight with the geckos added by Mart's Mutant Mod
About the broken crafted weapons: making 6 and dropping them all together and coming back later gives them
all 100% health
Neat trick, right? The "weapon fairies" fixed them?
Explosive Perk I will take
first as soon as 1.5 is released! Currently I am using "CALIBR Ammo Schematics - CRAFT" mod as a workaround for being able to craft frag mines but plan to uninstall it when I install CB v1.5.
I noticed that your gunpowder only weighs 0.01. Is that correct? Seems very light, unless it's only around 2 ounces of gunpowder.
Suggestion for ammo breakdown:
It needs to take triple the amount of pistol/rifle rounds in your list to make 1 powder & 1 scrap.
I'm not a real life
ammo expert (I can shoot just fine though) but the amount in your breakdown recipes is too easy to acquire and, realistically thinking, seems like far too little to make the amount of gunpowder required for creating a frag mine or grenade.
My personal opinion of the mods you're looking at:
Craftable junk weapons seem reasonable for a post-apocalyptic world but the cryo weapons seem to fit in more in the realm of some X-Files/XCOM science fiction show.
I felt this way about the entire Mothership Zeta DLC -- hated it for it's campy unrealism. Yes, I realize it's a game but the furthest my "believable fiction" limits extend to is the FEV virus, animal mutations (within reason), power armor, and laser weapons because they are all being researched in some form in real life.
So ...I won't be using cryo weapons but I'm 100% certain there are a bunch of people out there who will love them.
If they are available to NPCs, I'll be dissapointed because then it's changing Fallout 3 from 'gritty post-apocalyptic' to 'campy science fiction.'
"Gangs of the Wasteland's" description sounds pretty rad! Adds a little realistic seasoning to the game. Will you include it?
Adding cut content is a neat idea. I honestly always do wonder why did Bethesda cut it? Anyhow, adding cut content such as Outcast Stealth Armor is cool.
Tenpenny Tower radio would be neat. I am using the GNR Enhanced mod and like it a lot. It's *really* big though because it adds over a 100 songs.
Suggested mods to add?
-Rude Awakening! It's good.
-Impervious Power Armor.
-Also, have you seen "Powered Power Armor?" One of the neat things it does in addition to making power armor more realistic is actually making it possible to wear (some) stealth armors underneath the power armor just like as mentioned (but not possible!) in Fallout 3. I always thought it was weird that they stated it is worn underneath T45d but when you but on T45d the stealth armor got unequipped
-You already have Faction Disguises included for Bos, ghouls, and Outcasts, but I
do recommend checking out "Yet Another Disguises Mod." They include a *lot* of factions -- maybe all!
I use it and it works well. Changes the dynamics somewhat. For example, if you use Raider Armor (what low level character
doesn't use it?
) and go to Megaton, they think
you're a raider and you get attacked! Realistic and so, cool
I was using
the Antonizer's Costume after completing The Superhuman Gambit and just wandering around I saw a bunch of neutral contacts on my compass behind a broken freeway support & ran around it and right into... a bunch of giant ants. They were friendly! That was pretty neat.
-Followers Hire Continued. The higher your charisma the more followers you can have. I prefer two.
-I use a "darker nights mod" but it's not very well done -- it makes it appropriately dark BUT the night sky also is really dark, as in even the moon looks like its "gamma" is turned down. Still, I use it because I don't like unrealistically bright nights. The only nights the wasteland should be that bright at night is during full moon nights.
-Take a look at Enclave Faction Overhaul.
-UCM Upgraded Caravan Merchants adds flavor to the unmarked quest "Merchant Empire." I'm using it and so far so good.
-Delay DLC: stops ALL the dlc quests from auto-starting at a new game. You have to get "within range" of it to notice the signal, then if you listen, it starts. Realistic!
-Karma Revamp mod. Don't leave home without it!
-Activate VATS at longer distances. I'm tempted to uninstall but in its defence it does NOT increase your "to hit" percentage at all, just the distance at which VATS can be enabled. Still, I feel a little overpowered using it.
The following are small mods that change small details that add up to a much fuller experience.
-No Karma Penalty for Evil Slaves
-Less suspicious NPCs
-Roy Phillips is evil (basic version)
-Destructibles (liquid bottles explode when shot!)
-Cleaner Settlements and Immersive Interiors. Please read the description. This one is good.
-Improved MZ spacesuit. Why in the world can you not breath underwater while wearing a spacesuit??? This fixes that.
Adding this simple mod makes the Mothership DLC bearable for me :p
And of course all the "HD textures" mods available.
Thanks very much for the improvements!