trollworkout FO3/NV mods - CB Custom Beginning & more

a bug was introduced somewhere in 1.3 or 1.4 that prevents the game from restoring any settings that is non feature based :(

this has been fixed for 1.5

you need to type startquest CB00Install every time you reload . normally the quest run all the time but perhaps in 1.4 I made it auto stop and forgot that once you stop a quest is forever. Quest should never be stopped but should update settings every time game is reloaded.

Sorry! Thanks for the bug report.

This will fix both issues you were having sneak immersion and fall damage. I am going to have a look at fall damage perhaps there is another issue.

Also hoping to add the promised features for 1.5: baby animals (easy there is a mod that has some baby animals skeletons), explosive perk (medium-hard), few more deathclaws (there is a mod that has some pre-made skins i will use that one),
 
I hope v1.5 is released pretty soon because I am looking forward to breaking down that ammo to use for making gunpower (and landmines!).

Also, is CBD okay to use with mods that add something to the HUD, such as time display? I check time probably a few times a day and just want to use a mod that displays time of day on-screen.


I was going to suggest Faction Disguises as an addition but I've just started a v1.4 game and see that you've already added that in to an extent. Very nice!


Also noticed these as new features that were not in v1.3

-Re-textured weapons.
-First person camera ROCKS! You can see yourself if you look down! And I have a shadow :)
-Polished the setup menu for character creation.
-Redone histories are nicely done. The Escaped Enclave's very mysterious description of nothing more than "where do your allegainces lie?" is intriguing. That's the start I'm testing out.
-Disguises work if you wear power armor for BoS, ghoul characters, and BoS Outcasts! (If this could work for Raiders and Talon Mercs as well, that'd be a neat feauture.)
-Reactive kill reactions are great! Encountered some raiders from a far distance and after sniper-shot killing one, the three remaining grouped together and searched for me as a hunting party. Smart. Even though I stayed hidden & quiet they kept searching until they found me. That was a surprise!
-Awesome integration of Iron Sights. Now I don't need to install that mod anymore :) (Please lower the Railway Rifle a little because it blocks the screen when you "ironsight" it.)
-Visible character damage.


I found a few bugs:
-At game setup I select 'immersive sneak' messages and get the "...." sneak messages for that game but if I exit out of the game and start the game again later, it's back to the default text.
-At game setup I select 'Tag skills x2 (FO/FO2)' and it works if I level up during that playthru but if you exit the game and start the again later, it's back to the default x1.
-At game setup I select 'Harsher Traders (more expensive)' and they are during that playthru but if you exit the game and start the again later, it's back to the default FO3 cheap traders.
-Low Fall Damage (25% less) option available in Settings, but I do not notice a difference. If I jump from a ' relatively high' distance to the ground, no damage is taken. You must fall from at least a two story building to take damage (about 50% health).
-Don't know if this is a bug or feature: At workbench all custom built weapons are broken at creation. Also, If you create 6 broken weapons (or more) and drop them all at once so there is only one in-game model dropped (for ex., it will be labeled "Rock-it Launcher x6") and come back a day later they are all at 100%!
-I have 4 missiles in inventory that display weight of "1" for each. I drop all four but weight doesn't change. I pick them up, also no change. This goes for all ammo. At game setup I only enables ammo weight (not needs); at game start when the "Enable Hardcore Mode?" window displays, I select "ammo weight only."
I'll try dropping CB lower in load order to see if that resolves it. Actually I'll try deselecting and reselecting that option at the Springvale School PC as well.

Workaround for game setup settings that "do not stick" after you exit game is after starting up Fallout to continue your game, to go to Springvale school log into the CB settings PC, deselect then select the settings again... every time you startup a Fallout 3 session.

Obviously the 'game settings' bugs are higher priority. I never used to use "Fast Travel" but now every time I continue a game the first thing I do is FT to Springvale School:(


One thing that would be a great optional feature would be "realistically dark" nights.

Bugs aside, this is still the best Alternate Beginnings mod available


I'm sorry for delay. Working on a few features ATM. I was busy with work .

notes on what you mentioned bugs or otherwise

1. first person camera is a mod enhanced camera mod included by default with this. the mod is on nexus and is free to use/include anywhere as long as perm is given.
2. i have a mod that i made which adds realistic lighting but is only for NON HDR. reason being there are quite good mods out there that do same thing for HDR. i personally don't play with HDR on as my system is not powerful enough.
3. ironsights is not fully done. some things are not meant to be ironsighted but have ironsights enabled anyway. weapons such as dart gun, railway rifle, atomizer (alien gun), and a few more are in fact completely different meshes in RL ironsights cause the original meshes has no sights or possibility of sights. but i'd rather not remove that much of the original mesh. it may be possible to fix railway rifle i'll look into it. some guns don't ironsight too well like plasma pistol and 10mm SMG still working on them. simply don't use ironsight on those weapons if its causing issues. bb gun and hunting rifle also needs bit of tweaking.

i was tired of having to download and install RL ironsights every time so i included an old free mod and modified it myself. manually fixed meshes and kf files based on an older mod . it had an issue with resetting anim i fixed it. and had to fix laser rifle/pistol, plasma and a bunch of guns like hunting rifle , bb gun. etc. i'd rather have my own lightweight ironsights which is <10 mb than > 100 mb RL one .


So far I added /changed/fixed the following:

added
1. young Molerat, young Vicious Dog (and young Dog but unused), young Yao Guai, young Deathclaw
2. added Colossal Deathclaw which is kinda like Deathclaw Mother in NV and looks black and is much bigger (so now there are 3 deathclaws 1 really scary). to compare deathclaw has 500 hp and about 100 damage and is scaled for level 12 . colossal deathclaw has 750 hp about 275 damage and scaled for level 25 plus is faster, bigger, turns faster, etc. so yea. this new guy has almost twice the health and about 3 times the damage GG

Fixed
1. immersive bug (related to a bigger bug see above introduced in 1.4 apparently :( where no settings were getting saved ) + should also fix fall damage issues and harsher traders and any settings that stopped sticking.
2. fixed custom crafted weapons 0% condition. the drop/pickup is a game bug . but the 0% condition is my bad. i still have to test it but it should be okay. i forgot to calculate the condition.
3. the ammo not working may be releated to that big bug mentioned above

removed
1. fire gecko. i want fire gecko to spit fire but i don't have the animation. i m gonna disable it until i figure out what to do. i'll see if i can find some type of anim that is just him with big mouth open aiming at you.


Added
1. explosive creation

Requires Explosive Expert perk (which in turn requires Explosives 50 or above). Needs testing.

here are the formulas that i came up with based on your suggestions

frag grenade (1 Gunpowder, 1 Scrap Metal, 1 Handbrake, 1 Bobby Pin)
frag mine (1 Gunpowder, 1 Scrap Metal, 1 Sensor Module, 1 Bobby Pin)
molotov (1 Flamer Fuel, 1 Empty Nukacola, 1 Postwar Money)
plasma grenade (1 Microfusion Cell, 1 Scrap Metal, 1 Handbrake, 1 Bobby Pin)
plasma mine (1 Microfusion Cell, 1 Scrap Metal, 1 Sensor Module, 1 Bobby Pin)
pulse grenade (2 Energy Cells, 1 Scrap Metal, 1 Handbrake, 1 Bobby Pin)
pulse mine (2 Energy Cells, 1 Scrap Metal, 1 Sensor Module, 1 Bobby Pin)

cryo not supported ATM

2. added breakdown ammo option. breaks down all ammo of 1 type in inventory .

here are the conversions

10mm = 1 powder + 1 scrap metal PER 6 rounds
12 g = 1 powder + 1 scrap metal PER 4 rounds
.308 = 1 powder + 1 scrap per 16 rounds
.32 = 1 powder + 1 scrap per 8 rounds
.44 = 1 powder + 1 scrap PER 7 rounds
5.56 = 1 powder + 1 scrap PER 20 rounds
5mm = 1 powder + 1 scrap PER 16 rounds
1 missile = 1 powder + 2 scrap metal PER 1 rocket

Suggestions??


also I am planning to add the following mods in the near future
http://www.nexusmods.com/fallout3/mods/3907/?
http://www.nexusmods.com/fallout3/mods/7218/?
both are modder resource + credit

Junk blade has a lot of melee weapon schematics. I might not add all of them but some of them at least. There aren't any build-able melee weapons. I might make the other ones available in game as raider weapons. What do you think?

Cryolator was a cut weapon that was supposed to be built like the other weapons. I am going to use that mod and implement it into my mod. I will not add cryo explosives though as they are already added in Zeta DLC.

Also I have been thinking of adding a few other things including remaking this Tenpenny Tower radio. There is a mod that uses free bossa nova music. I was thinking of copying the same music from the mod (since is found freely online) and re-making the dialogue in a similar fashion. Essentially reverse engineering the mod. Even adding a few more GNR music or adding Chinese propaganda radio.

Other ideas I had was to include adding some cut content from FO3 based on Fallout 3 Cut Content mod and FWE and adding a lightweight version of this mod http://www.nexusmods.com/fallout3/mods/20669/? which I have gotten permission to use from the original creator.
 
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To recap so FAR! Latest update. The post above was getting a bit too big.

Added:
1. Baby animals (dog, vicious dog, molerat, yao guai, deathclaw)
2. Added Colossal Deathclaw (20% bigger and about 2-3x more deadly than regular)
3. Ammo Expert perk (2 ranks) + ammo crafting at workbench (fully functional). Rank 1 conventional gunpowder weapons. Rank 2 almost everything else (BB, Darts, Missle, Mini Nuke, Small Energy Cell, Microfusion Cell, Electron Charge Pack, Rail Spike, Flamer Fuel). Alien Power cell cannot be crafted.
4. Explosive Expert Perk (2 ranks) + explosive crafting at workbench (fully functional). Rank 1 Frag Grenade/Mine, Molotov. Rank 2 Plasma/Pulse Grenade/Mine.
5. Ability to breakdown conventional Ammo/Explosives into Gunpowder at workbench (fully functional).
6. Creator's Will perk (10% extra crit hit for craftable weapons and requires 10+ weapons to be crafted before selecting). Note: craft-able explosives using the Explosives Expert perk count as +1 to crafted weapons but do not benefit of Creator's Will perk (sorry).

Removed
1. Fire Gecko (for now is disabled)

Fixed:
1. Settings not sticking (should fix most issues)
2. Weapons being crated with 0 condition
3. Changed more formIDs that were incorrect.

Ideally start a whole new game. 1.4 was a bit broken when released, sorry. This new release will fix most issues you were having.

TODO:
1. Add baby gecko, baby roaches?, baby botflies?, baby ants?
2. a bunch of things like cryolator craftable weapon, few craftable weapons from junk blade mod, few craftable weapons from workbench expanded mod ..... and others


Any suggestion, advice?

I will release this soon and if you could have a look at the conversion rates/recipes for ammo/explosives and tell me what you think.

I have randomly tested random dialogue choices at workbench and they all worked out. I haven't tested all of them.
 
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! :P

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 :razz:

About the broken crafted weapons: making 6 and dropping them all together and coming back later gives them all 100% health:surprised:
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 :o
-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!
 
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Thanks for your reply.

Yes HDR. My custom lighting mod is for NON-HDR only. I may be able to make it work on HDR by lowering the brightness. I like my lighting mod is very crisp and the nights are dark but not pitch black. You can in fact barely see.

Im currently finishing up some icons for the new perks then I will do one last quick test of a few new features see if is all working. Then I will release 1.5 with the features advertised above. All the features listed above are all implemented. I'm in the final cleanup stage.

I'll see what I can do about Railway Rifle :)

Enhanced Weather is included into my mod . I am not sure if you are aware of that. ATM only rain is though since I haven't started working too hard on DLCs. Enhanced Weather is made out of 3, 4 modders. The core is by one modder who gives permission for anyone to use. The sounds and interior sounds is another modder which I have gotten permission to use. The acid rain and the other feature is by yet another modder which I have never gotten permission from so is not included.

Also the new updated GOTY CB adds some items from DLCs into FO3 Vanilla (like shovel) and includes my own take on Delay DLC mod. My version simply turns out all the popup text boxes into notifications and shorens the text.

Most of those mods you listed might not be added to CB due to time constraints. I am focusing on most "cool" features that make the whole experience of playing the game complete (for me at least). If you could edit out the ones are most essential to you and I will look into it see what I can do. I can only add about 1,2 mods / CB version max. Some mods I prefer not adding them since they are available to use separately. I mostly add the ones that break compatibility with CB or to integrate them with the rest of CB mod for ex make rain affect another component from the mod . This inter-mod compatibility is not normally supported.

I am thinking about adding the Gangs of Wasteland but may be much more reduced than the original. I like to make the most out of the least amount of stuff. I might simply add some textures from the mod + some edited code logic + all the edited maps/terrain. I like the idea that all raiders are different. I'm even considering the ability to choose what type of raider you can be even.

I can easily implement the faction armors like wearing raider armor you get attacked by most civilized places except for Paradise Falls and Tenpenny (since they don't mind slaves and probably deal with raiders), or wearing Talon armor you get attacked by Regulators and vice versa. Are you interested in this feature? I might not implement it for all armors. Just certain ones. Specfically power armor (outcas, BOS, enclave), talon/regulator, raider outfits. Anything else? I have a program runing in the background permanently checking every few second what you are wearing. Is as simple as adding the code to recognize more armors. ATM only does Outcast/BOS and child/adult restriction.


The gunpowder weights 0.1.
Scrap Metal 1.0
10mm ammo is 0.03 x round

Making 10mm ammo rounds
5 Scrap metal + 1 Powder = 25 10 mm rounds.
5 x 1.0 + 1 x 0.1)= 25 x 0.03
5.5 = 0.75

The reverse breaking down 10mm ammo rounds is as follows
1 Scrap Metal + 1 Powder PER 6 10mm Rounds
1.0 + 0.1 PER 6 x 0.03
1.1 = 0.18

So weight ratios are deff off. Either all ammo has to weight more (my weight is based 100% on NV) or my calculations need to change. I need to get much less scrap+powder and i need to be able to make more ammo out of powder. Lemme look into this before releasing.

EDIT: I adjusted the Weight ratios should be a bit more realistic and sensible now. Gunpowder is still 0.1 but you get more when extracting and you use more when crafting.
 
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1.5 IS UP ! (see 1st post)

more young animals (they have no special names yet will have Young xxxxx for next ver)
1 more bigger black colossal deathclaw
all deathclaws have toughness perk
all robots have cyborg rank 1 perk
adds craftable explosives and ammo
adds ability to breakdown ammo
fixes ammo weight this time should work
fixes the non sticking game settings bug introduced in 1.4 (sorry)
adds a new Creator's Will perk 10% crit chance for craftable weapons (craftable explosives do not get the bonus)
also added a few cut content weapons and armor you gonna find them in random places


Things to consider:
- Once you have either one of Ammo Expert or Explosive Expert perks, the Breakdown Ammo/Explosives becomes available right away in the Workbench.
- Breaking down gets you less than what you put in so use it wisely.
- Any special ingredients like bobby pins or sensors (etc) will not be extracted.
- You always get lots of gunpowder (0.1 weight) + a bit of scrap metal (1.0 weight).
- Gunpowder can sometimes be bought from certain merchants or even found in certain military toolkits (if i remember correctly).
- Ammo Expert can convert useless ammo into more useful or rare ammo. Ammo costs more gunpowder than scrap metal.
- Explosive Expert can help you make rare high tech explosives which are often harder to find like Pulse or Plasma.
- Try playing with RARE ammo option.
- Going to rank 2 with either of the two perks , you will unlock more advanced choices in their respective menus .
 
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Hey there thanks for the update and great news!
I hate to ask a simple question but, to update, merely uninstall the old mod with FOMM, then install the new one, right?
Nothing special needed like dropping your entire inventory into a toolbox, or waiting inside a few days?

I want to start a new game as soon as I can!
 
Easy way to do it is you can simply install over and old version of the mod.

i will, eventually, have a cleaner install by packing all resources in a BSA file.

I am not crazy about FOMM packages because I want my mod as compatible as possible . At the moment you can, in fact, play this mod from Fallout 3's own game launcher by ticking the 4 esm packages. You don't even need fomm. And another cool thing is this mod has now so many features that you can almost play it by itself without any other mod.


Currently prepping for 1.6.

There are a few things I'd like to add like animated ingestibles, junk weapons and maybe gangs of wasteland. And I have to fix the weather mod make it much more performant and lightweight. Atm is a bit demanding.

I'll see what I can do for railway rifle ironsights (sorry was not a priority for 1.5) and maybe fix the other weapon's ironsights if at all possible.
 
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SO I just managed to enable Failed FEV Subjects and Wanamingos. I know you don't like Wanamingos that much but they are from FO2. I mostly add lore friendly stuff.

Now molerats, failed FEV subjects, Ferals and Wanamingos all spawn in underground together. Molerats and ferals are friendly, FEV are friendly with ferals only, and Wanamingos hate everyone. This means that you may walk in some big battle underground between some of these species making the game a bit more realistic. In default game everyone attacks only you. Even above surface geckos , dogs and insects all attack each other. Insects i think are all buddies. In real life all animals don't just attack you but they attack whoever is too close or threatening them.

I think this may be it for completely new species. Just a bit more variation of all that I have and that's all.

FEV + Floater are both mapped to Centaur faction which is essentially Mutant FEV abomination faction. This faction is enemy with player even if you're ghoul, but friendly with ferals and supermutants. This has the side effect of being a ghoul and still having to fight them even though they may have supermutants around them that are completely friendly to you. So being a Ghoul and having Ferals be friendly no longer means a free pass in underground tunnels.
 
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Managed to fix Railway Rifle ironsights. Railway Rifle doesn't technically have any ironsights, but you can aim with it and be able to see what you're aiming at. I m gonna add a yellow line paintjob on the top area as a middle point marker so you have a reference of what you're aiming at.

Also I been considering developing my own dynamic crosshair cursor . Is essentially a resize-able graphic that goes on top of the cursor and gets auto resized depending on weapon stats.
 
OK. There are a bunch of things I'd like to work on, ideally. However! I have decided to focus on weapons and overhauling some enemies.

First I am going to slowly and carefully add weapons from Fallout 2 resource pack called Classic Weapons Mod BETA found here http://www.nexusmods.com/fallout3/mods/2307/? . Not all at once but one at a time. I need to make that each weapon I add is found in the game (probably gonna follow FO2 enemies that are similar to FO3) and that the ammo is supported by my mod (craftable, can be broken down, has weight etc). I'll start with a few for now.

Second I wanna implement some simple ammo changing technique. I have done it before and I can do it again. Only works in FOSE.

Third make some basic dynamic crosshair.

I have already changed some of the vanilla ammo names in the game to use be either FMJ or JHP.
FMJ is normal game damage also known as ball. FMJ is not so good against unarmored targets as it can simply go trough the body with a small hole.
JHP is better against unarmored targets and weaker against armoured ones.
AP is same as FMJ except it deals extra damage to armoured targets since it has a better quality hardened steel core that continues on after impact. This type of ammo is rare and expensive. AP cannot be crafted at the workbench and requires you to buy it or find it.

What do you think?
 
Also, i think i am going to adapt this interface mod http://www.nexusmods.com/fallout3/mods/47/? to work with my ammo/interface enhancements

It will come installed by default starting with 1.6. It makes the game more like FO2. The current interface will still be available though but optional.

I am going to focus solely on making that interface work with my mod after 1.6.

Bad? Good? Any thoughts?
 
1.5 IS UP ! (see 1st post)

more young animals (they have no special names yet will have Young xxxxx for next ver)
1 more bigger black colossal deathclaw
all deathclaws have toughness perk
all robots have cyborg rank 1 perk
adds craftable explosives and ammo
adds ability to breakdown ammo
fixes ammo weight this time should work
fixes the non sticking game settings bug introduced in 1.4 (sorry)
adds a new Creator's Will perk 10% crit chance for craftable weapons (craftable explosives do not get the bonus)
also added a few cut content weapons and armor you gonna find them in random places


Things to consider:
- Once you have either one of Ammo Expert or Explosive Expert perks, the Breakdown Ammo/Explosives becomes available right away in the Workbench.
- Breaking down gets you less than what you put in so use it wisely.
- Any special ingredients like bobby pins or sensors (etc) will not be extracted.
- You always get lots of gunpowder (0.1 weight) + a bit of scrap metal (1.0 weight).
- Gunpowder can sometimes be bought from certain merchants or even found in certain military toolkits (if i remember correctly).
- Ammo Expert can convert useless ammo into more useful or rare ammo. Ammo costs more gunpowder than scrap metal.
- Explosive Expert can help you make rare high tech explosives which are often harder to find like Pulse or Plasma.
- Try playing with RARE ammo option.
- Going to rank 2 with either of the two perks , you will unlock more advanced choices in their respective menus .

Apology for the brief response yesterday -- combination of very little free time+wanting to install/play the new version, which I was able to do a bit yesterday.

In response to your others posts:
•The thing I like about FOMM is that it comes with Archive Invalidation Activated, FO3 Edit, and BOSS, plus it's an easy way to adjust load order as well as see all the mods I have installed in one small package.
•FMJ, JHP ammo and its effects is a good idea -- anything that adds some realism is. I will try it out as soon as it's released!
•All the additional features (animated ingestibles, junk weapons, gangs of wasteland, Railway rifle iron sights, legacy Fallout weapons) are features that I for one am interested in checking out. The added creatures and their "natural hierarchy" even more so!
I wonder how the wanamingos got from the west coast all the way to the east coast :P ;)
•Since the character is wearing a pip-boy on his arm I'll opt for the default pip-boy interface. The FOT interface looks neat but reading the description I see it has a delay issue.


Started a v1.5 character (BTW do you know of a way to extract face geometry from an old character to import to a new character? I go for the "same look" every time and it take about 15 minutes).

CB settings are always:
•Tougher Merchants
•Less Fall Damage
•50% more rare Ammo & Chems
•Immersive Sneak Messages
•Realistic physics
•Realistic kill reactions
•Double (or quadruple) damage
•No radiation decay
•Double Tag skill points + all settings for character creation that read "same as Fallout/Fallout2." I avoid any settings that are related to FNV.
•Neutral karma & "so-so" starting gear.



Observations so far:

I leveled up and saw the new icons for the new perks and they look good. Very nice.

The Vicious Puppies and Mole Rate Pups look very good as well. Thanks!
Haven't observed Yao Guai Cubs yet.

Jumped from 1st story building to ground with no damage.

Started the game with "Bloom" lighting" enabled and nights were unrealistically bright, saved and closed game, changed to "none" and it was also unrealistically bright. Tried "HDR lighting" enabled which is also unrealistically bright so re-installed the "darker nights" mod.

Walked over two land mines and torso took maybe 50% damage but legs were 100% health. This should have killed my 2nd level character. Undetermined if this is related to CB.

Weather looks great and don't notice any system slowdown even though the laptop I'm using just has an i3 CPU, 4GB RAM, ATI 5xxx Series 1GB video RAM mobile graphics adapter.

Non-v1.5 observations (general observation):
•Little Lamplight dialogue refers to you as a Vault Dweller, but starting as an Engineer I guess it's possible he was when he was a child.

I will add additional observations underneath this sentence in Edits to this post but above the asterisk line.

1. Level 3 now and haven't found a single bobby pin! Haven't been able to pick a single lock!
2. At level 3 level-up screen only 10 skill points were available; at level 2 level up there were 13 to distribute (always INT 6 at character creation); think I made a mistake at character creation and chose "FWE style" skill point calculation.
3. DLC notification messages display upon game start & you automatically gain all DLC quests (*really* annoying) so re-enabling "DelayDLC" mod from next game start.
4. Chose "50% less ammo" available in the world at startup. Ammo is *really* scarce!! 90% of ammo boxes are empty and the ones that do have ammo only have like 5 rounds :-o
On other PC chose "25% less" and now ammo is more common but still relatively scarce.
5. Got "Aid Sense" perk but don't know what it does...yet!
6. If you talk to a Smoking NPC while they are exhaling their mouth is stuck in the puckered position. It stays that way until you leave and reenter the cell.
7. Sometimes companions will yell "grenade!" for apparently no reason and change to "flee" mode for a second, then they are normal again.
8. I found Deathclaw Gauntlet schematic and have the items but the option to create a Deathclaw gauntlet is not available at the workbench menu.

************************************************************

Thank you again, Trollworkout! (what's the meaning behind that name? I'm curious!)
 
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Is hard to do so many features by myself but Im slowly pushing forward slowly:)

In regards to your mods that you play with the only one I am interested in cloning is the Triage mod. I'd like to make medical skills much more valuable in the game. In vanilla game (and in my mod) all body parts have 100 hp, but in FWE limbs have 50 hp (or less?) hence you get crippled faster. I'll see if I can get to do that at one point. Maybe when I get to overhauling medical stuff I will look into it.

Ironsighted railway is not in 1.5 :) 1.6+

At this time I am focusing on making my mod look good and be clean and also I am adding new weapons and cleaning up/removing useless bit and junk. Theme of this week is "autumn cleaning." I want my mod to look more slick and all components be more unified and useful. While at the same time I am actually removing some things I have already added like claws for Family history.

Three biggest things I wanna accomplish for 1.6 .. 1.7?:
1. implement the new interface mentioned above + cleanup the main menu make it look more clean and slick
2. add lots more weapons + different ammo types from various fallout games
3. make weapons that use "varied" ammo types be able too switch ammo on command (likely the button will Q to switch ammo). So anything that uses 10mm should be able to switch between 3 types of 10mm. I have done this before and it works. Is kinda awkard but is actually pretty cool. I have even added the ammo type displayed in the hud like in FONV.

Please let me know if you encounter any major bugs.

EDiT: There is a tool to extract face look of characters out of a save game then you can use FO3Edit to copy the data making your new char look identical minus hair/skin color. See here http://www.nexusmods.com/fallout3/mods/9064/? and here http://www.fallout3nexus.com/downloads/file.php?id=4094
 
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Hey. Just wanted to show you a quick update. I managed to create Dynamic Reticule based on accuracy. Is not a mod but my own creation from scratch. Spent the last couple of hours making this. Is just a 100 x 100 pixel image that is sized up +50 or down - 50 depending on accuracy calculations which involve everything including weapon condition. Perks, however , are not included in the calculations. This is from a couple of reasons but mainly is hard to track which perk boosts accuracy. The weapon is FLFAL A1L1 from FO2. It has reasonable ironsight support in my mod (as you can see). I had to do away with a lot of nice weapons that I really wanted because I couldn't add ironsight support on them. Watz1k Rifle for example but watz1kpistol is in.
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Hey. Just wanted to show you a quick update. I managed to create Dynamic Reticule based on accuracy. Is not a mod but my own creation from scratch. Spent the last couple of hours making this. Is just a 100 x 100 pixel image that is sized up +50 or down - 50 depending on accuracy calculations which involve everything including weapon condition. Perks, however , are not included in the calculations. This is from a couple of reasons but mainly is hard to track which perk boosts accuracy. The weapon is FLFAL A1L1 from FO2. It has reasonable ironsight support in my mod (as you can see). I had to do away with a lot of nice weapons that I really wanted because I couldn't add ironsight support on them. Watz1k Rifle for example but watz1kpistol is in.
The reticle looks great! Much better than the default. I normally have reticle turned off though ;)
Can it be optional to have the reticle to only display if the weapon is drawn?

If Triage is implemented, Amplified Cripple Effects compliment it nicely--it makes sense to have a speed reduction of 90% if both legs are crippled.

BTW the ammo weight works great now! You see the change in inventory immediately when adding/removing it :)
Also, I'm level 5 but have only found TWO bobbypins!! :-o

Did you see the above post's observations?
 
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The dynamic aim crosshairs turn on only if you enabled the game reticle and if your weapon is some type of ranged gun (no melee, no grenade, no thrown stuff, no unarmed).
 
Hey . I read your above info. I read everything :)

-Bobby pin is not my fault. Just tough luck :D I change nothing about bobby pin or rarity and I didn't edit any of them out of containers .
-FWE point calculation is much harsher than regular game. Is same as NV and FO2.
-Yes. My delay DLC simply displays all messages as notifications and removes the textboxes with OK. I think Delay DLC makes the quests available if you're close to the area or hear the radio transmissions etc. As a side note I am working no a quest that simply says "Wasteland Wanderer" which will be the highest priority quest so you don't see DLC quests being your main priority.
- 50% less ammo is really +50% chance of nothing. By default you already get about 20-40% chance of nothing +50% yes you guessed it 70%-90%. It's not 50% but extra (aka + 50%) more rare.
- Aid sense i think it detects health items when you have no weapon and use right click. Unless is broken. I keep changing things. That what it used to do.
- The smoke may be related to the skeleton or simply a game bug
- The yelling of grenade is a mishap in my RkR code. Essentially when they see a body or you kill someone they freak out :) I need to either remove that feature or disable it on followers only. The grenade thing can be removed. I thought was pretty funny so I kept it. They should ideally say watch out and get freaked out when they see someone dead for the first time.
- The deathclaw gauntlet may be a mistake on my part. I'll look into it.

for the next version i will be adding 10 ranged weapons 5 melee/unarmed weapons, 4 more ammo types 7.62, 4.7 caseless, .233 fmj, needler cartrige and a few scoped assault rifles, an automatic sniper rifle and automatic shotgun. 4.7 caseless is not going to be craftable.
 
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Hey . I read your above info. I read everything :)

-Bobby pin is not my fault. Just tough luck :D I change nothing about bobby pin or rarity and I didn't edit any of them out of containers .
-FWE point calculation is much harsher than regular game. Is same as NV and FO2.
-Yes. My delay DLC simply displays all messages as notifications and removes the textboxes with OK. I think Delay DLC makes the quests available if you're close to the area or hear the radio transmissions etc. As a side note I am working no a quest that simply says "Wasteland Wanderer" which will be the highest priority quest so you don't see DLC quests being your main priority.
- 50% less ammo is really +50% chance of nothing. By default you already get about 20-40% chance of nothing +50% yes you guessed it 70%-90%. It's not 50% but extra (aka + 50%) more rare.
- Aid sense i think it detects health items when you have no weapon and use right click. Unless is broken. I keep changing things. That what it used to do.
- The smoke may be related to the skeleton or simply a game bug
- The yelling of grenade is a mishap in my RkR code. Essentially when they see a body or you kill someone they freak out :) I need to either remove that feature or disable it on followers only. The grenade thing can be removed. I thought was pretty funny so I kept it. They should ideally say watch out and get freaked out when they see someone dead for the first time.
- The deathclaw gauntlet may be a mistake on my part. I'll look into it.

for the next version i will be adding 10 ranged weapons 5 melee/unarmed weapons, 4 more ammo types 7.62, 4.7 caseless, .233 fmj, needler cartrige and a few scoped assault rifles, an automatic sniper rifle and automatic shotgun. 4.7 caseless is not going to be craftable.
WOw amazing I have such terrible luck finding bobby pins with LUCK 7! ;)

You're right about DelayDLC--No notification of quest whatsoever unless you get within range of *and* listen to transmission. Very immersive! Great match for Fallout. Actually on my first FO3 playthru I missed "trouble on the homefront" because I didn't notice that I was in range of the new transmission. But these just make for better replayability.

Wasteland Wanderer primary quest is a really good idea. Thanks! Hope to see it implemented soon.

I'll try out aid sense perk in a room with loose stimpacks and let you know if it works

I never noticed the weird pucker mouth on vanilla playthrus--only just recently.

So..."Grenade!!" is a kinda joke then ;) Thanks for the explanation Now I wont freak out when they yell that :)

Looking forward to the new options in the next update.
BTW I really think all the new features added since 1.3 are great!
 
Thanks mr.. Been working hard/

I am halfway trough adding those new weapons . It is much harder than I thought. It's easier to add switching ammo support than to add new weapons to the game. There are so many little things like make sure they have ironsights support, make sure they are aligned with the hand, make sure the textures are fine , the ammo is something useable in the game, the path are okay , the stats are good, they have icons for the interface and so forth.

I think this will be it for new weapons as most other free weapons resources on nexus are incomplete or don't have weapon stats associated with them. I'd rather not create them myself.
 
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