trollworkout FO3/NV mods - CB Custom Beginning & more

Hey. I am thinking of adding another pipboy into the game .

Will look something like this http://s39.radikal.ru/i085/1011/10/94b21a9b0acf.jpg

There are pros and cons. Someone figured out how to fix the issues and seems it can work fine just like regular pipboy.

The biggest advantage it has over regular pipboy is that it's not arm mounted so you can see all armor in it's full glory . In fact it makes more armors compatible.

Since CB has become a full fledged F3 overhaul , it's probably better to have a non arm mounted pipboy reminiscent of FO1/2. It's much more convenient, elegant, displays all armors in their full glory, all armors become compatible since they won't block the pipboy and pipboy can even be displayed on any creature that has a human like skeleton including ferals, mutants, etc. So in the future you may be able to play a mutant or feral and still have a pipboy.

The pipboy will be based on readius (since it's now a modder resource as the original creator made it available as much since leaving the modding community) and i'll make my own skin.


I have used pipboy 2500 and I always found it much more friendly than the default arm mounted one which comes with the game.
 
I did it! I decided to brave it all out and pick Readius over vanilla pipboy. Is made out of a mashup of various Readius skins (3500 + vault tek skin + default skin) and FO2 screenshots and my own photoshop work on it . It's a collage/clone of various features found in other skins. What do you think? Is not too high rez unfortunately just about same as FO3.

There are MANY advantages of this new pipboy over the old one.
- pipboy is not permanently attached to your body obscuring armor and other equipment
- much more lightweight and more FO2 like (lore friendly)
- can be used by creatures like ferals or mutants
- does not require specific armors to be made with pipboy mount
- looks much more cool (more sleek, less bulky, way prettier)
- more lore friendly over the always clamp on / unremovable vanilla pipboy

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This new pipboy completely replaces the old one and works out of the box including holding tab for pip light and any other pipboy features work the same way. Also all other vault dwellers get the old vanilla pip boy since there are two pipboys one for NPC and one for player. I only modified the player one.
 
This new pipboy completely replaces the old one and works out of the box including holding tab for pip light and any other pipboy features work the same way. Also all other vault dwellers get the old vanilla pip boy since there are two pipboys one for NPC and one for player. I only modified the player one.
Is it an optional change you'll be able to change in settings? Anyhow I'd like to try it out. I play with the pip-glove removed by default now.

I have yet to get repair skill to the requirement for making mines but am working on it.
I am enjoying myself though!

By the way I'm pretty sure I know the reason you started the Engineer out near the Robco Factory now... and it has to do with needs ;)
 
Hey,

New pip-boy comes installed by default :) However! There will be a setting to go default vanilla in case you are having trouble or you don't like it. The reason is comes by default is because is much more easy to handle than vanilla pipboy.

I am currently just finishing up the new weapons by adding them to the form lists so they get to show up in the game. So far I have added a few new 10mm weapons, a bunch of scoped assault weapons, and I have a whole list of melee weapons. Bugs, of course, likely to appear and need to be smoothed out.

Explosives expert should require explosive skill. Ammo Expert should require Repair skill. Did I mess up? If I remember correctly it's 60 repair and 50/40? explosives.
 
I have changed few more things.

Moved weapons around in form lists.
-made raiders have less expensive guns so no more flamers or assault rifles (some pre-placed raiders still have them but they don't randomly spawn with them). they don't even spawn with grenades anymore but use molotovs instead.
-made talon not have energy weapons (i say BOS/Outcast/Enclave are more crazy about those kinds of weapons)
-most of the new scoped assault rifles (like Bozar) can only be found at Flak & Shrapnel's and even there about 1/2 of the time. now they truly are what they say they are. They are also the only ones to sell certain rare ammo like 4.7x33 caseless or 4.5mm which cannot be crafted or bought anywhere else.
-made a few guns like gatling laser be energy weapons instead of big guns

Changed follower weapons
-replaced all special follower weapons with common ones. I was tired of followers not picking the weapons I give them.
-removed all robot ammo so now followers need ammo for any weapon just like you do. is already unfair enough that enemies don't use ammo that on top of it followers have infinite ammo for certain weapons. it makes no sense!

Removed dogmeat from essential. in fact no follower is essential atm.

This makes expensive guns more rare and followers more easily controllable in regards to guns + makes you have to save up ammo.


Started to add some alternative ammo types like 10mm AP, 5mm AP, .44 FMJ, 5.56 AP to vendor lists. Currently not usable but I am working no it.

I am also working on selective fire mode (burst, auto, single) + ammo swap mechanism. The ammo + fire mode will be visible in the hud near condition. I have to move things around. If weapon does not support auto then only single is available. Still wip. I'll see if I can get this done.

Something like this
10mm JHP S
10mm AP A
 
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reordered the hardcore menu now it asks for 1. Enable Hardcore Mode 2. both disabled (this disables primary needs and ammo weight if previously selected) 3. Ammo Weight only (disables primary needs if previously selected). This ensures the user is getting exactly what they select rather than what they previously selected in the settings menu and forgotten about it. Previously "not at this time" did nothing.


also certain INI settings are now enabled from script for example you can walk past borders, you get mouse accel disabled (should this be included?), face mip maps disabled (memory hog), you get scope white left and right borders removed by default, background load selected for relevant items , and binvalidate older files enabled and few other tweaks here and there. saves you from having to do this manually every time you re-install. this script only runs when you see Settings Restored in the console.
 
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I have added Strength requirements for weapons from STR 2 for knives and switchblades up to STR 7 for most heavy big guns. Optional.

Also added 4 X tougher merchants 3rd option. YES! The prices were still too low for me so I decided to go hardcore. Railway Rifle Schematic is 5000 caps and resells for less than 700 caps. What do you expect .. In the wasteland people are stingy. Is gonna be so hard to make caps worthwhile.

I should implement caps have weight option as well to make it practically impossible to be rich .
 
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new version 1.6

this one is more of a test production prequel to 1.7 ammo swap and selectable fire . no bugfixes just added content. so functionality wise is same as 1.5 but just more weapons/ammo added to the game. the biggest and nicest feature is the new pipboy that replaces the vanilla one. much more handy , portable, and is not attached to the body anywhere but rather equipped at the moment the user decides to check their pipboy.

-Adds a bunch of new weapons to the game + new ammo
-Adds the option to have strength requirement for weapons
-Adds extra tough merchants options 4x tougher trades vs
-Adds a new custom pipboy that replaces the vanilla one (option to revert back will be implemented soon for 1.7)
-Changes all follower weapons to regular weapons & followers will now require ammo
-Adds new ammo variations (AP, FMJ, JHP) for a currently unimplemented ammo swap coming soon
-dynamic reticle that shows weapon accuracy


New Weapons
melee: fire axe, hatchet(not enabled yet), spear (not enabled yet), throwing knife (not enabled yet), monkey wrench, boxing gloves,
pistol: .223 pistol, desert eagle (.44mm), needler
smg: h&k p90c (10mm), greaser gun (4.5 mm)
assault rifle: fnfal (7.62mm), m60 (7.62mm)
scoped assault rifle: x073e, H&k G11, Bozar (.223 practically a sniper rifle + assault rifle), xl70e3
rifle: pipe rifle (10mm 1 barrel hunting rifle),
shotgun: pancor jackhammer (12g automatic shotgun)

New Ammo:
.223 uncommon can be bought can be crafted
4.5 mm uncommon can be bought / crafted
4.7 mm caseless can be bought only from flak&shrapnel very rare
7.62 uncommon can be bought / crafted
needler cartrige can be bought from flak&shrapnel very rare

10mm AP pricy can be bought (no use for it yet)
5mm AP can be bought (no use for it yet)
5.56 AP can be bought (no use for it yet)
.44 FMJ can be bought (no sure for it yet)
these ammos cannot be crafted and are much more valuable / damaging (but not implemented yet just avoid 4 now)


in the works: crowbar, throwable dynamite stick, pickaxe/mattaock (this 1 likely for the pitt raiders) as well as broom and handsaw misc items

still need to smooth out a lot of the settings/features added. so many variables so little time.


enjoy & let me know if you find any issues.

i haven't looked into the deathclaw gauntlet being unbuildable yet i will do that next.
 
Hey,

New pip-boy comes installed by default :) However! There will be a setting to go default vanilla in case you are having trouble or you don't like it. The reason is comes by default is because is much more easy to handle than vanilla pipboy.

I am currently just finishing up the new weapons by adding them to the form lists so they get to show up in the game. So far I have added a few new 10mm weapons, a bunch of scoped assault weapons, and I have a whole list of melee weapons. Bugs, of course, likely to appear and need to be smoothed out.

Explosives expert should require explosive skill. Ammo Expert should require Repair skill. Did I mess up? If I remember correctly it's 60 repair and 50/40? explosives.
Thanks for making so much optional! I hope it's an easy adjustment and that it doesn't create any instability. As a long time gamer I know that having more options makes for a better experience than having anything different from the original "locked in."

Explosives Expert is 50, Ammo Expert is Repair 60.
My honest opinion is that both should have a minor Repair Skill Requirement (30 or 40, IMHO) and both should have the prospective Core skill requirement, 50 for explosives in this case.
If I was a mod designer in addition to the Repair Skill n requirement I'd probably set the Ammo Expert requirement to Small Guns 40+Energy Weapons 40+Big Guns 40 simply because you can create ammo for all of those. Makes sense, right?

On other changes:
-make raiders have less expensive guns **in general** makes sense. I believe it's entirely possible for them to have big and better weapons and/or grenades at certain locations (that one armory in Wheaton for example). I've been through Wheaton in real life by the way ;)

-I strongly believe that Talon, being a mercenary company can not only afford energy weapons, but big guns as well. In fact, to agree with you, I'd be inclined to see them as patrolling with a Big Gunner, a small arms expert with the best rifle available, and 2~3 backup units carrying assorted ranged weapons. It's safe to assume they all carry at least one ~ two grenades and a backup melee weapon. BTW side note: I hate Talon :p

-On that same note please ensure BoS & Outcast patrols are suitable geared up -- it always bothered me that the condition of their armor is usually less than 50% health (observed using console commands). Their weapons should be in at least fairly good condition, and of course at least one of the patrol should always have a big gun.

-Awesome to make rare weapons exactly that! Besides Flak & Shrapnel's I assume the only place to find that gear would be on a dead soldier from 200 years ago or at old military bases.

-Though the gatling laser uses energy ammo, it is in fact a "Big Gun." It is both physically large and physically heavy in weight. It weighs more than a minigun, though like a flamer has no kickback. Agree to disagree ;)

Have something to run to now so more comments to follow in a bit :)
 
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Really like that Strength requirements needed for weapons, 4 X tougher merchants, and CAPS WEIGHT!


Yes yes yes! Wow I'll have to start a new game so I don't feel like I'm cheating with the carrying around 2000 caps all the time ;)

Regarding robots (all, including followers) the weapon is charged from their power plant making it a recyclable resource which is why they don't require ammo. That being said, it's not unreasonable to limit the # of times they can shoot per day. 100~200 shots is reasonable. They do miss a lot. I was actually going to look for a "More accurately aiming RL-3 mod" due to just sitting back and watching how much he misses. It's about 75% of the time!

Also on that note, I noticed a possible glitch: At low levels my Barter Skill is never above 30 but if I have 500 caps saved I *always* get the option to "[Barter] take RL-3 off your hands for 500." You shouldn't get that option unless your Barter Skill is 70, according to the Fallout Wiki.
Or is that only an option for the Engineer? Hope that wasn't a spoiler!


All the new weapons and ammo I recognize from the first Fallout :)
It's going to be nice to have them added!
 
In next version Explosive/Ammo Experts will require only 40 Explosive/Repair skill. Just changed it :)

Please let me know any other issues or anything you feel is off. Easily fixable.

Also I changed the name of Missile Launcher to Rocket Launcher :) This is because that's the terminology used in FO1/2 but also because I intend to add 2 more rockets to the game and having rockets sounds better than missiles. Realistically speaking such a weapon would be called Portable Shoulder Launched Missile Launcher but would fire rockets because they would often be unguided self propelled missiles . Rockets is just a self propelled explosive warhead that is not smart while a missile is smart.
 
Really like that Strength requirements needed for weapons, 4 X tougher merchants, and CAPS WEIGHT!


Yes yes yes! Wow I'll have to start a new game so I don't feel like I'm cheating with the carrying around 2000 caps all the time ;)

Regarding robots (all, including followers) the weapon is charged from their power plant making it a recyclable resource which is why they don't require ammo. That being said, it's not unreasonable to limit the # of times they can shoot per day. 100~200 shots is reasonable. They do miss a lot. I was actually going to look for a "More accurately aiming RL-3 mod" due to just sitting back and watching how much he misses. It's about 75% of the time!

Also on that note, I noticed a possible glitch: At low levels my Barter Skill is never above 30 but if I have 500 caps saved I *always* get the option to "[Barter] take RL-3 off your hands for 500." You shouldn't get that option unless your Barter Skill is 70, according to the Fallout Wiki.
Or is that only an option for the Engineer? Hope that wasn't a spoiler!


All the new weapons and ammo I recognize from the first Fallout :)
It's going to be nice to have them added!

Yes from FO1 and 2 :) It's a mod. Someone remade a lot of the weapons some are nice some unfinished some barely finished. All in all it's not bad so whatever I could use I added it to the game.

I also figured out a way to adjust ironsights without modifying the original mesh. If it works it should be able to adjust vanilla meshes without ever touching anything from the original game. This would also reduce the size of the file. Not only that but it might allow me to add other weapons that could not be ironsighted previously.

RL-3 is a notoriously bad shot but funny enough if he ever gets mad at you, his aim will increase dramatically.

Also yes. From what I remember, the script simply checks if you have enough caps completely disregarding your 70 barter skill. I will check again perhaps I messed things up a bit by adding my "karma adjusting" code so you can recruit RL-3 at any time.

Oh and RL-3 still does not use ammo. I didn't change this .

The reason I switched Gatling Laser to energy is because 1 is same tech although just requires more strength and 2 . can help you stay focused on for ex energy . Even in Fallout 2 , the Plasma Rifle which was a big gun was considered to be en energy weapon . Big guns are kind of a trap weapon as there are very few weapons that are BIG other than launchers and minigun. From my research the skill simply adjusts your aim/accuracy and not damage. So having high big weapons makes sense only for minigun or gatling laser since the other weapons deal area damage. Big guns should ideally be Exotic Guns and alien weaponry, incendiary and anything weird should be in there.
 
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In CB 1.6 though big guns make a bit more sense since they govern the accuracy of Bozar and M60.

Bozar is essentially a Sniper Rifle combined with a Chinese Assault Rifle. The scope zoom is a bit less than a Sniper Rifle about same as a Scoped Magnum. So is kinda like a Scoped Assault Minigun Rifle. .223 ammo which is a bit more common than 308.

And M60 is a Chinese Assault Rifle on steroids.
Unlike the minigun, the M60 is quicker to fire and consumes less ammo for same amount of damage making it much better for battles where you need to respond quickly. Minigun is a bit more stiff while M60 is a bit more mobile rifle both just as and deadly. M60 also has an ironsight. 7.62 ammo which should be as common as 5.56 except there are no AP options like 5.56 will have.
 
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Also I don't like changing Vanilla stats or adjusting weapon stats too much. I rather stick with FO1/2/3/FONV formulas for weapons. Also it bothers me that FO3 deviated a bit from FO1/2 formulas and naming conventions. I have a difficult time implementing weapon stats. I'd rather just have them be already picked and good to go.

I won't lie to you, I love it when the game is a challenge. Hard as hell. I play my own mod with FO1/2/FWE/FNV settings like 1 perk every 2 levels, lower skill points, lower health, more action points making agility more worthwhile, maximum harshness for everytihng, quadruple damage, primary needs, ammo weight.

I hope my mod has some nice features that add a bit more challenge over vanilla game and a bit more variety.
 
In next version Explosive/Ammo Experts will require only 40 Explosive/Repair skill. Just changed it :)

Please let me know any other issues or anything you feel is off. Easily fixable.

Also I changed the name of Missile Launcher to Rocket Launcher :) This is because that's the terminology used in FO1/2 but also because I intend to add 2 more rockets to the game and having rockets sounds better than missiles. Realistically speaking such a weapon would be called Portable Shoulder Launched Missile Launcher but would fire rockets because they would often be unguided self propelled missiles . Rockets is just a self propelled explosive warhead that is not smart while a missile is smart.

Sorry to get technical, but the correct term for the Fallout 3 weapon actually is "missile launcher" because the projectiles *having* a tracking system makes them missiles with the ability to change trajectory, track, *and hit* their targets. As you know, they seem to lock on to metal targets better than "flesh" targets.

Rockets being "dumb" projectiles that only go in a straight line, like bullets, *I* wouldn't change the name of the weapon but it's just my professional opinion (I work with the US military on a base in Japan).

If I was a modding man, I might add a Rocket Launcher though. And I'd probably call it a "Man Portable Rocket Launcher" or "Shoulder Fired Rocket Launcher."
 
I liked the original name Rocket Launcher but now is confusing with Rock-It Launcher :) Perhaps that's why they changed it.

So you think I should keep Rocket Launcher or change it back to Missile Launcher??

I am going to eventually add Incendiary Rocket which deals little damage but spreads fire on a large area and Rocket AP which is less damage but more than incendiary and deals bonus damage to armoured targets especially good against Enclave and Vertibirds.

Nice. Working on a military base should provide you with lots of tech knowledge in regards to weapons.

From what I've seen and played so far all shoulder mounted Launchers in Fallout 3 shoot dumb missiles in a straight line. Maybe would be cool if I could find a 1 shot launcher or a mortar type gun. I wonder if anyone made such a thing.

2012に日本え行きました :P I am studying Japanese atm but I can't speak it at all. barely. I plan to move there forever one day :)
 
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Also I don't like changing Vanilla stats or adjusting weapon stats too much. I rather stick with FO1/2/3/FONV formulas for weapons. Also it bothers me that FO3 deviated a bit from FO1/2 formulas and naming conventions. I have a difficult time implementing weapon stats. I'd rather just have them be already picked and good to go.

I won't lie to you, I love it when the game is a challenge. Hard as hell. I play my own mod with FO1/2/FWE/FNV settings like 1 perk every 2 levels, lower skill points, lower health, more action points making agility more worthwhile, maximum harshness for everytihng, quadruple damage, primary needs, ammo weight.

I hope my mod has some nice features that add a bit more challenge over vanilla game and a bit more variety.

Like you, I love a good challenge as long as the playing field is "relatively" equal within realistic reason.
Basically, the biggest difference between your games and mine being that I take a perk every level (my reward for playing, as well as a quick way to test out new perks).

I play CB with default skill points (I get 10 per level with 6 INT), I'm unsure about health calc with 5 END, "vanilla" action points, lower fall damage (haven't noticed a change btw, can jump from Souvenir Shop in Lamplight to floor with zero damage), quadruple weapon damage, Imp's More Complex primary Needs, ammo weight, harsher traders, rads no decay, basically anything that seems "realistic."


For difficulty I used to play on Very Difficult until I found out that all it does is make *my* weapons do 25% damage while the enemies do 100%.
That makes absolutely no sense. Man-held weapons should do 100% damage regardless of who's holding it. So now I use "hard."

I thought that upping the difficulty level gave the enemies more hit points but sadly that's not the case.

I overall agree about not changing the actual game's default "vanilla" stats. The only place I disagree with those stats is where they really don't make sense, e.g. a Gatling Laser (essentially laser minigun) being classified with energy "small arms" into Energy Weapons skill.
Doesn't make sense, especially with the heavy weight physics and hand mechanics required for operation of the Gatling Laser.
The shoulder fired Laser Rifle or hand-held Laser Pistol being in Energy Weapons absolutely makes perfect sense because on top of the light weight, there is no recoil when fired like you have with normal small arms.

Do you see my point?
 
I liked the original name Rocket Launcher but now is confusing with Rock-It Launcher :) Perhaps that's why they changed it.

So you think I should keep Rocket Launcher or change it back to Missile Launcher??

I am going to eventually add Incendiary Rocket which deals little damage but spreads fire on a large area and Rocket AP which is less damage but more than incendiary and deals bonus damage to armoured targets especially good against Enclave and Vertibirds.

Nice. Working on a military base should provide you with lots of tech knowledge in regards to weapons.

From what I've seen and played so far all shoulder mounted Launchers in Fallout 3 shoot dumb missiles in a straight line. Maybe would be cool if I could find a 1 shot launcher or a mortar type gun. I wonder if anyone made such a thing.

2012に日本え行きました :P I am studying Japanese atm but I can't speak it at all. barely. I plan to move there forever one day :)
I wouldn't worry about the confusion of Rocket VS RockIT. Moira's just crazy like that ;)

My professional opinion is that the Missile Launcher with its guided projectiles be accurately named "missile launcher."

Incendiary Rocket Propelled Grenade Launchers?! It'll be bad getting hit with one of those!! Didn't those show up in a FNV DLC?


Maybe though, if you feel like, you could add Rocket Launchers to the game:wiggle:
It could be something as simple as even using the same models as the missile launcher & missiles, just a color change (military grey) as a placeholder until an appropriately Fallout friendly model is found. Just an idea!
Please don't remove missile launchers though!

Regarding missile launchers in FO3, they *do* change trajectory. I've seen it where a sentry bot or super mutant would be moving/running to the left or right side (not towards/ or away from me) and the missile changes its heading to still hit the target.
Something to keep in mind is I generally have a high Big Guns skill so that probably has an effective change on the accuracy.
This makes sense because a trained weapon systems operator knows how to properly use the tracking capabilities of "smart" weapons systems than unskilled operators.

Nice usage of Japanese by the way :) I've taught English though I don't do it now, and have tutored folks on conversational Japanese (use へ when connecting a subject to a locational verb; sounds like "eh" even though technically it's "heh" ;) ).

You came in 2012?? How long were you here?
 
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For difficulty I used to play on Very Difficult until I found out that all it does is make *my* weapons do 25% damage while the enemies do 100%.
That makes absolutely no sense. Man-held weapons should do 100% damage regardless of who's holding it. So now I use "hard."

I thought that upping the difficulty level gave the enemies more hit points but sadly that's not the case.

I overall agree about not changing the actual game's default "vanilla" stats. The only place I disagree with those stats is where they really don't make sense, e.g. a Gatling Laser (essentially laser minigun) being classified with energy "small arms" into Energy Weapons skill.
Doesn't make sense, especially with the heavy weight physics and hand mechanics required for operation of the Gatling Laser.
The shoulder fired Laser Rifle or hand-held Laser Pistol being in Energy Weapons absolutely makes perfect sense because on top of the light weight, there is no recoil when fired like you have with normal small arms.

Do you see my point?

I see your point and I will re-categorize Gatling Laser as Big Gun.

Also don't play on Very Difficult . In fact don't change the game difficulty at all! This is my personal recommendation.

If you want more challenging game simply suggest here ideas to make game harder and I will try to implement them as special options for you.

The difficulty setting has a HUGE design flaw. Yes it does increase enemy damage and reduces your damage making you struggle early game but it severely messes up your leveling and experience gain. When playing Very Difficult easy opponents get classified as difficult therefore you gain double the experience making you level up much faster than on normal. Very Difficult is in fact more of a curve where you start harder but gets really easy late game as you gonna outlevel almost everyone. Very easy is the other way around except you deal so much damage that is always easy.

Still have to look into
- deathclaw gauntlet not building
- fall damage option not working
 
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