trollworkout FO3/NV mods - CB Custom Beginning & more

For next version Missile launcher will be corrected back to original name . I didn't realize they do change trajectory.

A rocket launcher added to the game may be interesting. Even something as simple as bazooka type. Hm. If such a thing exists.

I could make it that the same Missile Launcher can also launch rockets without any guiding system that are cheaper and easier to make.

I stayed in Japan 1 year. : )
 
I just found 3 FOSE plugins that really smooth out the game performance
1. Fallout Stutter Remover
This one improves game performance at the expense of stability. I had a lot of issues with this one . When I am modding I turn this one off because if any crashes happen I can't tell if is me or this plugin. However, after finding no 3 (see below) seems both go perfectly together and stability is improved dramatically so I might keep it this time.

2. User Interface Organizer
This one fixes all UI issues. If I mess up on anything this simply hides errors or bugs and keeps the game from crashing or stop working due to UI errors. Useful if you use my mod with other UI tweaks and enhancements. Not sure. Seems to add stability to the game.

3. One Tweak FOSE
This one makes your game run in fake full screen window mode. Makes the game insanely more stable and smooth. Highly recommended. You won't be able to change your game's resolution though since it will always run as desktop resolution which is actually pretty good.

Now 1 + 3 seems to be AMAZING combo. 1 increases performance at the expense of stability and 3 increases stability and performance making the game wayyyy smoother.
 
Thank you very much for the difficulty recommendation -- I will change it to "normal."
One thing I should have stated about the Missile Launcher's locking system is that it only works if you lock on to the target in VATS. Without VATS, it just dumb fires it in a straight line.

BTW... you know temp companion "Sticky?"
For some reason in this mod he doesn't equip any head gear you give him.


I just found 3 FOSE plugins that really smooth out the game performance
1. Fallout Stutter Remover
This one improves game performance at the expense of stability. I had a lot of issues with this one . When I am modding I turn this one off because if any crashes happen I can't tell if is me or this plugin. However, after finding no 3 (see below) seems both go perfectly together and stability is improved dramatically so I might keep it this time.

2. User Interface Organizer
This one fixes all UI issues. If I mess up on anything this simply hides errors or bugs and keeps the game from crashing or stop working due to UI errors. Useful if you use my mod with other UI tweaks and enhancements. Not sure. Seems to add stability to the game.

3. One Tweak FOSE
This one makes your game run in fake full screen window mode. Makes the game insanely more stable and smooth. Highly recommended. You won't be able to change your game's resolution though since it will always run as desktop resolution which is actually pretty good.

Now 1 + 3 seems to be AMAZING combo. 1 increases performance at the expense of stability and 3 increases stability and performance making the game wayyyy smoother.
I've been using FSR for a few years now but didn't know about the others, so thanks!

BTW just thought I should mention that on one PC with DarnUI installed I've been playing CB with no issues.

I will definitely want to install One Tweak FOSE. No downside to this performance mod it seems! Thanks again for the info :)

Where in Japan did you live?
I lived a few years in Tokyo, then lived in Yokohama a year, and now a little south of Yokohama but still only one hour train ride from Tokyo (Shinagawa).
 
I used to live in Gunma for a month or so then Warabi for the rest of time left. I was pretty poor but was fun. Working as an English teacher for kids. Was pretty good and fun job.

I know sticky. He's a temporary companion. I am not sure why he doesn't wanna wear hats since I don't modify him. I have to look into that as well.

So I looked at Sticky and related stuff and I don't change nothing about him. Must be something else . Also Rocket Launcher is now back to normal and Gatling Laser is big gun again :)
 
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I think I was wrong about Sticky--he equips hats with DR2 or better. Sorry to make you waste time!
Thanks very much for taking my opinion into consideration on the Big Guns -- I appreciate it!
Big Guns is my favorite weapon skill, closely followed by Explosives
(yet I always level weapons skills last).


Gunma and Warabi... wow I have never been to either of those places in my 20 years living here!

Can you get on a program to get back over here? I hear all that's required is a 4 year degree in any discipline.
 
There are options to get there.

One way is find a job to sponsor you also known as to luck out. This can happen if you get hired by someone as a teacher and some people even go visiting Japan and look for work to sponsor them. Since you're there is easier to talk to them and get them to hire you hence giving you the 10 year working permit.

Another way is to sign up for a Japanese language school paired with a special visa that lets you study and work ( usually you need to be outside the country for both ). They check your bank account to make sure you have at least 10 000 dollars. So save up 10k and go to cheapest language school in Tokyo finish that and you get a 10 year working permit. It's the safest way to become permanent resident.
 
I renamed the Leaf Blower item to Wood Chipper and changed Wood Chipper model and name to Coolant Component (in preparation for a craftable Cryo gun MAYBE). This is because Leaf Blower in fact uses Wood Chipper model which clearly has "Mister Chipper" printed on the side . And furthermode only Leaf Blower is required for Rock It Launcher but since both look identical you may pick up a Wood Chipper thinking is the right component. With this change any item you find looking like a Wood Chipper with the name Wood Chipper is the right component for Rock It Launcher and there are no other items that look the same. Thoughts??

Oh and I renamed the text everywhere to refer to a Wood Chipper instead of a Leaf Blower.
 
Hey good news!

I managed to have a look at NV throwing animation and managed to create a similar one essentially a clone of their anim using a grenade anim so it means throwing is gonna be enabled in next version CB1.7 and I have just tested it and works fine even in VATS. The projectile doesn't spin around like it does in FONV I don't really know how to do that but it's pretty cool. I painstakingly duplicated all their settings on a grenade anim making my anim identical to theirs so it works same way more or less.

It's mapped on AttackThrow4 and I think im gonna clone their dynamite lighting fuse with lighter anim for molotov and dynamite stick I have prepared.

I have throwing hatchet, throwing knife (essentially a inverted knife held by the blade), throwing spear , throwing knife spear and throwing rock. They all have same speed/throwing anim but just deal damage differently/have different stats. Unlike NV these ones can be picked up if they didn't hit the target. But are broken if they do hit.



Throwing is governed by the melee skill. What do you think?
 
You know what's odd. Why are there no Native American First nation race / people in Fallout 3? There should at least be some. Tribals are not First Nation. I was considering adding first nation race into the game. Some have managed to do it. Or simply make point lookout tribals more asian/1st nation looking and make them selectable as a race in the GOTY version hmm.


Actually now that I think about it you could make First Nation race from asian but change the bone structure a bit. There is a certain look maybe less or no facial hair and much longer hair. I think in CB there are a couple of long hair styles for men. I'm not 100% sure. There was a lost CB 1.4 that had a lot of features added i can't remember now. I will look into it.

But it bugs me they as a people got no representation in the game. Nobody mentions ever anything regarding first nation. There is chinese , hispanic, caucasian, black, but nothing american indian although they are a huge part of american culture esp post apocalyptic stuff which is essentially western spinoffs.

Anyway. Excited for throwing stuff should be good :) Works perfectly I really like it. I think throwing should either be melee weapon based on Strength skill based . Maybe Strength skill makes more sense.
 
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There are options to get there.

One way is find a job to sponsor you also known as to luck out. This can happen if you get hired by someone as a teacher and some people even go visiting Japan and look for work to sponsor them. Since you're there is easier to talk to them and get them to hire you hence giving you the 10 year working permit.

Another way is to sign up for a Japanese language school paired with a special visa that lets you study and work ( usually you need to be outside the country for both ). They check your bank account to make sure you have at least 10 000 dollars. So save up 10k and go to cheapest language school in Tokyo finish that and you get a 10 year working permit. It's the safest way to become permanent resident.
I guess I fall into the first category -- luck out. Been here for 20 years on a work sponsored visa.
Many of my other friends got a permanent visa, first through work, but they all end up married.

I renamed the Leaf Blower item to Wood Chipper and changed Wood Chipper model and name to Coolant Component (in preparation for a craftable Cryo gun MAYBE). This is because Leaf Blower in fact uses Wood Chipper model which clearly has "Mister Chipper" printed on the side . And furthermode only Leaf Blower is required for Rock It Launcher but since both look identical you may pick up a Wood Chipper thinking is the right component. With this change any item you find looking like a Wood Chipper with the name Wood Chipper is the right component for Rock It Launcher and there are no other items that look the same. Thoughts??

Oh and I renamed the text everywhere to refer to a Wood Chipper instead of a Leaf Blower.
I had noticed that and was surprised no one had ever come out with a mod to just remove the "Mr Chipper" text but then I thought, "wait a sec, the Mr Chipper Company probably just makes leaf blowers as well as wood chippers. Yea, that's got to be it." :nod:

Cooling Component sounds interesting and definitely a good choice for a Cryo gun component. I'll be honest though: why in the world would those be scattered across the wasteland? I assume you're making the cooling component only available at VERY select locations, right?


Hey good news!

I managed to have a look at NV throwing animation and managed to create a similar one essentially a clone of their anim using a grenade anim so it means throwing is gonna be enabled in next version CB1.7 and I have just tested it and works fine even in VATS. The projectile doesn't spin around like it does in FONV I don't really know how to do that but it's pretty cool. I painstakingly duplicated all their settings on a grenade anim making my anim identical to theirs so it works same way more or less.

It's mapped on AttackThrow4 and I think im gonna clone their dynamite lighting fuse with lighter anim for molotov and dynamite stick I have prepared.

I have throwing hatchet, throwing knife (essentially a inverted knife held by the blade), throwing spear , throwing knife spear and throwing rock. They all have same speed/throwing anim but just deal damage differently/have different stats. Unlike NV these ones can be picked up if they didn't hit the target. But are broken if they do hit.

Throwing is governed by the melee skill. What do you think?

I'm very happy you've got Throwing Weapons working :ok: Good job! Now it's entirely feasible to add a Tribal Alternate Beginning! I agree that the best category is Melee skill. At least it's the choice that matches best of the choices we've got. No "Throwing" skill like we had in Fallout.

Though I'm a "Big Guns" kind of guy I'll definitely test out the Tribal Start & throwing weapons once it's available.

You know what's odd. Why are there no Native American First nation race / people in Fallout 3? There should at least be some. Tribals are not First Nation. I was considering adding first nation race into the game. Some have managed to do it. Or simply make point lookout tribals more asian/1st nation looking and make them selectable as a race in the GOTY version hmm.

Actually now that I think about it you could make First Nation race from asian but change the bone structure a bit. There is a certain look maybe less or no facial hair and much longer hair. I think in CB there are a couple of long hair styles for men. I'm not 100% sure. There was a lost CB 1.4 that had a lot of features added i can't remember now. I will look into it.

But it bugs me they as a people got no representation in the game. Nobody mentions ever anything regarding first nation. There is chinese , hispanic, caucasian, black, but nothing american indian although they are a huge part of american culture esp post apocalyptic stuff which is essentially western spinoffs.

Anyway. Excited for throwing stuff should be good :) Works perfectly I really like it. I think throwing should either be melee weapon based on Strength skill based . Maybe Strength skill makes more sense.
My opinion on this is mixed but anyhow here's why they're not properly represented: In the real world, the total population of all Native Americans in the US always hovers around 1~2%.
So taking the Fallout world into account about the percentage of people of the *total* US population that survived the Great War (it was small) shows why almost no actual Native Americans exist in Fallout.
That being said, the few who did not make it into shelters who survived, as well as a few vault's populations, "went tribal" after the war due to lack of technology/resources that was previously available. That explanation is fairly believable and shows why the tribals tend to be mixed race.
Some tribes could have survived. Maybe even a whole tribe somewhere. BUT, according to the US Census Bureau, over a third of the entire population of these actual American Indian tribes are located in California, Arizona, and Oklahoma, which means that is the most likely location to find them in the Fallout universe. Not the only location, but definitely the most believable. This is unfortunate because as much as I hate FNV I have to quote it now, "most of the tribes were absorbed into Caesar's Legion."

We might find some Native American tribes on the East Coast, but they'd definitely be very rare and not 100% Native American for sure -- they'd be mixed race.

Minor side note: looks like I got the day off so I'll be "play testing" CB all day long ;)
 
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I usually add a lot of features then I spend next few versions editing things out and smoothing out bugs and issues then again same thing. Lately I have been breaking that trend so I'm mostly adding features. Although I have been editing out some of the changes I have already made . Based on our discussions here I have reverted a bunch of changes mostly naming and such.

I am planning to re-edit the raider weapon form lists and simply remove any "expensive" guns and add cheap guns or even melee weapons instead. I'd like to add the raider variation from the Gangs of the Wasteland to have armed raiders near wheaton armory, melee only crazy raiders in the south (west of the city ruins), more high tech raiders up north, and regular raiders everywhere else.

Also the borders have been disabled in my mod . I haven't tested this but it should work. I want to find a mod to expand the borders up a tiny bit here and there especially in the north mountains and forests area.

The new thrown weapons work fine exactly like I needed them too. I was very surprised. Even in VATS. I have added a throwing rocks, thrown hatchet (from an axe mod), thrown knife (from a ninja weapons mod), spear like in FO2 (from a mod called classic spear), a knife+pool cue spear from another spear resource mod.

The classic spear and hatchet will be found mostly on Tribals replacing any guns they may have. The knifespear , throwing knives and throwing rocks will be found on enemies in DC probably on raiders to replace some of the more expensive guns. I plan to have the knifespear craftable by finding a schematic.

Most of the new added items don't have proper icons at the moment but at least they work.

In regards to first nation I think I am going to add some new types of long hair so you can make your own first nation looking individual by using asian or tribal races.

Tribal won't be a selectable race but rather will be a selectable history that automatically adjusts your (same as raider).

Also I am planning to make a few special armors like BOS, Outcast , Talon and Raider armors make enemy factions mad if you're wearing them. Wearing Talon makes Regulators mad, wearing Regulator clothing makes Talon mad, wearing BOS makes Outcast mad and vice versa, wearing Raider makes everyone mad but makes Raiders friendly.


I need to better incorporated the new added weapons into the game.
 
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I usually add a lot of features then I spend next few versions editing things out and smoothing out bugs and issues then again same thing. Lately I have been breaking that trend so I'm mostly adding features. Although I have been editing out some of the changes I have already made . Based on our discussions here I have reverted a bunch of changes mostly naming and such.

I am planning to re-edit the raider weapon form lists and simply remove any "expensive" guns and add cheap guns or even melee weapons instead. I'd like to add the raider variation from the Gangs of the Wasteland to have armed raiders near wheaton armory, melee only crazy raiders in the south (west of the city ruins), more high tech raiders up north, and regular raiders everywhere else.
Interesting take on raiders. From a "US person's" standpoint, all pistols are cheap guns. Also, keep in mind that since practically anyone in the US can own a gun, it's entirely normal to see the occasional uzi (or a 10mm sub-machine gun) or assault rifle. Raiders could have (in all likelihood have) took these from an abandoned home. So we might not see a whole pack of raiders with assault rifles (unless they're at the armory or gun store) but I'm never surprised to see the occasional assault rifle carrying raider. Not likely to see them with Big Guns, again, unless they're at a military base/armory.
By the way, what country do you reside in now?


Also the borders have been disabled in my mod . I haven't tested this but it should work. I want to find a mod to expand the borders up a tiny bit here and there especially in the north mountains and forests area.
I consider border removal a "cheat." Will it be optional to have them re-enabled? Maybe somewhere in the ini file?

The new thrown weapons work fine exactly like I needed them too. I was very surprised. Even in VATS. I have added a throwing rocks, thrown hatchet (from an axe mod), thrown knife (from a ninja weapons mod), spear like in FO2 (from a mod called classic spear), a knife+pool cue spear from another spear resource mod.

The classic spear and hatchet will be found mostly on Tribals replacing any guns they may have. The knifespear , throwing knives and throwing rocks will be found on enemies in DC probably on raiders to replace some of the more expensive guns. I plan to have the knifespear craftable by finding a schematic.

Most of the new added items don't have proper icons at the moment but at least they work.
In regards to first nation I think I am going to add some new types of long hair so you can make your own first nation looking individual by using asian or tribal races.

Tribal won't be a selectable race but rather will be a selectable history that automatically adjusts your (same as raider).

Also I am planning to make a few special armors like BOS, Outcast , Talon and Raider armors make enemy factions mad if you're wearing them. Wearing Talon makes Regulators mad, wearing Regulator clothing makes Talon mad, wearing BOS makes Outcast mad and vice versa, wearing Raider makes everyone mad but makes Raiders friendly.


I need to better incorporated the new added weapons into the game.
These features are all 1.6 release? I'm using 1.5 now and not a lot of bugs. It"s really enjoyable so far!

BTW I don't think "Aid Sense" is working -- I dropped a stimpack and holstered my weapon, then zoomed. Nothing happens.
 
i think most religion based perks are broken right now. I have to look into that too. I have to re-check the thread there are a bunch of things I need to look into hopefully before 1.7.


Raiders have a melee , gun, big weapons and special types. I am going to change this up making melee small melee, gun pistols and smg, big weapons as large melee and thrown weapons, and special will be assault rifles and more "expensive" guns.


All throwing weapons features will be available in 1.7. Tribals will probably be available a bit later when I get to brushing up CB GOTY.


By borders I mean map edges can be crossed outside map area. The invisible walls are still present.


Also ammo swap is gonna be hotkey 2 but not like New Vegas. I am gonna hack into the hotkey so it works in menu mode but in game mode if you tap 2 then you go hotkey mode, but if you hold 2 you change ammo. This way you can have a hotkey and still use it for ammo swap :)
 
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I was cleaning up some code made .

Did you ever test cyborg perk? You get night vision in 1st person only. It's pretty realistic.

I'm gonna edit out the main hud a bit and gonna add rad poisoning , hunger, thirst and tiredness right in the hud above health. If you don't have primary needs enabled then it simply displays rad poisoning only.

And I am going to add ammo type and fire mode somewhere around action points area above or beside or below.


Have you tried android history at all? I was thinking of making hunger/thirst different on android. Simply make everything 1 thing called energy which is given from any form of nutrition a compound of hunger and thirst but no sleep /tiredness. Also I was thinking of making androids jump higher than normal kinda like how Family History does when their disease advances to higher level.
 
I was looking into this idea of making all AI get reduced perception/detection at night. is strange that as you can barely see anything at night they see you from soooooooo far away EZ. this is because perception is always identical both indoors, outdoors in dar and light. I could dynamically adjust perception of all enemies based on the location of the player. If player is outside and is night time use low distance, if day time use long distance, if is indoor use medium distance.

The only issue i see with this is certain animals will get reduced perception too for ex molerats are probably nocturnal so they should be opposite. i don't know. Just a limitation of the engine. most of the enemies in the game are human or humanoid so it might work well.


also i gotta fix RKR so people stop freaking out yelling grenade cause they do it now if you throw spears and knives. makes no sense to say grenade anymore. was funny then but not now :D they can still say watch out or watch it etc but removing "grenade!!!".
 
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i think most religion based perks are broken right now. I have to look into that too. I have to re-check the thread there are a bunch of things I need to look into hopefully before 1.7.


Raiders have a melee , gun, big weapons and special types. I am going to change this up making melee small melee, gun pistols and smg, big weapons as large melee and thrown weapons, and special will be assault rifles and more "expensive" guns.


All throwing weapons features will be available in 1.7. Tribals will probably be available a bit later when I get to brushing up CB GOTY.


By borders I mean map edges can be crossed outside map area. The invisible walls are still present.


Also ammo swap is gonna be hotkey 2 but not like New Vegas. I am gonna hack into the hotkey so it works in menu mode but in game mode if you tap 2 then you go hotkey mode, but if you hold 2 you change ammo. This way you can have a hotkey and still use it for ammo swap :)

Like those the perks working when possible. It's a neat additional feature that reminds me of the first fallout :)
It'll be interesting seeing all those raiders that used to have flame throwers now carrying crap weapons (I consider all melee weapons crap). They will be easy prey. Not sure if that's exactly a good thing ;)
For the sake of "game balance" perhaps the raiders who used to carry flame throwers and missile launchers should be allowed to have a sniper rifle and decent gun skill instead?


Again it'll be cool to have throwing weapons in FO3 and I'll be sure to try them out!
Thanks for explaining the map edges vs invis wall. I was confused about it.

Ammo swap hotkey will be really convenient. Currently I have 2 assigned to stimpack so will adjust. I tried a Hotkey mod out before but it was reaaaaally buggy.

Reduced PER at night for human enemies is realistic--looking forward to it implemented! All animals as far as I know have night vision. I guess a wikipedia check is in order...

I use cyborg perk sometimes, not yet in this play thru tho. Night Vision in first person is something I agree with, pretty sure it'll piss off people who like an easy game tho.

Glad you'll fix the GRENADE yell. I'm used to it but it's still a little jarring to hear them yell that when they see someone I've just killed.
 
I was cleaning up some code made .

Did you ever test cyborg perk? You get night vision in 1st person only. It's pretty realistic.

I'm gonna edit out the main hud a bit and gonna add rad poisoning , hunger, thirst and tiredness right in the hud above health. If you don't have primary needs enabled then it simply displays rad poisoning only.

And I am going to add ammo type and fire mode somewhere around action points area above or beside or below.


Have you tried android history at all? I was thinking of making hunger/thirst different on android. Simply make everything 1 thing called energy which is given from any form of nutrition a compound of hunger and thirst but no sleep /tiredness. Also I was thinking of making androids jump higher than normal kinda like how Family History does when their disease advances to higher level.
Haven't tried android yet. Maybe next play thru?
For android abiliites I recommend looking into what Fallout lore has to say about it. So far we know they don't sleep and can have a higher DR than normal but uthats it so far I think.
more AP makes sense because of that one Commonwealth perk.

I use Needs BUT it's with the IMCN mod. I hope you don't take offense at my honesty but it's much more in depth than FWE's or yours and that's why I prefer it. Some people hate that amount of realism but I thrive on it.
Having the info on the HUD is beneficial for ease of use.

Almost forgot to add--used my first repair kit today :) Found the activation noise a little surprising but other than that it worked like a charm
 
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i'll look into the activation sound . repair kits are really handy because you can fix anything that is a weapon without any limits or requirements. it fixes your equipped weapon and scales off your repair skill (i think in steps of 25 kinda like 0 - 25, 25 - 50, 50 - 75, 75 - 100)
 
i'll look into the activation sound . repair kits are really handy because you can fix anything that is a weapon without any limits or requirements. it fixes your equipped weapon and scales off your repair skill (i think in steps of 25 kinda like 0 - 25, 25 - 50, 50 - 75, 75 - 100)
It's *very* convenient for weapon repairs. I *do* think it's ability is a bit overpowered due to the no requirement other than baseline Repair skill making me able to repair any weapon to 100%.

Am I misunderstanding?
Ok, For example:
My REP skill is 40 and I don't need to increase it any further because all I need to do is put on some Robco overalls (REP+5) and pop some mentats and I can make repair kits to max all my weapons' condition. ;)

Is that correct?

On a side note, I was thinking about realism regarding armors:

Does it make sense for hats to give perception? In the daytime, yes.
Same goes for sunglasses.

Can hats/sunglasses be scripted to add PER+1 daytime only?

Here's another "reality check": cloth headgear DR should be zero. Is a hat or bandana really going to help if something hits you in the head? No. Motorcycle goggles might help a little though.
Actually, same goes for cloth clothing. DR 1 max, if realism is the goal. It also kind of offsets the "skill" effect given for something that weighs so light.

On that note, why does a standard baseball cap give Melee skill +5? I'm aware that it's just something done by vanilla Fallout but it doesn't make sense.
 
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