trollworkout FO3/NV mods - CB Custom Beginning & more

Just realized the casing meshes and textures were a bit off .

Also found out the dot notation for caliber .308 for example is the imperial (inches) notation equivalent to mm.

And I have found out .308 is same barrel size as 7.62x32 NATO which I have added into the game. However, they are not the same bullet type and although you could technically use .308 into 7.62x33 mm or vice versa there will be penalties. NATO 7.62x33 rifles often use non-reloadable stronger brass pre-primed bullets since the barrel is much longer.

I will probably use this in the game making .308 optional ammo for FNFAL and M60 and making 7.62mm optional ammo for Sniper Rifle. Since sniper rifle has a long barrel the performance should be same . However, loading .308 into 7.62x33 mm rifles (FNFAL, M60) will make the weapon jam a lot and deal way less damage.
 
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%.

Is not really overpowered. When I designed it I based it on Mothership Zeta magic glue substance thing (I forget at the moment). It gives a percentage repair based on your repair skill but the percentage caps . Read this article , my repair kit is essentially the same thing http://fallout.wikia.com/wiki/Alien_epoxy in fact NV uses same formula. http://fallout.wikia.com/wiki/Weapon_repair_kit . And even the repair kit building formula is pretty much similar to NV.

At repair 100 you get +30% repair which is very low for the amount of items you need to put into it. I think is balanced and fair.
 
Thanks for the explanation :-)
Now I don't feel guilty at all using them!

What are your thoughts on DR and clothing and headgear made of cloth?
 
Thanks for the explanation :-)
Now I don't feel guilty at all using them!

What are your thoughts on DR and clothing and headgear made of cloth?

I tried to make all my additions as lore friendly and as and balanced as possible.

Cloth should block some but not much. I don't wanna change TOO much the game but still. Ideally i'd like to implement DT for FO3. I know impervious power armor kinda did it by using a variable. If I could find out how it's done perhaps I can use that same system myself and maybe even be compatible still with that mod. Essentially you use a player variable to store DT.

DR reduces incoming damage DR 10 means -10 damage
DT blocks all incoming damage that is below treshhold DR 10 means all damage below 10 is ignored. Metal plating armors have high DT which is why you would use AP at is negates the DT bonus turning the armor into DR. FONV engine has it pretty well although they kinda went DT only and stopped using DR altogether. I think is not even listed. Both should be used . Perhaps I could add DR/DT into the menus in pipboy armors section. I'm thinking maybe instead of having a DT for each individual armor, I could have a whole bunch of them have a similar DT and have certain preset formlists of various DTs. I don't know.
 
Oh, interesting! Someone suggested making a percentage of DR become DT.

For example power armor DR 40 get a DT of 10 about 25%.

This might be able to work
 
Oh, interesting! Someone suggested making a percentage of DR become DT.

For example power armor DR 40 get a DT of 10 about 25%.

This might be able to work
I really like Impervious Power Armor because it makes PA actually resist damage the way it should. PA in vanilla FO3 was broken. PA wearing folks are supposed to be like "walking tanks" after all, and are supposed to be overpowered.I remember after getting that hardened PA in the first FO I almost felt invincible. That's how power armor is supposed to work.
When I want a challenge, I just don't use power armor ;)

Will Power Armor in CB, if modified, have that kind of DR/DT?
 
maybe. i 'll see what i can do. truth is this type of stuff is very very delicate because it requires a lot of scripting of guns and armors which means mods that you use that affect guns or armors will obvs override those settings . i almost need to make it a feature that can be turned on and off .
 
Hey, what do you think about the idea of making V.A.T.S. be a perk instead of having it by default.

I'm also gonna add bullet time.

Sprinting should be the only one available by default.
 
maybe. i 'll see what i can do. truth is this type of stuff is very very delicate because it requires a lot of scripting of guns and armors which means mods that you use that affect guns or armors will obvs override those settings . i almost need to make it a feature that can be turned on and off .

Honestly, with mods like Impervious Power Armor already out I believe it's fine to leave PA as it is. The only PA mods I used are IPA & PPA (Powered Power Armor). It makes PA basically unlootable unless you have a "power armor specialists" perk. Makes sense -- that stuff is heavy, complicated, & high tech. The average wastelander wouldn't know how to get it off the dead soldier, at least not in any kind of intact condition.

Hey, what do you think about the idea of making V.A.T.S. be a perk instead of having it by default.
I'm also gonna add bullet time.
Sprinting should be the only one available by default.
Sprinting I love and use quite often. Most of the time I have running turned off and sprint "until out of breath" then rest up and sprint again. Unless I have a long distance destination planned, then I'll jog the whole way without sprinting at all. This is just for simulated realism.

Bullet Time was in FWE and though I used FWE for four years, I did not use bullet even once. Not even a single time. It's too "matrix" for me when I'm in the mood to play Fallout. ;)

V.A.T.S. as a perk... hmmm. My first instinct reaction was utter shock after a second or so of contemplation, I'm inclined to agree that having it as a perk actually may make sense for the other player types. The Vault Dweller start should always have V.A.T.S. enabled by default.

I should be finally testing out Mine Making within another hour so...finally!

Oh yes, I have a special request. You know how you cannot rest "when enemies are near?" Is there a way to make it so that if there is a corpse nearby you cannot rest? Right now I do it by choice for the sake of "reality role-play" but if there was a way to have that actually integrated into the game that'd be really cool.

You see, the summer two year's before was very hot and it was a week before the authorities discovered that my next-next door neighbor passed away. The windows to his apartment had been left windows open and so if you got within 50 feet the smell was so bad you'd literally be gagging and choking as you passed by. That's a smell I'll never forget. There's no way in the world anyone in their right mind could be sleeping next any corpse that hasn't already turned to bones.

Anyhow, if that could somehow be implemented...it'd change people's mentality about where to rest. And on that note, if you haven't installed and tried out "Rude Awakening" I highly recommend you give it a shot.
 
the idea is to make VATS and Bullet time available but optional and requiring picking whichever one you want to use. Vault Dweller gets VATS by default but all other play types get Bullet time or neither by default. Or maybe you can pick.

VATS and Bullet time are alternative to each other so people could focus on either one. VATS is more like awarness perk in FO2, Bullet time is more like Action Boy or something like that giving you extra movement .


i may be able to do that special request of cannot sleep when there are dead bodies nearby although it may make the game much much harder since you kill enemies everywhere all the time. maybe optional setting?

if you got an idea for any other special settings please let me know.



also i have changed the player body parts health percentage to match the NPC ones. apparently player was defined like 10x more strong than NPC. so now you should be crippled way faster.


i am also trying to find a way to make weapons and battles more deadly without doubling or quadrupling weapon damage. i kinda want the weapon damage be same but everyone to die faster get crippled more and be more scary. i have to look into other methods of affecting the game damage.


and last thing is i think i will be adding a few mod kits into the game for certain weapons or for groups of weapons for example I have a scope for Sniper Rifle and Magnum Pistol, I got a revolver extended ammo (for .32 pistol and magnum), i got a Desert Eagle extended ammo, and few others. Would be nice to be able to mod some of these weapons like in FO2. Unlike weapon mod kits , my mod kit is more like FO2/NV more minimal and tailored to certain weapons rather than adding scopes on shotguns for example pretty random.
 
Last edited:
i've been focusing on tiny optimizations and small additions here and there + day job that i had time for very little else.

throwing is all working now except for throwing baseball and rock may have to be changed to lobber (like grenade)

also the game now sets certain ini settings right from within the mod itself which will override any ini settings you might have:

;makes game faster
iNumHWThreads=2
bUseThreadedAI=1

bFaceMipMaps=0 ;disable mip maps and use textures only . mip maps for face are garbage in FO3 simply consume more cpu

bPreloadINtroSequence=0 ; intro doesn't play every time ..since this setting works only when playing a bit with CB this will not work first time

bBorderRegionsEnabled=0 ; disable map borders so you can keep walking forever (not invisible walls)

bInvalidateOlderFiles=1 ; archive invalidation so you can load mod files without archive invalid invalidated

bLoadFaceGenHeadEGTFiles=1 ;fixes pale face & head/body mismatch game bug

fNearDistance=0 ;stops clipping inside 3D objects making how close you can see an object be really low

fPipboy1stPersonFOV=35 ;fov in 1st person when using pipboy..this will likely be selectable option in the future

fScopeScissorAmount=0 ;disables left and right gray screen overlays when using big/custom scopes

; disable mouse acceleration
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

then there are other settings used by the mod like speed of the wind on grass, precipitation settings, size of the sun ,etc

also the new pipboy is working fine. F1 F2 and F3 don't work right now but will. at this time only the new pipboy is usable but i am planning to make both pipboys 3000 and 2000 usable and optional hopefully without any install but just a setting in the game. essentially user will have both pipboys but will use one or the other depending which one you selected. since i can have only one equip animation i will have to do a lil hack but should work fine.

plus many many other little optimizations from textures to 3d models to reducing size of the mod to removing anything extra or unnecessary to renaming files and textures to adding new textures, files, items.

at this moment there are some files in the mod that are unused like Pickaxe , dynamite, new DC-only shovel, crowbar.

i have changed the look of supermutants and supermutant behemonths to more smooth like darker green like FO1/2. I never liked the lime green yellowed out supermutants from FO3.

I have added miss fortune from NV which is a female mysterious stranger. at the moment she uses same gun as the stranger but will eventually use a fortune based gun like NV. unlike mysterious stranger, miss fortune


i am still implementing ammo swap and fire modes eventually. i just wanted to cleanup all i have added so far.

adding new weapons and items to the game is a lot of work.


currently i am working on making the new pipboy optional. it will come enabled by default but can be disabled in the settings menu.
 
Last edited:
okay so pipboys are selectable from settings CB Features: New Pipboy , Default Pipboy.

the new one (Readius based) is enabled by default.


i had to use the no pipboy animation (used only in tranquility lane when youre a child to check watch) as the default pipboy anim, and the default anim is now the new one. this is because the default anim is very similar to the watch checking anim . the only issue is when you're in tranquility lane and you check the watch, the hand is smaller and the watch will be more to the right side and not centered but is just as visible as default. imagine regular pipboy hand but with a watch on it instead of a pipboy. is pretty much it.


theres a few things that need to be smoothed out but is 90% working.

F1, F2, F3 don't work yet. but i will get them working soon. is just a script that i have an idea how to go about doing it.

in tranq lane probably only one of the pipboys is gonna be added back when you finish the area but i will change the scripts soon. the default pipboy script also needs a bit of tweaking is not perfect.
 
Last edited:
I'm adjusting a bit of weapon and weapon damages based on Fallout 1/2 using (FO2 min damage + FO2 max damage) / 2 formula and I am rounding up the result to the next largest whole number.

Reason being I found out all the weapons I have added are overpowered as HECK! I wanna make bozar less damage than sniper but automatic, and m60 less damage than minigun but more handy since is technically a big heavy rifle.

For example in FO2 10mm pistol is 5 - 12 damage. Using the formula above you get 8.5 or 9 rounded up which is same as FO3 10mm pistol 9 damage. So that's good!

The .223 pistol in FO2 is 20 - 30 which gives you 25 damage but in in Classic Weapons mod I just added it's defined as 55 way too damn overpowered. Even sawed off shotgun is 50 damage.

.44 magnum is by default 35 damage in FO3 but according to Fallout 1/2 formula it should be 12 - 18 meaning 15 damage.

Both .44 and .32 have been changed to Revolvers which is precisely what they are. Any hand-gun with a revolving drum is traditionally called a revolver not pistol. 10mm, .223, Desert Eagle are pistols. Also pistols are usually automatic and have higher ammo capacity and faster reloading speed while revolvers can get faster shooting speed but slower reloading. Revolver have less moving parts and are much more dependable so less jam .

I wish FO3 team designed this game a bit better than this. FO1/2 team did a bit better job (except for the AP ammo bug). Power armor = garbage in FO3. Not cool!

Also I have added the correct casing / projectile models and textures for all the ammo in the game that vanilla and CB mod uses. .223 uses 5mm type projectile since both are rifle type bullet, 7.62mm and .308 both are essentially same calibre, 5.56 has a different look, 10mm has now it's own look, .32 has it's own look, .45 AGP it's own look (used by Greaser Gun), 4.7 caseless has no case but has an unique bullet look and so forth. Looking at casing that falls on the ground should match the actual casing. Before all bullets had either a 10mm or a 5 mm casing named 7.62mm.


the general formula i am using is

revolvers - less jam time, more reload time, bigger spread but more accurate min spread, more actions points
pistols - more jam time, less reload time, spread is very narrow and more even steadied or not, less actions points

damage is kinda mix and match. both weapon types follow this one simple rule: bigger gun more damage (and less accurate due to recoil). the changes are very subtle following NV and FO1/2 and making each weapon type have an advantage and disadvantage.

also pistols i might do semi-automatic mode so they can shoot continually unlike revolvers which will require click click click. best 1 hand gun in the game so far is .223 pistol which is essentially a big rifle bullet pistol shortly followed by .44 magnum then desert eagle. magnum shoots much faster due to the revolver nature.
 
Last edited:
so i have decided to remove p90 and xle since they were not filling any weapon nieche and just repetitive. xle was same as g11 and p90 was same as 10mm smg using same ammo and having same damage.

tweaked some of the weapon properties to make more sense be more logical

0. pistols (by damage)
.223 pistol -rare ammo
.44 magnum revolver
desert eagle
10 mm pistol
.32 revolver
chinese pistol


1. smg (by damage)
.45 grease gun
10mm smg


2. assault rifles (by damage)
american assault rifle
chinese assault rifle
fnfal
g11 - scoped
m60 - big gun
bozar - big gun, scoped, rare ammo


3. non automatic rifles
pipe rifle - 10 mm very common
hunting rifle
scoped hunting rifle
sniper rifle

thrown weapons are very OP btw. you can decapitate someone with 1 throw. i think spear has like 40 damage (same as sniper rifle) . which makes total sense if you think about it. the only problem is throwing weapons require A LOT of skill since you need to aim it JUST RIGHT plus range is quite limited. but once you get the hang of it is pretty op.

4. thrown weapons
rock - lobber (means it just bounces off and can be picked again damage is based on impact force and is very low..can probably be used to distract enemies. i might edit out RKR to have this functionality.)
baseball - lobber (same as above..)
knife - (all the following are missile projectiles affected by gravity and they all behave same way except for different damage)
hatchet -
knife-spear (craftable weapon requires schematic which hasn't been implemented yet)
junk spear (raider weapon only)
spear (point lookout only)

5. melee
....
crowbar - not implemented yet. a weapon that can also be used to break locks based on str+melee skill rather than on lockpicking skill
pipe wrench
hatchet - bonus limb damage
... (vanilla sledgehammer)
fireaxe - bonus limb damage
pickaxe (the pitt only) - not implemented yet
super sledge
.....(vanilla supersledge)
 
Last edited:
the idea is to make VATS and Bullet time available but optional and requiring picking whichever one you want to use. Vault Dweller gets VATS by default but all other play types get Bullet time or neither by default. Or maybe you can pick.

VATS and Bullet time are alternative to each other so people could focus on either one. VATS is more like awarness perk in FO2, Bullet time is more like Action Boy or something like that giving you extra movement .


i may be able to do that special request of cannot sleep when there are dead bodies nearby although it may make the game much much harder since you kill enemies everywhere all the time. maybe optional setting?

if you got an idea for any other special settings please let me know.



also i have changed the player body parts health percentage to match the NPC ones. apparently player was defined like 10x more strong than NPC. so now you should be crippled way faster.


i am also trying to find a way to make weapons and battles more deadly without doubling or quadrupling weapon damage. i kinda want the weapon damage be same but everyone to die faster get crippled more and be more scary. i have to look into other methods of affecting the game damage.


and last thing is i think i will be adding a few mod kits into the game for certain weapons or for groups of weapons for example I have a scope for Sniper Rifle and Magnum Pistol, I got a revolver extended ammo (for .32 pistol and magnum), i got a Desert Eagle extended ammo, and few others. Would be nice to be able to mod some of these weapons like in FO2. Unlike weapon mod kits , my mod kit is more like FO2/NV more minimal and tailored to certain weapons rather than adding scopes on shotguns for example pretty random.
Busy the last few days but did get some time to test out crafting mines, fighting Colossal Deathclaws, abominable mutants, and floaters. Overall very nice.

Are you supposed to get Karma from killing the floaters and AM's? Colossal Deathclaw appropriately tough, but I thought it might be tougher -- crippling its legs with railway rifle made it fairly easy to kill with one companion.

The not-being-able-to-sleep-near-corpses of course should be optional ("it smells too horrid to sleep here."). Ideally everything is optional, if possible. I for one will have everything enabled. And yes, not being to sleep near corpses makes it harder, but also more realistic. That's the beauty of it.

Putting the PC on the same level with NPCs will be good. Even the playing field for a more challenging, better experience.

Weapon mod kits will be a new experience that I've not tried at all since playing FNV.
 
i've been focusing on tiny optimizations and small additions here and there + day job that i had time for very little else.

throwing is all working now except for throwing baseball and rock may have to be changed to lobber (like grenade)

also the game now sets certain ini settings right from within the mod itself which will override any ini settings you might have:

;makes game faster
iNumHWThreads=2
bUseThreadedAI=1

bFaceMipMaps=0 ;disable mip maps and use textures only . mip maps for face are garbage in FO3 simply consume more cpu

bPreloadINtroSequence=0 ; intro doesn't play every time ..since this setting works only when playing a bit with CB this will not work first time

bBorderRegionsEnabled=0 ; disable map borders so you can keep walking forever (not invisible walls)

bInvalidateOlderFiles=1 ; archive invalidation so you can load mod files without archive invalid invalidated

bLoadFaceGenHeadEGTFiles=1 ;fixes pale face & head/body mismatch game bug

fNearDistance=0 ;stops clipping inside 3D objects making how close you can see an object be really low

fPipboy1stPersonFOV=35 ;fov in 1st person when using pipboy..this will likely be selectable option in the future

fScopeScissorAmount=0 ;disables left and right gray screen overlays when using big/custom scopes

; disable mouse acceleration
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

then there are other settings used by the mod like speed of the wind on grass, precipitation settings, size of the sun ,etc

also the new pipboy is working fine. F1 F2 and F3 don't work right now but will. at this time only the new pipboy is usable but i am planning to make both pipboys 3000 and 2000 usable and optional hopefully without any install but just a setting in the game. essentially user will have both pipboys but will use one or the other depending which one you selected. since i can have only one equip animation i will have to do a lil hack but should work fine.

plus many many other little optimizations from textures to 3d models to reducing size of the mod to removing anything extra or unnecessary to renaming files and textures to adding new textures, files, items.

at this moment there are some files in the mod that are unused like Pickaxe , dynamite, new DC-only shovel, crowbar.

i have changed the look of supermutants and supermutant behemonths to more smooth like darker green like FO1/2. I never liked the lime green yellowed out supermutants from FO3.

I have added miss fortune from NV which is a female mysterious stranger. at the moment she uses same gun as the stranger but will eventually use a fortune based gun like NV. unlike mysterious stranger, miss fortune


i am still implementing ammo swap and fire modes eventually. i just wanted to cleanup all i have added so far.

adding new weapons and items to the game is a lot of work.


currently i am working on making the new pipboy optional. it will come enabled by default but can be disabled in the settings menu.
These new tweaks all are great except for removing map borders. They're there for a reason and personally not having them feels like a cheat but I do know other people would probably appreciate the "added freedom."
 
I'm adjusting a bit of weapon and weapon damages based on Fallout 1/2 using (FO2 min damage + FO2 max damage) / 2 formula and I am rounding up the result to the next largest whole number.

Reason being I found out all the weapons I have added are overpowered as HECK! I wanna make bozar less damage than sniper but automatic, and m60 less damage than minigun but more handy since is technically a big heavy rifle.

For example in FO2 10mm pistol is 5 - 12 damage. Using the formula above you get 8.5 or 9 rounded up which is same as FO3 10mm pistol 9 damage. So that's good!

The .223 pistol in FO2 is 20 - 30 which gives you 25 damage but in in Classic Weapons mod I just added it's defined as 55 way too damn overpowered. Even sawed off shotgun is 50 damage.

.44 magnum is by default 35 damage in FO3 but according to Fallout 1/2 formula it should be 12 - 18 meaning 15 damage.

Both .44 and .32 have been changed to Revolvers which is precisely what they are. Any hand-gun with a revolving drum is traditionally called a revolver not pistol. 10mm, .223, Desert Eagle are pistols. Also pistols are usually automatic and have higher ammo capacity and faster reloading speed while revolvers can get faster shooting speed but slower reloading. Revolver have less moving parts and are much more dependable so less jam .

I wish FO3 team designed this game a bit better than this. FO1/2 team did a bit better job (except for the AP ammo bug). Power armor = garbage in FO3. Not cool!

Also I have added the correct casing / projectile models and textures for all the ammo in the game that vanilla and CB mod uses. .223 uses 5mm type projectile since both are rifle type bullet, 7.62mm and .308 both are essentially same calibre, 5.56 has a different look, 10mm has now it's own look, .32 has it's own look, .45 AGP it's own look (used by Greaser Gun), 4.7 caseless has no case but has an unique bullet look and so forth. Looking at casing that falls on the ground should match the actual casing. Before all bullets had either a 10mm or a 5 mm casing named 7.62mm.


the general formula i am using is

revolvers - less jam time, more reload time, bigger spread but more accurate min spread, more actions points
pistols - more jam time, less reload time, spread is very narrow and more even steadied or not, less actions points

damage is kinda mix and match. both weapon types follow this one simple rule: bigger gun more damage (and less accurate due to recoil). the changes are very subtle following NV and FO1/2 and making each weapon type have an advantage and disadvantage.

also pistols i might do semi-automatic mode so they can shoot continually unlike revolvers which will require click click click. best 1 hand gun in the game so far is .223 pistol which is essentially a big rifle bullet pistol shortly followed by .44 magnum then desert eagle. magnum shoots much faster due to the revolver nature.
I was very glad to read that you're putting serious thought into the new weapons because the makers of FWE didn't -- they just threw them in and left them overpowered as %$#@. That's part of the reason I never liked using the "FWE added weapons." Using them made the game soooo much easier.
I'm really glad you're balancing them!
 
thrown weapons are very OP btw. you can decapitate someone with 1 throw. i think spear has like 40 damage (same as sniper rifle) . which makes total sense if you think about it. the only problem is throwing weapons require A LOT of skill since you need to aim it JUST RIGHT plus range is quite limited. but once you get the hang of it is pretty op.

4. thrown weapons
rock - lobber (means it just bounces off and can be picked again damage is based on impact force and is very low..can probably be used to distract enemies. i might edit out RKR to have this functionality.)
baseball - lobber (same as above..)
knife - (all the following are missile projectiles affected by gravity and they all behave same way except for different damage)
hatchet -
knife-spear (craftable weapon requires schematic which hasn't been implemented yet)
junk spear (raider weapon only)
spear (point lookout only)

5. melee
....
crowbar - not implemented yet. a weapon that can also be used to break locks based on str+melee skill rather than on lockpicking skill
pipe wrench
hatchet - bonus limb damage
... (vanilla sledgehammer)
fireaxe - bonus limb damage
pickaxe (the pitt only) - not implemented yet
super sledge
.....(vanilla supersledge)
I hope the "bust locks" skill requirement is high and not complete workaround to avoid the lockpick skill because I'm confident most gamers would probably rather just invest in strength and melee skill rather than lockpick skill.
And in all honesty "hitting a lock" may open some but in other cases it just busts the key mechanism, jamming the door in a locked condition. And of course if there's anything fragile inside a locked ammo box or medkit, it risks being damaged.

Thrown weapons sound like they're fairly well balanced -- invest skill in it and you can get some good kills, don't and...miss!

I'm curious to see the original Super Mutants in FO3. However I read in the wiki that the Capital Wasteland breed is a different stock which is why they look different and speak like "special people."
 
I spend all day yesterday editing out little things that I had little time for everything else. I added a few new perks but are disabled for the moment since they are incomplete. I added Miss Fortune perk but at the moment is just a female Mysterious Stranger without the scripted fortune gun.

The crowbar busting can work something like this solely based on STR
STR 1 to 3 = bust down lock with difficulty 25% or less
STR 4 to 6 = bust down lock with difficulty 50% or less
STR 7 to 9 = bust down lock with difficulty 75% or less
str 10 = 100% difficulity
(no option for 100% to avoid game errors)
the chance of success is similar to lockpick except it uses melee skill instead MELEE SKILL - LOCK STRENGTH + 10
unlike lockpicking the checks are based off STR but the success % is applied based on melee skill this is because Strength is static while melee you can max it out to 100%. you can keep attempting to bust down locks but there is a small chance the lock will be permanently bust requiring infiltrator perk.

Weapons are much more balanced out and evened out. No more OP weapons . I had to adjust a few vanilla guns/revolvers/pistols as they were seemingly random.

Pistols: fast reload, more bullet capacity, more jam time, less overall min max spread, slower shooting, less AP
Revolvers: slow reload, less bullet capacity, less jam time , more overall spread but smaller min spread so when steadied they shoot more accurately, faster shooting, more AP
Automatic Rifles: fast reload, even more bullet capacity, more jam time, more overall spread, fast shooting, more AP
SMG: about same as pistol except for higher ammo capacity and more AP cost
Non-Automatic Rifles: usually for medium to long range, about same AP as Automatic Rifles, less jam time about same as revolvers, slow reload, more accurate
Automatic-Shotguns: less damage/shell but faster automated firing giving more overall damage, more wasteful with ammo but more powerful
Scoped Weapons: generally more AP and less spread
Blunt weapons: flat damage , no crit bonus
Sharp weapons: limb crit bonus
Ranged poke weapons = Dart, Needler, Throwing Knife= pass trough small transparent, generally high normal crit bonus orlimb crit bonus, low damage


I will make the map border one and optional disabled by default

Unlike the Weapon Mod Kids mod , my mod kits will follow more like FNV or FO1/2 where you get weapon or weapon type specific kits. Like I have one extended revolver magazine which can be placed on .44 magnum and .32 pistol only. I got a Deser Eagle extended magazine. And so forth.

I really would like to make the game MUCH MUCH harder medically and health-wise having you to really struggle to survive. A clone of triage would be next up after I finish with the weapons + selectable fire + ammo swap.

Oh yea, ammo swap. Some weapons like for ex Needler will have A LOT of variations for ammo swapping. Since the engine does not support this, followers might have a difficult time using non standard ammo types. I will see if there is anything I can do.

Also, I'd like to increase overall RAD damage from all sources by default and make alcohol clear away rad kinda like FWE does. It really makes you much more self conscious in regards to the environment. While not really realistic it is more fun to play.
 
Last edited:
Thanks for the explanation :-)
Now I don't feel guilty at all using them!

What are your thoughts on DR and clothing and headgear made of cloth?

I tried to make all my additions as lore friendly and as and balanced as possible.

Cloth should block some but not much. I don't wanna change TOO much the game but still. Ideally i'd like to implement DT for FO3. I know impervious power armor kinda did it by using a variable. If I could find out how it's done perhaps I can use that same system myself and maybe even be compatible still with that mod. Essentially you use a player variable to store DT.

DR reduces incoming damage DR 10 means -10 damage
DT blocks all incoming damage that is below treshhold DR 10 means all damage below 10 is ignored. Metal plating armors have high DT which is why you would use AP at is negates the DT bonus turning the armor into DR. FONV engine has it pretty well although they kinda went DT only and stopped using DR altogether. I think is not even listed. Both should be used . Perhaps I could add DR/DT into the menus in pipboy armors section. I'm thinking maybe instead of having a DT for each individual armor, I could have a whole bunch of them have a similar DT and have certain preset formlists of various DTs. I don't know.
Good morning. Hope you're able to enjoy the holiday :)

Well I know we already discussed this bit but I was just thinking that I could probably just use FO3edit to create my own patch plugin and edit DR from all simple cloth clothing items to be 0 DR.
 
Back
Top