Hero for Hire
It Wandered In From the Wastes
This is great for an alternative way to open doors and I assume it'll work for anything that's locked.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.
How can this be realistically implemented for safes? They are designed to jam into locked position if broken.
I am looking forward to trying this outWeapons 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
Call me biased but Big Guns should be OP -- that's the whole draw to them -- big, cumbersome, HEAVY, requires a lot of skill (points) to use properly, and with limited, expensive ammo.
BUT: can take down a gargantuan super mutants with just a couple shots. Taking away the "OP" from Big Guns takes away all usefulness from them, and even in "vanilla" the minigun and missile launcher were arguably underpowered
Just out of curiosity, what info resource do you use for weapon data to base the changes off of? I just use Wikipedia.
Thank you for this! When I used to use FWE I had to go and re-enable map borders every game. A small nuisance but still... a nuisance.I will make the map border one and optional disabled by default
I did try using No Map Borders the first FWE playthru I played and saw without them you could go outside the borders and walk all the way around to the other side of the map avoiding all encounters.
Pretty cool and seem balanced and not overpowered, which is awesomeUnlike 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.
Triage really needs Amplified Cripple Effects installed/used in conjunction with it to give real value to Triage. You'll see serious effects when a body part is crippled. That's how it should be.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.
Ammo swapping will be interesting and I recall this from original Fallout but since companions can't do it by default, maybe it can be put on the backburner until all the other features are perfected?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.
I know alcohol clearing rads is from original Fallout but it's just not realistic. Can you please make that optional?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
Overall increased radiation danger is good though.
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