trollworkout FO3/NV mods - CB Custom Beginning & more

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.
This is great for an alternative way to open doors and I assume it'll work for anything that's locked.
How can this be realistically implemented for safes? They are designed to jam into locked position if broken.

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 am looking forward to trying this out :)
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.

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

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.
Pretty cool and seem balanced and not overpowered, which is awesome :)


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.
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.


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.
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?

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
I know alcohol clearing rads is from original Fallout but it's just not realistic. Can you please make that optional?

Overall increased radiation danger is good though. :ok:
 
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Thanks for your input thus far.

I will follow your advice increase rads but make alcohol rad reduction optional setting.

Ammo swap and selective fire and mod kits are all on the backburner yet until I get all these new weapons sorted out.

I haven't changed any big guns in the game only small guns but mostly rifles, pistols and revolvers.


Throwing weapons are very interesting as they fill a niche somewhere between a gun and a melee weapon. They deal A LOT of damage and crit easily.



I'm making small adjustments to faction weaponry and I'm gonna use this general plan

Raiders = less expensive guns mostly common pistols and revolvers. no military gear no automatic guns, no combat knives no frag grenade. expensive weapons get replaced by thrown junk spear for gun wielding raiders . they also get molotov cocktails, throwing stones or baseballs to chuck at you. raiders are crazed evil junkies bastards that have little to nothing and just survive by scavenging or robbing or killing others or each other. their weapons should be like their armors made out of bits and pieces of cheap common stuff which is why i added junk hammer and junk blade and hopefully a few more junk weapons.

talon = talon are a militarized group and an evil one. they get expensive military gear and even throwing knives to chuck at you as an alternative to frag grenade. they do not get any energy weapons at all.

regulator = same as now is good. a mix and match of military and common gear. regulators also get odd common gear and weapons and some rare things from quests and such.

slavers = these guys are a bit of raiders mixed up with talon/regulator. they get access to a variety of weapons but no energy ones . they get some rare or odd guns from their slave raids. they do get some assault and smg and even an assortment of molotov and grenades and even throwing knives as grenade option. mostly how they are now is more or less okay.

outcast, enclave, brotherhood = these guys are highly militarized and organized with a lot of tech access. outcasts tend to get a bit more odd energy weapons over everyone else. enclave gets the best armors and gear. and brotherhood falls kinda in the middle. they all get full range of weapon tech including energy guns.

little towns will mostly have access to common guns and pistols and knives but no combat knife or grenade or militarized equipment.

tenpenny are kinda like slavers getting a bit of militarized gear mixed with poor/common gear.

rivet city is militarized and strong and since they are a big city hub they get militarized weaponry plus some energy weapons.

supermutants are being changed . they will no longer all wield hunting rifles. DC mutants are not as militarized or rich as FO1 mutants and not as organized or as smart as FO2 ones. and they are at war with brotherhood and humans to an extent. i am going to add some odd weapons for mutants including a larger throwing rock and a melee big boulder rock. this will happen later on. i am going to find some weapons that fit in the nailboard weapon kind both melee and ranged. and i'd like to add maybe a custom junk made rocket launcher type weapon maybe something in the lines of rock it launcher that throws random crap or even custom made explosives. also i'd like them to be much tougher and stronger and higher health.
 
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Thanks for your input thus far.

I will follow your advice increase rads but make alcohol rad reduction optional setting.

Ammo swap and selective fire and mod kits are all on the backburner yet until I get all these new weapons sorted out.

I haven't changed any big guns in the game only small guns but mostly rifles, pistols and revolvers.


Throwing weapons are very interesting as they fill a niche somewhere between a gun and a melee weapon. They deal A LOT of damage and crit easily.
Thank you for making so many features optional. I appreciate that as much as I appreciate your continued time on this mod. I'm really happy it's your favorite hobby, because playing FO3 with this mod is mine :)

I'm making small adjustments to faction weaponry and I'm gonna use this general plan

Raiders = less expensive guns mostly common pistols and revolvers. no military gear no automatic guns, no combat knives no frag grenade. expensive weapons get replaced by thrown junk spear for gun wielding raiders . they also get molotov cocktails, throwing stones or baseballs to chuck at you. raiders are crazed evil junkies bastards that have little to nothing and just survive by scavenging or robbing or killing others or each other. their weapons should be like their armors made out of bits and pieces of cheap common stuff which is why i added junk hammer and junk blade and hopefully a few more junk weapons.

talon = talon are a militarized group and an evil one. they get expensive military gear and even throwing knives to chuck at you as an alternative to frag grenade. they do not get any energy weapons at all.

regulator = same as now is good. a mix and match of military and common gear. regulators also get odd common gear and weapons and some rare things from quests and such.

slavers = these guys are a bit of raiders mixed up with talon/regulator. they get access to a variety of weapons but no energy ones . they get some rare or odd guns from their slave raids. they do get some assault and smg and even an assortment of molotov and grenades and even throwing knives as grenade option. mostly how they are now is more or less okay.

outcast, enclave, brotherhood = these guys are highly militarized and organized with a lot of tech access. outcasts tend to get a bit more odd energy weapons over everyone else. enclave gets the best armors and gear. and brotherhood falls kinda in the middle. they all get full range of weapon tech including energy guns.

little towns will mostly have access to common guns and pistols and knives but no combat knife or grenade or militarized equipment.

tenpenny are kinda like slavers getting a bit of militarized gear mixed with poor/common gear.

rivet city is militarized and strong and since they are a big city hub they get militarized weaponry plus some energy weapons.

supermutants are being changed . they will no longer all wield hunting rifles. DC mutants are not as militarized or rich as FO1 mutants and not as organized or as smart as FO2 ones. and they are at war with brotherhood and humans to an extent. i am going to add some odd weapons for mutants including a larger throwing rock and a melee big boulder rock. this will happen later on. i am going to find some weapons that fit in the nailboard weapon kind both melee and ranged. and i'd like to add maybe a custom junk made rocket launcher type weapon maybe something in the lines of rock it launcher that throws random crap or even custom made explosives. also i'd like them to be much tougher and stronger and higher health.
Those larger throwing rocks are going to be 45 lbs boulders I expect? Require a 10 STR just to wield? ;)

As much of a Fallout junkie as I am, I am astonished that you've put this much thought into how the factions align with their gear. It's honestly it's more than I have.
Now I'm motivated to go to the Fallout wiki Super Mutants page and re-read everything there to find what kind of gear they'd most likely be using.

On another note related to gear distribution, I've always wondered why we didn't see many BoS that were *not* in Power Armor due to them having greater numbers because of their 'local recruiting' policy. Then again, in all honesty we don't really see a *lot* of Brotherhood Patrols very much anyhow, and the ones we do see out and about on patrol or places like at the GNR Outpost in all likelihood would be the ones outfitted with their best gear.

I wonder when the next iteration of CB will be released. I am really looking forward to getting a chance to play with these changes
 
;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
Installing CB will overwrite the ini?
I've got some of these settings already like this but some like fNearDistance & fScopeScissorAmount I didn't know about. Knowledge is power so thanks :)
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.
The mod is already fairly lean, much leaner than FWE for sure. Optimization is always nice though; good for faster install.
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.
I read in the wiki that the Capital Wasteland's super mutants are a completely different breed than FO & FO2's but I think I may have mentioned that late last night when I was drunk and half asleep.

Again looking forward to the next release with all the new options. It's amazing how much is being added.

Miss Fortune: Will she have one of your throwing spears or maybe a super Super Sledge? Will she be a long-haired Asian woman with too much makeup wearing retextured painspike armor? ;)
 
Okay so...

I edited out most weapons in the game including melee to make them hit harder bringing CB in line with New Vegas and FO1/2.

The formula given above has been changed to (MAX DAMAGE + MIN DAMAGE) * 1.2 with adjustments based on similar weapons.

I am going to remove the quadruple damage option since is no longer necessary. In fact I suggest playing with regular damage. I found higher damage multipliers are a bit of a cheat since your weapon deals so much damage you just kill everyone before they even reach you.

Dart gun is BS. I wanna change up how dart gun works. I am thinking of removing the insta-cripling weapon effect and add a 2x (or 3x) LIMB crit damage instead. So instead of a guaranteed crippled Deathclaw, you will get to deal more damage to its limbs instead. Any blade or poke weapon deals 1.5x LIMB crit damage. Smaller poke or blade weapons deal more. Which is why I am thinking of changing the Dart Gun.

Looking trough weapon stats I can safely say FO3 team did a shit job. So many stats don't match up and/or missing. You can see is a bit of a mess in there. I tried my best to straighten it up.

I am removing follower weapon variations or any weapon variations that is not unique from the game and adding the regular weapon instead. No more follower 10mm pistol, Sonora Cruz 10mm Pistol, blah blah. It's only 1 10mm Pistol used by everyone. If it's an unique weapon like Autumn's Pistol then is kept. You know if it's an unique if it's listed as playable . Some weapons are made undroppable and unable to remove to keep characters from losing the guns for NO REASON. Is just pointless. Only one reason is when Mr Burt kills someone using the silenced pistol now that makes sense. Sydney has 3 10 mm SMG on her. Sonora Cruz doesn't even use her damn pistol ever and cant be looted.


Also I am thinking of downsizing the amount of power armor available in the game. I will make most brotherhood knights have 50% chance of recon armor . And same thing goes for Outcast. Only Enclave has everyone dressed up in Power Armor. Outcasts can barely afford anything and Brotherhood recruit locals. is not like any one of these produce power armors.


In this new CB coming soon all weapons deal almost double damage naturally and you take way more damage to limbs. By default the game made you into a tank. Melee weapons have become just as important as guns. Something like super sledge deals up to 140 damage naturally after a crit.




I left most junk craftable and cheap common melee and unarmed weapons same as FO3 with the exception of Combat Knife and Super Sledge which are much more expensive than they used to be. Other than that most assault rifles, automatic guns, pistols and big guns are expensive as heck and realistically so. It's all based on FO1/2 and NV so should be fair. Reason I kept junk craftable weapons low is so you can't craft weapons for selling making lots of dough fast so you can buy other weapons. You gotta struggle hard to get that pistol you always wanted. Some weapons are the same like .32 or Chinese pistol are very much more or less the same. Some weapons like Chinese Sword are expensive as heck so if you find any sell them make lots of $$$$.

I need to look into changing the power armor values now. I won't change regular armor values since armors in general , unlike weapons, are easy to manufacture and don't require any special factory or pre-war source. Power-armor should be expensive as hell and rare as hell.

What do you think??

also adjusted combat and recon and power armor .. everything else is same
 
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I jsut added 4 pickable cave fungus plants in little lamplight. I ain't telling you how it looks like or where to find it :))) Is same as mutfruit plants. If you pick it once it grows again in a couple of days. Cave Fungus is really good for making chems. I really used the positioning of a mod that was made after my mod. I had the fungus prepared long time ago just never enabled it.
 
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On limited time so this is a shirt reply but wanted to give you a few quick thoughts.

When the Outcasts left the Brotherhood they took a lot of the good gear with them so it's safe to say that all Outcast members you see will have power armor and high-quality weaponry.
This is part of the reason that the Brotherhood members who stayed feel so muc animosity: because they feel like they were robbed.

I think the named brotherhood members should have power armor, especially if they are *not* at the Citadel.
Except for members who are specifically on a recon mission, like Initiate Pek.

I remember the original Fallout that some of the brotherhood of steel members wore combat armor.
My guess would be that the East Coast brotherhood of steel members who are not wearing power armor are probably wearing either combat armor or recon armor.
So, I guess that the brotherhood members you see on patrols who are not wearing power armor (have that 50% chance) will either be in recon armor or combat armor?

If you make any changes to power armor, they should only be changes that increase its damage resistance and other resistances.
It's current bonuses to strength & reductions to agility make sense.

So that part of the post I thought the most important.

Like & agree with what I am reading about weapon damage being same across the board for everyone.

About the Dart gun, I recommend doing a little research on what scorpion poison does to its victims and then base effects on that.
If I had time I would do the research for you but I'm a little strapped for time today
 
1.7 is up. Still needs a bit of smoothing out but I checked all the form ids and tested everything and it seems quite stable. Some scripts require adjusting and optimizations . I still need to look into why deathclaw gauntlet cannot be crafted, into disabling borders optional setting. 1.8 might be a much smaller quick update to add the missing functionality I didn't have time to implement. Then maybe after that I'll work on ammo swap or other bigger features. I'd like to start working on tribal and DLC stuff just a tiny bit too.



also im gonna add two new mechanics

anvil = used for repairing (maybe can completely replace regular repairing) requires to have scrap metal or spare electronics depending on what you are repairing. when near it your repair is boosted and you can repair in pipboy like normal.
mini anvil/workbench = mobile crafting/repair (im thinking repair is available in pipboy only if this item is in inventory)

bbq grill = used in crafting foods. eating raw meat is gonna be bad for you. is found randomly all over and costs nothing to use since is likely youre using burnable trash as fuel.
 
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Good morning. Yesterday was so much fun I did not get any time to game :surprised:
I jsut added 4 pickable cave fungus plants in little lamplight. I ain't telling you how it looks like or where to find it :))) Is same as mutfruit plants. If you pick it once it grows again in a couple of days. Cave Fungus is really good for making chems. I really used the positioning of a mod that was made after my mod. I had the fungus prepared long time ago just never enabled it.
I will be on the lookout for these, thanks for the tip ;)
BTW, did you add a perk called Adam's Glow? This is like my 30th or 40th FO3 playthru and I pretty much have ignored Confessor Cromwell after the third one. Anyhow, when I started over with v1.5 I don't know why but I decided to talk to him and saw a conversation selection I'd never seen before: the option to join the Church of Atom, so I chose it and now I can sleep at their "church." :-D
That was a neat surprise and totally caught me off guard.
1.7 is up. Still needs a bit of smoothing out but I checked all the form ids and tested everything and it seems quite stable. Some scripts require adjusting and optimizations . I still need to look into why deathclaw gauntlet cannot be crafted, into disabling borders optional setting. 1.8 might be a much smaller quick update to add the missing functionality I didn't have time to implement. Then maybe after that I'll work on ammo swap or other bigger features. I'd like to start working on tribal and DLC stuff just a tiny bit too.



also im gonna add two new mechanics

anvil = used for repairing (maybe can completely replace regular repairing) requires to have scrap metal or spare electronics depending on what you are repairing. when near it your repair is boosted and you can repair in pipboy like normal.
mini anvil/workbench = mobile crafting/repair (im thinking repair is available in pipboy only if this item is in inventory)

bbq grill = used in crafting foods. eating raw meat is gonna be bad for you. is found randomly all over and costs nothing to use since is likely youre using burnable trash as fuel.

Is a 1.5 save compatible with v1.7? Any special procedure needed?
I'd like to start using it today if possible.


BTW what is your assessment of my comments regarding the outfitting of the Outcasts, the BoS, and power armor? I came to those conclusions from conversations I recalled talking to Owyn Lyons, Rococo Rockfowl, and Henry Casdin, to name a few. I wanted to confirm so checked it against the Fallout wiki.
 
Two things noticed:
Gecko's often get caught on the landscape and are sitting ducks for nearby creatures because they can't move.
Gecko's also often suddenly shoot up into the sky at lightning speed.


About the new food system: have you considered adding more characteristics to the food, such as calories, protein, upper limit nutrients, and lower limit nutrients (or combine both into "other nutrients and minerals)?
I realize that is a LOT of work, but if you're adding food poisoning into the mix.... ;)
 
Adam's Glow is a perk I added that makes you welcome at the Church of the Atom. Essentially makes you join the church faction becoming one of them . I wanted to also add a new universal dialog topic to preach your religion to anyone that is not part of the current religion faction and get paid in caps every few days based on how many people you preached to. :D

I kinda will stop telling the little secret things in the game so you can just find them out yourself :)


The issue with flying geckos may be related to game engine bug. I noticed that too and is really strange. Only geckos do it .

I agree with you on Outcats / BOS although would be nice to make power armor less common.

You don't need any special install simply copy paste and install right over.
 
Good morning (morning here, anyhow) and thanks for the info :)

One thing about the flying geckos: it used to be deathclaws it happened to a lot back when I used to play unmodded FO3. It was fixed by Mart's Mutant Mod "Deathclaws anti-launch fix" so I haven't seen a flying deathclaw since MMM install.
Since the geckos use the same skeleton, that indicates where the issue lies.


I agree less common PA makes sense for the Brotherhood of Steel since the Outcasts took at least one PA suit for each of their members when they absconded as well as much high-tech weaponry as they could carry and a majority of sentry bots to supplement their limited numbers.
As they state, they plan to "continue the mission of high tech weapon acquisition and eventually make their way back to Lost Hills bunker."

Regarding the Brotherhood of Steel, patrols in known Super Mutant infested areas (at GNR, outside the National Monument) are likely to be equipped with power armor because they are there on a "seek and destroy missions" and are in a hazardous-duty area. (Sorry to use military jargon)


In 'standard' areas they're very likely be have mixed gear. In all honesty, inside the Citadel is where we're most likely to see the least amount of members in Power Armor. The sentries on the ramparts might be equipped with it...maybe 50% likely, and if not in power armor, they'd be in combat body armor.

If "I was Elder" that's how I'd distribute the gear. :ok:

Here's an idea that I like (don't know if you will): make power armor worn by NPCs unlootable unless you have Power Armor Training. Without training, how would you know how to remove it from someone? You wouldn't! ;)
The two PA mods I tried and liked (Can Opener, and Powered Power Armor) both do that by default.
It's mentioned in game by one of the NPCs (can't remember who at the moment) that stealth armor is worn underneath Power Armor but for some reason vanilla FO3 doesn't actually incorporate that, but PPA adds it in.
 
When extracting all files, I got a message asking if I want to extract one file "without encryption," so I just select "yes" & extract all. I don't know if it means anything, just wanted to let you know.

Just started playing with v1.7 and the Pipboy 2000 is nice looking, but it seems like the screen is a lot smaller than the pipboy 3000. Maybe it's just me, not sure, but that's how I perceive it.


Have an issue where there's a large white "shadow" off in the distance. It's pretty distracting.

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yeah i noticed that too. i wonder if it has to do with near distance setting. i have to look into it.'

1.8 will be released quite soon fixing up a few things that i missed in 1.7
 
yeah i noticed that too. i wonder if it has to do with near distance setting. i have to look into it.'

1.8 will be released quite soon fixing up a few things that i missed in 1.7

I didn't see any visual issues in v1.5 so plan to revert to that until the "white shadow" is fixed.

Though I like the Pipboy2000, my habit of opening the pipboy is to use F1,F2,F3 which now brings up an empty sleeve...so will opt for the original for the time being.

I did not use the optional "tint.esp" but it already looks like the green haze is removed from everywhere (and I'm part of the 1% that likes it) and it also looks as if the crabgrass is a lot more green than before. Is that a new change?
 
the F1 F2 and F3 will not work with either pipboy version in 1.7. It's a minor script adjustment I still need to fix.

Also I have fixed the white shadow thing it was, as I suspected, the near distance setting. Honestly it's a game bug as near distance means how CLOSE you can be to a 3d object before it clips. For some reason it works the opposite way in the distance even thought It should have no bearing on distance settings.

use this esp it fixes the distance bug and also makes borders by be impassable by default . borders can be turned on in visual & immersion page 3.
 
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the F1 F2 and F3 will not work with either pipboy version in 1.7. It's a minor script adjustment I still need to fix.

Also I have fixed the white shadow thing it was, as I suspected, the near distance setting. Honestly it's a game bug as near distance means how CLOSE you can be to a 3d object before it clips. For some reason it works the opposite way in the distance even thought It should have no bearing on distance settings.

use this esp it fixes the distance bug and also makes borders by be impassable by default . borders can be turned on in visual & immersion page 3.


Thanks very much for creating a quick update!
I will download the updated esp as soon as I get permission from you (it's currently locked).

Did you make the grass greener? Or is it just me? :razz:
 
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