trollworkout FO3/NV mods - CB Custom Beginning & more

First impressions:
•Everything seems to run smoother. Opening and closing menus is faster, no delay. It also seems like the game runs smoother overall, no stutter.
•Pipboy [F] Buttons are fixed -- thanks :)
•Pipboy opens, closes fast! Still getting used to it ;)
•Killed some Super Mutants who were using hunting rifles and rebar clubs. Looted them but left some with the clubs. Came back a day later and they didn't have clubs but the bodies did have something called a "flamer pistol."
•I encounter mole rats underground all the time, which makes sense. And since I love eating mole rat meat, now it's easier to find em :ok:
•The burn effects are pretty neat. Especially that BBQ style smoking while burning and afterwards. Like it :nod:
There is a little funky stretching on the burn texture at times but overall it is a very cool effect. Maybe a little less pink (light colors) on the texture would make it less noticeable? Anyhow I hope this feature stays in.
•Some places have neat, small changes and so far they are pretty cool, like the flag at Megaton.
•No zoom-in when talking to NPCs. Still getting used to it. I think the reason the devs have you zoom-in to the face of an NPC is because they don't want us to notice that when we open a discussion, the world "freezes around us." Anyhow, I'll run it for a while and if anything really weird happens I'll post it.
•Made a Deathclaw Gauntlet.
•Lately have been regularly making landmines. Need to test making a grenade. Will take Explosives Expert 2 at level up & test out making plasma mines & grenades.
BTW, bobby pins are now REALLY valuable because they aren't common like scrap metal.;)
 
the flamer pistol rebar is random thing that happened when I added the flamer pistol the two weapons switched form IDs. I have no idea how. It should only affect previously killed mutants from previous version of CB and any mutants killed starting right now will not have this issue. Flamer pistol is a crazy useful little gun and is quite hard to find normally :)


I realized i am still missing a few things for example I forgot to actually add fatigue damage to Mitts and Plated Mitts and I forgot to fix all the armor pen issues of weapons that have ignore armor resistance ticked. The game is bugged and all armor pen weapons don't actually penetrate any armor. Can be fixed using a script attached to each weapon that penetrates armor.

The no zoom issue is easily fixable. Simply go into ..../Fallout3/DATA/FOSE/Plugins and edit out the FOSE_EnhancedCamera.ini file changing fDlgFocusOverride=15.0 to 0.0 and that's it.
 
Interesting glitch with the flamer pistol replacing the rebar clubs. I got two and they're both in 100% condition and worth 11,000(!) caps each so I'm going to be rich ;)

Thanks for info on mitts and armor pen weps. I guess I should hold off on trying those out until later.

Also, thanks for the camera options info. I've been messing with it and kind of settled on 1.6~9.
On 1.0 the camera zooms into their nose. It's kind of funny :D
Just out of curiosity, how do you modify the speed of the camera zoom? I'm thinking of slowing it just a hair.

And I've already become accustomed to the new pip-boy speed. It actually is nice because it's more time in game and less watching the guy bring his arm up to his face ;)
 
The pipboy camera speed is adjusted from esp in game settings. I need to do that. I wish there was some better way of fine tuning settings like a nice GUI or something of that sort.

I found out the junk blade had a missing mesh in this new version should be fixed soon. Next version is probably much sooner and simpler just a few additions here and there.

I found out there are so many game files that are not actually used in the game at all. Very ODD.
 
The pipboy camera speed is adjusted from esp in game settings. I need to do that. I wish there was some better way of fine tuning settings like a nice GUI or something of that sort.

I found out the junk blade had a missing mesh in this new version should be fixed soon. Next version is probably much sooner and simpler just a few additions here and there.

I found out there are so many game files that are not actually used in the game at all. Very ODD.

Where in the esp is it located? I can view that in FO3edit, right?


BTW I did notice something strange that I forgot to mention: I always assign the number [2] key to stimpacks but now that doesn't work. The healing powder does though.
Also, I tried assigning stimpaks to a different hotkey but they don't work from any at all.
 
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2 has been partially disabled as it's gonna be the ammo swap button :D haha.. i just did it ahead of time. only works in menu mode but not in actual game.

oh that hotkey assigning is weird. should work on any hotkey like normal. i don't think that's my fault. im gonna check.


i am changing up initial start items . for example outcast now starts with outcast recon armor and without power armor training but can be easily gotten since you got the outcasts trust .

and im adding tribal and doctor.
 
2 has been partially disabled as it's gonna be the ammo swap button :D haha.. i just did it ahead of time. only works in menu mode but not in actual game.

oh that hotkey assigning is weird. should work on any hotkey like normal. i don't think that's my fault. im gonna check.


i am changing up initial start items . for example outcast now starts with outcast recon armor and without power armor training but can be easily gotten since you got the outcasts trust .

and im adding tribal and doctor.

My mistake--it's just the [2] key. Sorry if I wasted any of your time!

Yes, tweaking the starts to perfection sounds great! :)
 
yeah i tried out that stimpak hotkey and it works. might be one of your other mods that disable it. i do, however, disable hotkey 2 in game . that's me ;) maybe imps mod disables all healing items from hotkeys so you can't spam.
 
i eventually would love to have randomized categories of weapons like military, junk, cheap guns, starter energy and randomized starter outfits for certain histories.

im deff changing up some things in the game. and some other things like scoped hunting rifle will be found or be made from a scope kit for hunting rifle kinda like fallout 2. i like that minimal mod kit system for certain weapons . i don't like how fo3 mod kits has about 5 basic kits that can be added to all weapons. it should be more playful and cool like night sight scope for pipe rifle let's say or other interesting things like that.

also using fose i think it MAY be possible to add jury rigging perk into the game.

what ideas can you suggest in regard to anything? i read all your previous ones.
 
have you noticed i completely disabled Intense Training perk? All those have been replaced by Gain perks that you can pick waaaay later like level 12 I think and you get only 1 extra point in each one.

Although it's a great perk i personally found it doesn't add anything to the game and it's kinda more of a bait perk taking away other more useful perk spots.

If you design your character right from the start properly then you shouldn't need to ever use it.

I may add other ways to increase primary stats like FEV injections maybe based on your endurance. At endurance 10 you can do 10 injections. Etc. Simply find the FEV syringe and use it on yourself then you can pick a random stat.
 
i eventually would love to have randomized categories of weapons like military, junk, cheap guns, starter energy and randomized starter outfits for certain histories.

im deff changing up some things in the game. and some other things like scoped hunting rifle will be found or be made from a scope kit for hunting rifle kinda like fallout 2. i like that minimal mod kit system for certain weapons . i don't like how fo3 mod kits has about 5 basic kits that can be added to all weapons. it should be more playful and cool like night sight scope for pipe rifle let's say or other interesting things like that.

also using fose i think it MAY be possible to add jury rigging perk into the game.

what ideas can you suggest in regard to anything? i read all your previous ones.

As long as the changes are Fallout lore-friendly I see them as positive :ok:

BTW I don't know if I did something wrong when I installed the update (I just extracted the entire thing into my FO3 directory overwriting all) but the junk blade is messed up--the big red diamond with the exclamation point shows when anyone wields it.

have you noticed i completely disabled Intense Training perk? All those have been replaced by Gain perks that you can pick waaaay later like level 12 I think and you get only 1 extra point in each one.

Although it's a great perk i personally found it doesn't add anything to the game and it's kinda more of a bait perk taking away other more useful perk spots.

If you design your character right from the start properly then you shouldn't need to ever use it.

I may add other ways to increase primary stats like FEV injections maybe based on your endurance. At endurance 10 you can do 10 injections. Etc. Simply find the FEV syringe and use it on yourself then you can pick a random stat.
I did notice that Intense Training was missing, to my chagrin. I get what you mean by making the character "perfect" to begin with, but in my case the perfect character can't be made with just 5 SPECIAL points ;)
My SPECIAL at creation is always: STR 6, PER 6, END 5, CHA 5, INT 6, AGI 5, LCK 7.
I always used the Intense Training to give my character an extra CHA point just prior Level 10 so I could get my favorite perk -- Animal Friend.
This time around I just used Gain Charisma and waited until Level 13 for Animal Friend.

FEV injections are a neat idea but I believe, for the sake of balance, it would make sense that in addition to an increased SPECIAL point there would be some negative side effect(s) due to the mutation as well.


2 has been partially disabled as it's gonna be the ammo swap button :D haha.. i just did it ahead of time. only works in menu mode but not in actual game.
oh that hotkey assigning is weird. should work on any hotkey like normal. i don't think that's my fault. im gonna check.

i am changing up initial start items . for example outcast now starts with outcast recon armor and without power armor training but can be easily gotten since you got the outcasts trust .
and im adding tribal and doctor.

My mistake--it was just the [2] key. Sorry if I wasted any of your time!

Very very cool tweaks to the starts and if randomized starting gear could be successfully implemented that would rock!
 
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After some use, I decided that the zoom in to the face speed for dialogs is a little too jarring.

Is that Setting viewable in F03edit?
If so, I want to try out slowing it down to about half of what it is now.

Also, kind of a weird question but, did you do anything with the coffee machines? They all seem to be floating about 1 foot off of whatever surface they're supposed to be sitting on
 
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yeah the coffe machines is a thing i added but i actually removed later but you may still have the old file. i think you need to remove meshes/clutter/office/coffemachine.nif and delete it :)

i will fix zooming speed for next version.
 
Thanks TWO, will do :)

BTW, the junk knife has a nif file in meshes but no texture file and all raiders who have one are running around with big red diamonds with the ! point.
I updated to 1.8 on my other PC and the workbench menu never displays. All I did was overwrite the old files.

Found my first lab. Pretty nice!


Also, minor suggestion but I think it would be good to include the version number on the loading screen slide
 
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wait the workbench menu doesn't work anymore?? i think i know why that's happening . hmm. alright. ill fix a few things.


i will include version into main menu beside cb . it will be a text box
 
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wait the workbench menu doesn't work anymore?? i think i know why that's happening . hmm. alright. ill fix a few things.


i will include version into main menu beside cb . it will be a text box

On the not-working workbench, it's on a new install on another PC I use.
Not sure why there's no menu coming up on it; installed by simply extracting all into the Data folder as usual.

On my main PC the workbench works fine so I'm back to playing on it.

I'm guessing maybe it's an issue with that PC's setup. Apologies for any confusion!


On both though, the junk blade causes that red box with exclamation point to be displayed

Is it possible to make the 'change ammo' key to one you can configure on your own?
I really miss my #2 hotkey


Something weird about the traveling merchants -- they are Invinciiibllllle!


Have fun prices changed again? I saw a flamer gun for sale for about 500 caps, but the two I have are worth 12,000 each.
And a sawed off shotgun is about 450.
 
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you can fix the junk blade big triangle issue by going into /meshes/weapons/1handmelee and rename junkknife.nif to junkblade.nif : ) i keep smoothing things out in the files for less space more clarity since i got soo many little things and forget once in a while to rename things. is been fixed on my end but just do that until 1.9 comes about


i still have to add a few big features and after that im simply gonna relax and slowly update the game fixing little bugs and making everything nice and smooth. at this point i think CB has quite a nice array of features and I might say even more so than FWE.

I'd love to still add the
-simple DT mechanism. certain armors get DT equal to 1/2 of DR. so for example 40% DR you get 20 DT so a knife let's say with 20 Damage is 20 - 20 * 0.6 (only 60% of damage goes trough) - 20 ..i don't even need to calculate to see it will deal 0 damage. this must be some script or something applied to specific armors like combat armor, power armors and metal armors. all other armors function as normal. a raider armor should not tank damage but simply reduce some damage (which is what it does now) but a power armor should tank damage simply block damages like knives and swords and lower end bullets like 10mm.

-ammo swap for 10mm (AP, JHP) , .44 (jhp, fmj), 5mm (AP, JHP), .308 interchangeable with 7.62mm, few needler cartridge variations, few more missiles (AP, incendiary), incendiary aka dragonbreath shell

-add 3 more radio stations: tenpenny (bossa nova muzak elevator music), chinese (few patriotic songs), gramophone vintange songs (old timey music broadcasted by unknown person)

-fix AP damage issue broken sine 1.5 patch (ignore normal damage resistance used to work but got broken since 1.5 patch and never fixed) . i will need it to work for AP damage type.

-change up the way the DLC quests get added. you need to find them rather than simply tells you right from the start.

-make medicinal knowledge and cripple effects much more important . perhaps changing all stimpack to work over time insted of right away. make stimpak deal initial damage then heal you over time so if you're really low you could die. this is to prevent spamming. make stimpak not able to heal crippled limbs and you need to go to doctor or require surgery. add a medicine related perk(s) perhaps another expert perk like medic expert or something similar which allows you to craft doctor bags and heal yourself normally using stimpaks. any thoughts??

i will not be adding IMP's more complex need type features :) but i may be making a compatibility patch to make them work together.
 
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Thanks for the junk knife fix!!


Ok, on stimpaks amd spaaming, I use Amplified Cripple Effects + Triage: a GREAT combo. Those basically are what you stated. No "Insta" healing and also serious consequences for injury.
I actually got the idea to install those mods from your original page on nexus ;)

If Imps compatibility is added I'll be a happy camper! I've already made a Gerry rigged comp patch for geckos :ok:
 
i'm doing little optimizations right now. do you have any ideas?


i am thinking of changing up Chinese pistol's ammo type and name. apparently on the side is printed, in Chinese, Shanxi Type 17 which is a pistol manufactured in 1920s and used .45 ammo type. In Fallout 2 it uses 9mm but in real life it's 7.63 ammo or .45. The original mouser is called C96 produced in Germany in 1890s.

I am thinking of making it rare weapon and removing it from common weapons lists for most enemies except for chinese ghouls from Mama Dolce .
 
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i added a simple fix for armor pen flag not working on deathclaw gauntlet. is not accurate since the calculations are quite complicated and the unarmed weapons formula is not even known.

is simply reduce the health of any enemy you attack as a flat damage based on weapon damage and the enemy's damage resistance
total damage - total damage * percent armor reduction

for ex:
damage : 90
armor : 50 (50% that is)

90 - 90 * (100 - 50) / 100 = 90 - 45 = 45

so i reduce target health by 45 in addition to regular damage

although this damage is not applied to crit damage it is a damage that goes trough armor . now gauntlet will guarantee some damage no matter what armor target is wearing.

but thinking about it i think ignore target armor flag should never be used ever for anything. is essentially broken mechanic. there is NO WAY anything goes trough every possible armor. what if you are wearing a 5 feet concrete wall armor . deathclaws go trough it still? is kinda bs.
 
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