» Fri May 27, 2011 11:13 pm
Version 3.0 is now available: http://www.fallout3nexus.com/downloads/file.php?id=7565
This is a MAJOR update, that includes a LOT of changes. This has been my toughest update yet!
I would never have been able to get through my new scripts without all the wonderful help from all the guys over on the G.E.C.K. forum . . . Thanks so much guys, for all the guidance, help, and patience!
Ok, here are the Major Changes and fixes (see the ReadMe for the full details on each module):
Reorganized into 6 Modules (plus the FULL merged version). This was done to increase both simplicity and to further increase compatibility.
1.) Main Tweaks Module:
- Now includes all my VATS tweaks [from what was formerly separate VATS module].
- Increased crippled arm penalty in VATS [same as my increase penalty when in non-VATS combat].
- Agility is a much bigger factor [4 times greater] in determining your total number of Action Points, with a MUCH greater range in points [AG:1-10 = 28-100 (default was only 66-85)]
- Redid Carrying Capacity, so that Strength is now a much greater factor. With STR=5, capacity is 90 lbs; each STR point above 5, adds 15 lbs; and each STR point below 5 subtracts 15 lbs.
- Bartering Skills are even more of a factor in determining prices.
- Repairs now cost 25% less than in default game.
2.) SmarterAI Module:
- Now includes Stealth Module changes (merged into)
- Changed Combat style (Melee mostly) to reduce attacks when unconscious [because of changes to Weapon module that adds knockout effects to melee weapons].
3.) Survival Module
- Removed my 2.5X global weapon damage modifier [now part of Weapons module].
- Removed my 1.5X global armor AR modifier [now part of Armor module].
- Now includes Class changes --> for tougher enemies.
- Increase in Poison effects from Scorpion stings (fully compatible with MMM).
- Strength is now a much greater factor in how much damage a melee weapon does.
- Weapon Condition is now a greater penalty in how much damage a melee weapon does.
- Crippled Arms is now a much greater penalty in how much damage a melee weapon does.
- Destructible vehicles are now much more durable. [You will now have to damage their Health percentage by a LOT more before they will begin to self destruct.]
4.) Armor Module
- Now includes my 1.5X global armor AR modifier [previously part of Survival module].
- Removed ALL enchanted armor combat skills effects --> Small Guns, Big Guns, Energy Weapons, Melee Weapons. [Replaced with more logical effects: like increases in Critical Chance, Agility, Charisma, Speech, Perception, Endurance, and Fire Resistance.]
- Removed ALL enchanted increases for Science, Medicine, Lockpick, and Luck (exception is for Lucky Shades). [Replaced with more logical effects: like increases in Radiation Resistance, Poison Resistance, and Charisma.]
- Retained default enchantments that increased Repair skill for some Vault Utility Suits and for some Jumpsuits. [Needed to keep repair balanced. Logic was that this was sort of like wearing a tool belt.]
5.) Weapons Module
- Now includes my 2.0X global weapon damage modifier [formerly part of Survival module]. I also reduced the multiplierfrom 2.5X (v.2.9) to 2.0X, for better balance with my other v.3.0 changes.
- Tweaked all Explosions in their Force, Radius, ISRadius, and Knockdowns.
- Reset global explosive damage multiplier to default, but greatly increased splash radius.
- Redid blast effects [effect is now attached to the explosion, instead of to the weapon]
- Redid knockdown/knockout effects for melee weapons, shot guns, and a few ranged weapons.
- Melee knockout effect now relies on the player's strength and melee skills. And this now affects all non-blade melee weapons.
6.) Localized Damage Module
- Unchanged from v.2.9.1