Version 4.1 is now available for download: http://www.fallout3nexus.com/downloads/file.php?id=7565
This turned out to be another pretty Major Update, with many improvements and a few brand new features. Here are the major changes:
1.) Main Tweaks Module:
- Jump distance (how far and how high you can jump) is now based on the character's Agility.
- Reduced the crippled limb damage multiplier - should result in the player being crippled a bit less often during combat (I had this set a bit too high)
2.) SmarterAI Module:
- Raiders and Talon Company members are less likely to flee during combat.
- Increased the chance that enemies will shoot an unconscious victim.
3.) Survival Module:
- Tweaked the way that your Small Guns skill effects Gun Spread (earlier versions resulted in a bit too much spread).
*** Two-handed, non-melee weapons are disabled when arms are crippled. (You can still use Melee Weapons, but they will now do much less damage.)
*** Some weapons now have weapon skill requirements: Big Guns require a current Endurance 6, unless you have a Permanent Big Guns skill of 30; Automatic weapons require a permanent Small Guns skill of 30; Energy weapons require a permanent Energy Weapons skill of 20 for the pistols and 30 for the rifles.
4.) Armor Module:
- The Enclave Scientist outfit and All-Purpose Science Suit now have the Radiation Suit Object effect and both have been added to the Radiation Suit Repair List.
5.) Weapons Module:
*** rewrote all three of my weapon effect scripts (yet again):
- Gunshot Effect: Fatigue is now reduced by 50%/hit for PC, and 30%/hit for NPC; forced a 5 second unconscious state (should prevent the fatigue bug); reduced Agility effect now lasts only 3 minutes.
- Whack effect: Fatigue damage per hit is now more balanced: it should now take about 3 whacks to knock out your victim (or to be knocked out). Actors with a crippled arm may still be able to knock out their victim, but it will take more whacks. Reduced Perception now only affects the player, and reduced Agility effect now lasts only 3 minutes.
- Blast effect: Fatigue is now reduced by 80%/blast for PC, and 50%/blast for NPC; reduced perception now only affects the player (this may fix the idle NPC bug); reduced Agility effect now only lasts 4 minutes; Super Mutants will now only stay unconscious for 6 seconds.
6.) Localized Damage Module:
- Redid the damage and health balances for nearly every body type (this is a MAJOR revision of this module!). Super Mutants are now VERY hard to kill! If you're fresh out of the vault, do NOT even think about trying to kill a Super Mutant (or some of the other tougher creatures), unless you have explosives (it will take a LOT of 10mm bullets, when your small guns skill is low . . . even with head shots).
7.) Less_Is_More Module:
- Fixed the bug that added the possibility that Arkansas would end up not having his sniper rifle.
8.) Skills Module: No changes.
9) Reduced Quest XPR module:
- Corrected some minor errors with the activation message.