Updated 09/20/09: Version 2.7 is another MAJOR update (the FULL esp jumped from 82KB to 291KB).
IMPORTANT!!! This mod works best with a new game . . . but a new game is not required, as long as you carefully follow my Update/Install (and Uninstall) procedures.
My instructions MUST be followed, due to changes in Object Effects and my new scripts (see Installation section of my Readme).
If you do not follow my Install/Update (and uninstall) procedures, you can permanently mess up you character's stats.
(Also be aware that some mods, even after being deactivated, can leave behind changes which will remain in your saves, which can still alter your game play balance. In most cases, installing to a clean save will correct this.)
Major changes (and fixes) in Version 2.7:
2.) Super Mutants are now a bit tougher (Localized Damage module); Super Mutants are now more aggressive (Smarter AI module).
3.) Repair changes (Main & Armor modules): Increased Repair cost a bit then in earlier versions (but still 10% less than default); Having a wrench in your inventory increases your repair skill by 5 points, but wrenches now weigh 2 pounds (instead of 1), and all "enchanted" clothing that added 5 points to repair skill in the default game now only adds 1 point.
4.) Bartering Skills (Main module): Bartering Skills are now a bit more of a factor in determining prices; Merchants have 2 to 4 times more Caps.
5.) Vehicles are more durable (Survival module): destructible vehicles will not be damaged as easily - doubled the Health for most vehicles (and all are now VATS Targetable).
6.) Created some new Visual FXs in order to add a bit of immersion (and fun) when wearing any of the default eyewear and many of the full-face helmets (and masks).
My Realism Tweaks are my efforts to make game play much more realistic, more challenging, and more balanced. These are changes that I originally created just for my own game, which were designed to compliment the other mods that I am using (which are all covered at: http://amito.freehostia.com/Fallout/FO.htm). This summer I decided to begin sharing my own personal mods with others (now that mod modding skills have become a bit better).
Why I Created this Mod: From the first time I played Fallout, there were a number of things that did not feel right to me. I found mods that fixed many things, but there were a number of little changes that I just wanted to combine into a separate mod, which I could tweak just the way that I wanted. My Realism Tweaks are the result of those efforts. This mod is deceptively small . . . it actually includes a LOT of code and it makes some rather dramatic changes to the game. My goal has been mostly to increase immersion, by increasing realism a bit . . . but not so much that the game becomes overly frustrating and no longer any fun to play. I have also put a great deal of effort into balancing out the gameplay. For me, this mod makes Fallout both more immersive AND more fun. My Armor module actually adds some unique visual effects that I created as a little bonus . . . to add some immersive fun into your game.
Do NOT install this mod unless you want the Wasteland to be a harsher place . . . where you will have to struggle just to survive. If you install my Tweaks, you'll instantly have a game that requires you to use a LOT more strategy.
I made this modular: it now contains 7 different esps (plus a Full/Merged esp), which are all meant to be used together for the full tweaks to take effect. But the esps are totally independent, so you can use all 7, just 1, or any combination.
The 7 Modules (esps) - [see my ReadMe for more details]:
1.) Main Module (Arwen_Tweaks_Main.esp):
- Greatly reduces the load that your character can carry.
- Reduced the minimum height that your character can fall without being hurt;increased the chance of damaging a leg when falling.
- Walking speed is up to 19% faster than in the default game.
- Decreased the running speed multiplier ... but the net result is that the maximum running speed is only 8% slower than in the default game.
- Modified crippled speed penalties: 40% slower walking/running with 1 crippled leg and 70% slower.
- Increased stagger chance when crippled in torso; increased Head Cripple penalty; adjusted Combat Knockdowns.
- Tweaked the character's jump settings a bit; increased tuning speeds for both characters and creatures.
- Decreased swimming speed multipliers (due to increased Base Speed)
- Repairs now cost a bit less.
- Having a wrench in your inventory increases your repair skill by 5 points, but wrenches now weigh 2 pounds.
- Bartering Skills are now a bit more of a factor in determining prices.
- Merchants now have 2 to 4 times more Caps.
- Doubled the intensity of the PipBoy Light, and light now turns on faster.
- Spent shells from bullets will now last 4 game hours before they begin to disappear.
2.) Armor Module (Arwen_Armor.esp):
- Maintains 8AR/5WT ratio (AR/1.6=WT) for most armor (exceptions are Power Armor, helmets, and non-armor clothing).
- AR*10=value used for most armor/clothing . . . for some price consistency [But some items have higher value, due to rarity and high health (better made), and their bonus effects.]
- Most armor AR values were left at default (but I reduced the AR for most non-armor clothing; increase the AR for most vault clothing; and modified a few pieces of armor that I felt was inconsistently high or low).
- Adjusted or modified most "enchanted" clothing effects. Skill improvements gained, from just wearing a piece of clothing, for Small Guns, Big Guns, Energy Weapons, Melee Weapons/Damage, Repair, Science, and Medicine were mostly reduced considerably. Some new bonuses were added, such as Fire resistance. And some bonuses were increased, such as Barter, Perception, Charisma, Agility, and Radiation Resistance.
- Added new visual effects (my own ImageSpace Modifiers), when wearing all default eyewear (from the original game), and many of the full-face helmets. (Some effects are only visible if you using HDR.)
- Most eyewear can now be worn in combination with most helmets/hats.
3.) VATS Module (Arwen_VATS.esp):
- While in VATS, your character suffers the same damage as in regular combat.
- While in VATS your weapons are damaged twice as much as when used in normal combat.
- Action Points take 4 times as long to recharge, so use them wisely.
- Increased crippled arm penalty in VATS.
4.) Survival Module (Arwen_Survival.esp)
This one is makes some MAJOR GLOBAL changes! It will make your game MUCH more challenging, so survival will become much more difficult. We all know that the default weapon damage is too low . . . it really shouldn't take 6 bullets to kill a Mole-Rat. The solution has usually been to make the individual weapons more powerful, but that can cause compatibility issues with add-on weapons. My solution is different:
- Base Health was greatly reduced for the player character; while HPs were increased for NPCs and most creatures. At level 2, HPs for PC and NPCs should now be nearly equal (default settings gave PC ~100 more HPs).
- Reduced additional HP per level for the player; increased additional HP per level for NPCs (makes higher levels much more challenging).
- ALL weapons now do 2.5 times more damage.
- Increase Damage Resistance for All armor; increased Armor DR cap from 85% to 95%.
- Radiation Exposure is now 4 times more deadly (but no radiation increase for consumption of food and water).
- Pain now has greater effect on player.
- Gun Skill affects accuracy more than how much damage a gun does, and has a bit less impact on how much damage a gun does (but is still a factor).
- Gun Condition: now has more impact on how much damage a gun does; and damaged guns will not fire as fast, are less accurate, and have a greater chance of jamming after reloading.
- Maximum Gun Range reduced a bit.
- Automatic weapons now take longer to cool down.
- Melee Damage: Strength now has greater impact - skill is no longer a factor, but perks are sill factored in. Also decreased melee damage when arms are crippled.
- Unarmed Damage greatly increased, and Block Skill increased by a factor of 2.
- Weapons now deteriorate 50% slower (except for melee weapons), and armor now deteriorates 30% slower.
- Decreased shooting accuracy when arms are crippled (this now also affects NPCs as well as the player); doubled the NPC maximum gun wobble, when their arms are crippled.
- Reduced shooting accuracy when walking or running, and increased shooting accuracy when crouching.
- Reduced damage bonus during sneak attacks (to offset weapon damages increase).
- Destructible vehicles will not be damaged as easily - doubled the Health for most vehicles (but all are now VATS Targetable).
5.) Localized Damage Modules (Arwen_Localized_Damage.esp):
- Tweaks ALL 32 unique body types (affects every body in the original game).
- Equalizes the body parts damage effects between the PC and the NPC.
- Super Mutants are now a bit tougher.
- Damage to an arm or leg will now decrease your health much less than damage to head or torso.
- VATS Hit Chance for each body part now more consistant between similar body types.
- Reduced the high chance of the PC receiving head shots.
- Greatly reduces the probability of exploding body parts.
- Robots were also tweaked so that you will now have a greater chance of disabling body parts.
6.) Stealth Module (Arwen_Stealth.esp):
- Easier to remain hidden in darkness/shadows; but more visible when out in the open, during daylight, in lit areas, and when your PipBoy light is on.
- Now possible to re-hide in the shadows after being detected, but it is still difficult to hide once the enemy locks on to you.
- NPCs are more alert to your presence, stay alert longer, will spend more time looking for you, and will search over a much greater area.
- When you are hidden, nearby enemies will detect you if you move, and will not need to get as close to see you.
- Doubled the detection of noise that you make while sneaking; and When running, player naow makes 3 times more noise than when walking
- It is easier to be stealthy when wearing light armor (< 15 pounds); but much more difficult when wearing heavier armor (> 15pounds).
- If you fire a gun (or make any other noise), anyone nearby will know exactly where you are; NPCs will be respond to explosions from much further away.
- Sneak warning messages were removed (for more immersion).
7.) Smarter AI Module (Arwen_SmarterAI.esp):
- This module is as large as the other 5 modules combined, so I can possibly cover here, but here are some of the major results:
- NPCs are much more likely to take cover during combat, will reload under cover, search for cover while moving towards you, and will often fire from cover.
- NPCs now dodge much more realistically (are much less able to dodge bullets).
- NPCs open ammo boxes and containers to equip themselves with better weapons and explosives. You'll now be competing more with the NPCs, so these items will now be much harder to come by.
- Most NPCs will now attempt to flee/retreat to survive (much less likely to make suicidal attacks). This also applies to mutants, wild dogs and mole rats.
- NPCs are now much less predictable. For example, snipers will now wait up to 35 seconds before firing (increased from an 11 sec. maximum wait in the default game).
- NPCs (and some creatures) are now much more likely to stop attacking after their victim is rendered unconscious.
- Super Mutants are now a bit more aggressive.
The download also includes Single esp version (Arwen_FULL_Tweaks.esp (this is the all-or-nothing esp)
- This is just a merged esp of the 7 other esps (the 7 modules).
Download link: http://www.fallout3nexus.com/downloads/file.php?id=7565