IIt's Bubbly! is a gameplay balance mod for Fallout 3 aiming for a grittier survival drama feeling as exemplified by the movie and novel of The Road by Cormac McCarthy.
There are two broad themes in the changes made by It's Bubbly!
1) Moment to moment gameplay made more FPS-like with fewer shots to kill targets, less level scaling, and fewer bonuses built into VATS.
2) Item distribution and healing mechanics aimed towards reproducing the bleakness of The Road.
Dowload here (2.1b1 and all previous versions): http://www.fallout3nexus.com/downloads/file.php?id=7695
Alternate Planet download (2.0c only): http://planetfallout.gamespy.com/mods/320/Minibalance
This is a gameplay balancer only. I hold to the principle that balancers and quest mods should remain strictly separated after seeing the results of so many Oblivion mods crossing that line.
It's Bubbly! will never add graphics or sounds, so the download remains small. FOSE will never be required.
Summary of changes: (complete listing is at the end of the readme)
-Random food, stimpacks, and ammo occur at about 25% of the vanilla rate.
-Military-grade weapons like assault rifles and miniguns are much rarer, and wastelanders frequently carry post-apocalyptic makeshift weapons.
-Repair improves item condition less for each item sacrificed. However, weapons and armors were damaged much too quickly in the vanilla game, and this has been slowed.
-My First Infirmary is just a container with contents approximately equal in value to the purchase price.
Combat pacing: Players and enemies won't survive multiple gunshots to the face.
-Player and enemy health scale very little with level, and Broken Steel monsters have a lot less health than before.
-Basic pistols are closer in power to rifles - a headshot with anything is deadly.
-Low weapon skill penalizes damage less (though still penalizes accuracy.)
-Shooting limbs is less effective than the head or torso for killing an opponent outright, but crippled effects are much more debilitating than before.
-Many ballistic weapons have the "Impact" property indicating an increased chance to stagger enemies.
-NPCs are more likely to seek cover from gunfire.
-Point Lookout weapons no longer do extra damage when used against the player.
-Auto-aim is minimized.
Injury and rest: Only the body can really repair itself.
-Rest is the cornerstone of healing - but it takes several hours rather than being instant.
-Crippled limbs require extra rest to become un-crippled.
-Healing from rest is capped when extremely hungry, thirsty, or suffering blood loss.
-Food and drink do not directly heal, only satisfy hunger or thirst.
-When going more than a few days without food or water, increasing starvation and dehydration penalties begin to apply.
-Recovery from these penalties does not occur immediately upon eating or drinking, but incrementally over a period of staying fed and hydrated.
-Medical interventions are for emergencies - not the first resort.
---Blood packs remedy blood pressure loss from extreme injury.
---Med-X allows temporary relief from crippling effects.
---Stimpacks restore health, limbs, and blood pressure - but using too many too quickly can be fatal.
-Healing items are not instant - their healing is applied over time. Taking a second one before the first finishes resets the duration but does not double the rate of healing.
-Doctors can always help you, but you can't fast travel when crippled or from urban DC.
-Your enemies don't waste time while you're resting - many places respawn that did not before.
VATS: No longer god mode.
-Weapon spread is more meaningful in VATS. The difference between a shotgun and a sniper rifle should be much more obvious.
-Damage taken during slo-mo increased to 40%, and slo-mo doesn't last as long.
-AP takes twice as long to regenerate.
Sneaking: Also not god mode.
-Sneaking is easier than before in darkness and light armor.
-You are much more likely to be detected in heavy armor or in bright light.
-You will probably be detected in the stealth suit if you get very close.
-NPCs that have been alarmed will search farther for an enemy they can't see.
-Noise from all weapons has been reviewed, gunpowder weapons generally getting louder and energy weapons quieter.
Leveling and specialization: Defining who you are requires defining who you are not.
-Depending on INT, 8-13 skill points are gained per level, instead of 11-20.
-Tagged skills increase by 2 points per point invested.
-Educated and Comprehension perks have increased prerequisites.
-Strength has a greater effect on melee damage and carrying capacity.
-Agility has a greater effect on Action Points.
-Charisma has a greater effect on speech challenges.
-Perception affects gun spread.
-Some XP rewards are reduced.
-XP gain is not increased on difficulties above normal.
Miscellanous:
-Gloomier, greyer sky with darker nights
-Time passes at 3x realtime instead of 30x.
-Grenades are less bouncy.
-Caps have weight.
-Power armors support their own weight, as advertised, and have greater DR and bonuses.
-Logical additions to repair lists
Download here: http://www.fallout3nexus.com/downloads/file.php?id=7695