[RELz] Fallout 3 Advanced (Version 3.0)

Post » Tue Jun 01, 2010 6:17 am

File should be located here.
http://www.fallout3nexus.com/downloads/file.php?id=8964

Previous thread with additional information on the mod
http://www.gamesas.com/bgsforums/index.php?showtopic=1043411

=============================================================
Fallout 3 Advanced ( FO3A ) By TheCastle
Version 3.0
=============================================================
Full balance overhaul for fallout 3. This single plugin touches
nearly everything in the game. This version does not need any DLC for you to play.
From this point on DLC will be through optional esp files. Likewise this version
does not yet support any DLC so be careful not to break out that Gauss rifle just
yet.

Full DLC support is the next priority.

For a Detailed breakdown of this mod
http://www.fallout3nexus.com/downloads/file.php?id=8964

When loading this mod Make sure to load in this order.

CT_FalloutAdvanced.ESM
CT_FalloutAdvanced - AAOFF.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All MMM modules go here
CT_FalloutAdvanced - MMM.esp ( Optional )

=============================================================

(Changes from Version 2.2 to 3.0 )
Tier 1 ( 100% chance to be included in 3.0 )
-Auto-Aim optional module

-Remove new name convention from all items in the game

-Fix Tesla cannon damage (Should be much higher)

-Remove Fatman ammo upgrades and force a larger penalty for going over 2 fatman missiles ( Sell your fatman ammo upgrades before installing new version )

-Anchorage DLC will no longer be subject to ammo limitation penalties

-Unique new power fist called the DeathTardinator hidden somewhere in the world. ( Inside the Capitol building. )

-Revised Radiation system. No longer become irradiated from eating foods or dealing with maintaining a bar of death that slowly fills up over time. Instead radiation will automatically slowly leave your body when over 200 rads. In turn, However, radiation will be much more deadly when encountered in the world requiring you to have to use radiation suits and heavy use of rad-x to stay alive long enough to get through some of the tougher locations in the game.

-Revised Poison system. A single sting from a radscorpion can leave you grasping for an antidote. Food poisoning and venom alike now make the wasteland a much less friendly place. Take care to note that your poison resistance will be the difference between life and death. Complete with a new but subtle screen effect this new poison system adds a new dimension to the game. But is also carefully tweaked to not feel frustrating or cheap.

-Small re-balance of the basic pistols 10mm, .32 and Chinese pistol. The .32 pistol now packs the highest base damage of the 3 with the lowest health and clip capacity while the chinese pistol does the lowest damage with the highest clip capacity. The 10mm pistol is middle of the road now but is no longer the best starting pistol.

-Stripped down version of the overhaul that requires no DLC. ( This will allow more people to enjoy the features )

-Raised level cap from 20 to 30

-Med-X now enhances the effects of auto healing.

=============================================================
To run this mod you simply need to load it after Fallout3.esm
Dont let the small DL size fool you this mod is rather
large in scope.
=============================================================

If you intend to do anything with this mod other than personal
non public adjustments or playing it you will need my permission.
-Russell "Castle" Meakim Jr
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Noraima Vega
 
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Post » Mon May 31, 2010 5:44 pm

Alright I just uncovered a bug I was not expecting.
The ammo system messes up if you start a fresh character because it adds effects before you obtained a pipboy.

edit: Alright its all fixed now. I just put in a check for if you are currently on or have completed MQ01. So ammo limitation code cannot kick in until you have the pipboy. Simply download the mod again and everything should be fine
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Lisha Boo
 
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Post » Mon May 31, 2010 6:14 pm

Hey! I am download number one. Will spend some time setting up my load order around this and begin a new game tonight. Cheers!

gothemasticator
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Horse gal smithe
 
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Post » Mon May 31, 2010 4:47 pm

Hey! I am download number one. Will spend some time setting up my load order around this and begin a new game tonight. Cheers!


Hope you enjoy!
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Bloomer
 
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Post » Mon May 31, 2010 11:14 pm

FYI, here is the load order I have built and am going to start playing with. Lots of quest mods, so you'll get some feedback on compatibility there.
[X] Fallout3.esm[X] Mart's Mutant Mod.esm[X] CT_FalloutAdvanced.esm[X] ArefuExpandedByAzar.esm[X] CubeExperimental (EN).esm[X] FaceMe.esm[X] StreetLights.esm[X] Unofficial Fallout 3 Patch.esm[X] FaceMe.esp[X] RadioBlues.esp[X] GalaxyNewsRadioFix[S].esp[X] GalaxyNewsRadio100[M].esp[X] DarNifiedUIF3.esp[X] Rivet City Realignment.esp[X] ArefuExpandedByAzar-Radio.esp[X] MX_Vault74_eng.esp[X] MX_Vault74fix.esp[X] Treasure Maps_Bobblehead Edition.esp[X] 01AtM - Firefly Ranch.esp[X] DCInteriors_ComboEdition.esp[X] NotSoFast.esp[X] HeirApparent.esp[X] IntoTheDeepWoods.esp[X] Gifts4Kids.esp[X] ShadySands.esp[X] CT_FalloutAdvanced - AAOFF.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - No Wanamingos.esp[X] FaceMe-MMM.esp[X] MMM_RtSS_Mod.esp[X] CT_FalloutAdvanced - MMM.esp[X] SunGlassesFX.esp[X] MoreMapMarkers.esp[X] Level 2 Some More Color.esp[X] Fellout-pipboylight.esp[X] Fellout-SOTD.esp[X] StreetLights - Wasteland.esp[X] NoLockTopic.esp[X] CASM.esp[X] Merged patch Castle.esp

Also, Castle, are you aware of the process of using FO3Edit to "clean" mods? I notice that this new version has many (like 63) identical-to-master records and a few deleted records that needed undeleting and disabling.

I'll play for a few hours tonight and let you know how it goes. But I'll bet you are tired enough to just hit the sack after all the work you put in this weekend.

Thanks!

gothemasticator

EDIT: Removed a mod from the load order list that I have deactivated.

gtm
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Nice one
 
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Post » Mon May 31, 2010 10:29 pm

Thanks for the update!
I can't wait to get the DeathTardinater!

I will check this out in the morning.
Also what about for the next version integrating the class system (with some modifications) onto NPCs?

Great to see how far this mod has progressed and I hope more people will play now due to DLCs being optional.

If you have not yet seen it look down. (In my sig) :cake: :clap: :cake:
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louise fortin
 
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Post » Tue Jun 01, 2010 12:27 am

Not much news, but it's all good:

I've made it as far as Megaton, Day One. I've leveled up once (chose Soldier), gotten very hungry and fed myself back to well-fed twice, stolen, gone over my carry limit on 10mm ammo, sneaked and got caught...

Everything seems to be working. And, so far, working with all the other mods I've got going. I didn't really expect conflicts with mods like Sunglasses and Fellout, etc.. I'll let you know how your mod interacts with the quest mods as I get to them.

So far, so good. I'll check in again in a day or so.

gothemasticator
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suzan
 
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Post » Tue Jun 01, 2010 6:40 am

Also, Castle, are you aware of the process of using FO3Edit to "clean" mods? I notice that this new version has many (like 63) identical-to-master records and a few deleted records that needed undeleting and disabling.


Oh yeah that's right. when I removed the new name convention allot of the standard items like abraxo cleaner were no longer modified at all.
I will look into cleaning up the latest build before I start into setting up broken steel support today.


Thanks for the update!
I can't wait to get the DeathTardinater!


Its well guarded by a scary foe so be on your toes.
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luke trodden
 
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Post » Mon May 31, 2010 5:43 pm

How are the DLC patches going?
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Lavender Brown
 
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Post » Mon May 31, 2010 8:29 pm

How are the DLC patches going?


about to start up on broken steel once I clean the base mod up a bit but vacation my birthday and thanksgiving are now my enemies.
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Victor Oropeza
 
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Post » Tue Jun 01, 2010 8:12 am

about to start up on broken steel once I clean the base mod up a bit but vacation my birthday and thanksgiving are now my enemies.

Well, now you can tell people that creating the DLC compatibility for you mod aged you a year! :)

gtm
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BEl J
 
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Post » Mon May 31, 2010 9:07 pm

Well, now you can tell people that creating the DLC compatibility for you mod aged you a year! :)


And all the while my experience with UScript and only now learning of the UDE makes me feel as though time is traveling too fast to do it all at once.
I feel like I am slowly becoming a programmer. From everything that is going on at work and my personal projects I might one day wish for the days of the trigger relay.. though technically the trigger relay still lives today.
It literaly went in this order for those keen on video game design trivia.

// Rant warning

The Linedef commands the sector
the trigger commands the trigger relay and the func door
the trigger commands the multi-manager with the occasional relay from everything to AI, doors, particals, enabling disabling objects/triggers.
Jim Dose masterminds one of the most pivotal scripting systems ever conceived in FPS history. This fuels a huge wave of similar systems across the board.

Valve takes things to the next level with face poser and the input output system.
Epic decides to reinvent ids entity scripting system with kismet. Low and behold Uscript is still very much under the hood so now one needs to learn both methods to be effective with the UDK on small team projects.
The Quake 3 engine has a large number of completely different scripting languages that all do the same basic things. ( AI run to node, face direction, play sound, play animation, hide/show objects, spawn dudes, play effect or as I like to call it "Make explosion" YAY modern single player! )
You got your Radiant, your hammer, your Unreal Ed and a plethora of other 3d engines all with their own systems and nuances.
I liked the Painkiller engine for the simplicity of building things in max and seamlessly importing geometry over with little worry about simple collision and its intuitive portaling system. I like the Croteams engine used to make Serious Sam with its ability to do insane LOD system and its simple entity based scripting, I like Bethesda's engine for its superior ideals in organizing quested sequences and dialog backed by a sturdy and dependable scripting language combined with a amazingly powerful world LOD system. I loved Reaver GUI and the advancements brought forth for the snowblind engine for the simple effectiveness and brilliant ingenuity that allowed testing your levels in a window in max seamlessly.

And now yet I look forward to going back to Valves engine for left for dead 2 or to revisit the apple eating AI in the Unreal engine that has remained one of the most effective navigation methods ever made in the history of 3d video games. To be honest Uscript existed as far back as the original unreal but none the less entity based scripting was its bread and butter. If you want to think about steadfast ingenuity I suggest one looks no further than the unreal engine. Rather than look at how much the unreal engine has changed over the years. Instead think about how much it hasn't changed over the years compared to every other engine ever made. That is some remarkable stuff right there..

// Rant warning

sorry I am kinda bummed out with my Birthday. Off to clean up the ESM I go. :)
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Yama Pi
 
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Post » Tue Jun 01, 2010 6:26 am

Oh yeah I forgot!
HAPPY BIRTHDAY :cake: :foodndrink: :celebrate:
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No Name
 
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Post » Tue Jun 01, 2010 4:23 am

By the way It occured to me that with the new radiation system that this mod "Enhanced Weather - Rain and Snow v2" is an absolute must have. The radiation from the weather is a much more interesting mechanic because of the difference in how you deal with radiation in general.
http://www.fallout3nexus.com/downloads/file.php?id=6170

The only thing I would like to change about this system is that your radiation resistance should affect how many rads you get from weather. I would also consider setting it up so that rad diffusion still functions when dealing with rain. The neat part about this is that while water and environmental hazards give considerably higher rads per second the rain effect still only gives you about 1 point per tic.

I wish I could combine some mods like this so I can balance them further. Well anyway back to work.
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brian adkins
 
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Post » Tue Jun 01, 2010 12:53 am

The radiation system works wonderfully!

I have been using enhanced weather for a while.

And once the DLC updates are out I can make compatibility patches for you.
This would not only help the three people using this mod, but also make less work for you.
If you don't like people messing with your hard work then thats fine with me.

Keep up the good work!

Edit: Bug report!

At GNR I noticed that the fatman was messed up.
What happened was the fatman was not using ammo, or needing to be reloaded (and no I did not have god mode on).
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Robyn Howlett
 
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Post » Mon May 31, 2010 9:28 pm

At GNR I noticed that the fatman was messed up.
What happened was the fatman was not using ammo, or needing to be reloaded (and no I did not have god mode on).


Oh no about the fatman launcher. I fixed the problem almost as soon as I read your comment. Not sure, but somehow its ammo use was set to 0 ... o.o
I have no clue how that could have happened. Thanks for the heads up. sorry about the problem.


The radiation system works wonderfully!

I have been using enhanced weather for a while.

And once the DLC updates are out I can make compatibility patches for you.
This would not only help the three people using this mod, but also make less work for you.
If you don't like people messing with your hard work then thats fine with me.

Keep up the good work!


I have zero problems with sharing my work with others. Provided everyone gets credit for their efforts and other such obvious details I would love to see more compatibility patches ect.
Let me know what you have in mind!
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Naughty not Nice
 
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Post » Tue Jun 01, 2010 4:04 am

Your welcome! :goodjob:

Some mods that pop up in my mind are http://www.fallout3nexus.com/downloads/file.php?id=8340, http://www.fallout3nexus.com/downloads/file.php?id=1904, and http://www.fallout3nexus.com/downloads/file.php?id=8158.
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Sebrina Johnstone
 
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Post » Tue Jun 01, 2010 5:32 am

How are the updates coming?
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Gavin boyce
 
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Post » Mon May 31, 2010 7:07 pm

How are the updates coming?


I was away for thanksgiving. However I almost have broken steel in decent shape. I still need to test it out and see about getting things in order but I say broken steel will be ready tomorrow unless something goes wrong. In addition to that version 3.1 will be released fixing some small problems in addition to the fatman launcher and flamer unlimited ammo bugs... I still have no idea how that happened! :facepalm:

Also I have began thinking about another new system for how one obtains XP as suggested by Old Andy. Though my angle on implementation differs a bit from his suggestion it would mean that you would gain experience points based on different criteria. Its still very much in the works but the basic principle would be that you would slowly level over time automatically and you would be rewarded for doing a variety of actions that work on a system of diminishing returns. Its a very interesting idea.

None the less all focus is on getting all DLC supported again. I will work on nothing else until this is completed first.
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sally R
 
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Post » Tue Jun 01, 2010 7:44 am

I'm here for ya buddy B)


Hmm, me is intrigued by your spin on matters regarding xp :hubbahubba:
I'm just getting my work machine up and running and out of a box again after the move, and then I'm diving head first into scripting.. :)

edit:
hope evreyone had a great Thanksgiving :) we don't celebrate it on the actual thursday here, do to it not being celebrated in Holland, go figure :shrug:
:P

But we're having a family meal over at my mom's tomorrow with my brother and his wife and three daughters -seven and the twins are both four, like my son.
My mom's been looking forward to it all week :ahhh:
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DAVId Bryant
 
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Post » Tue Jun 01, 2010 3:14 am

7 year-olds and 4 year-olds...

Hey, Uncle Andy, look at me! Look at me! Are you looking? Uncle ANnnn-dy! Uncle Andy! Look at me! Look at me!

No sarcasm at all, I bet you had a blast AND I bet you were tuckered out at the end of the day.

gothemasticator
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Silencio
 
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Post » Mon May 31, 2010 11:54 pm

Gah!
I am learning the hard way right now that splitting up all the DLC is not as easy to do as I thought. There must be an easier way to do this because its pretty much boiling down to be redoing everything by hand. The biggest problem is stemming from all of the formids pointing to the wrong places.

Anyone have some pointers on splitting up one giant .esp into 5 optional plugins that inherent functionality from the base .esm?
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Reanan-Marie Olsen
 
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Post » Tue Jun 01, 2010 7:36 am

Gah!
I am learning the hard way right now that splitting up all the DLC is not as easy to do as I thought. There must be an easier way to do this because its pretty much boiling down to be redoing everything by hand. The biggest problem is stemming from all of the formids pointing to the wrong places.

Anyone have some pointers on splitting up one giant .esp into 5 optional plugins that inherent functionality from the base .esm?

I would check in with Mezmorelda from the FWE mod and/or Martigen, since both their overhaul mods include DLC patches.

gothemasticator

EDIT: I am interested in trying to add Arwen's Smarter AI plugin to my load order. Having read your documentation as well as hers, it doesn't seem like there should be a conflict, but I wonder if you might think of something I'm not. Below is her readme description of the mod.
2.) Smarter AI Module (Arwen_SmarterAI.esp):- This module was initially based on Taylorsd's Combat Enhanced Package (CEP), but I pretty much rewrote the entire mod for compatibility with my other Realism Tweaks. (For instance, my Sneak module affects some of the same game settings as CEP, but in somewhat different ways.  It also turned out that there were some major conflicts between CEP and my Survival module.)  I spent a great deal of time balancing out all the settings so that this module and all my other modules would work together the way the way that I wanted.  This module makes a LOT of changes, so I cannot possibly cover everything 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 more likely to stop attacking after their victim is rendered unconscious.  They will usually now focus more on immediate threats, rather than on attacking unconscious enemies.- Super Mutants are now a bit more aggressive- Sneaking is now much more realistic . . . making stealth game play more effective, but also more difficult.- It is now easier to remain hidden in darkness/shadows; and it is now possible to re-hide after being detected (but it is still really difficult, once the enemy locks on to you).- But is now more difficult to remain undetected when out in the open, during daylight, in lit areas, or if your PipBoy light is on.- When you are hidden, nearby enemies will detect you if you move.- NPCs will be a bit more alert to your presence (and stay alert longer), and they will spend more time looking for you.- NPCs will not need to get as close (they will no longer stand right in front of you without seeing you).- NPC will search a much greater area for you (up to 4 times further than in the default game). - Doubled the detection of noise that you make while sneaking.- When running, you will now make 3 times more noise than when walking (default was only 50% more).- 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 (no more picking off enemies one at a time, while they all just stand there).- NPCs will now respond to explosions from much further away (2.5 times the distance in the default game).- NPCs will sleep a bit sounder - they will not wake up quite as easy when you are nearby.

You might not have much to say, in which case I will just load it up and look for conflicts, but I thought it was worth asking first.

gothemasticator
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Theodore Walling
 
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Post » Mon May 31, 2010 6:33 pm

Hey gothemasticator, I use Arwen's AI plugin with no trouble at all.
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courtnay
 
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Post » Tue Jun 01, 2010 4:00 am

to answer your question gothemasticator I would definitely like to see support for that mod. :)
Though Deathtard says it already works just fine. Id still be interested in what, if any conflicts it might have however unnoticeable.

On another note: I am getting my butt kicked trying to figure out how to set up this DLC support without having to redo all my old changes all over again.
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Louise Andrew
 
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