Fallout 3 Insane Mode Info

Post » Wed Jul 13, 2011 1:02 pm

I FINALLY finished my modded Fallout 3 saves, here's the link:

https://www.drivehq.com/file/DF.aspx/739545633.zip?isGallery=&share=&shareID=0&fileID=739545633&pay=&sesID=qhhjedua3gcjcidh3giadzkh&forcedDownload=true

Just put the single folder in the archive onto a blank flash drive formatted FOR A PC, the next time you start the game there will be a new profile available.



I'm making a mod that will be basically a super-hard mode. I am planning to add over 1,000 hostile creatures/NPC's across the Wasteland and inside buildings, as well as some fairly mild enhancements and gear improvements to the player character to help him/her try to handle the increased combat difficulty. I was just trying to get some feedback as to which enemies you all would like to see more of appear in the game.

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It has been agreed by nearly everyone who has played my preview build that this mod definitely improves the game in a number of key areas. However, I have also unfortunately had to make some concessions in order to get these types of mods to run on "weaker systems". I would like to let you all know a few of the Pro's and Con's of this mod.

PROS:
*Over 1,000 enemies of existing types added into the Wasteland, turning previously empty settlements into battlegrounds.
*Extra-large, extra-tough, more threatening boss characters added
*New loot drops throughout the Wastes
*One Extra party member slot
*Unkillable party members
*Player movement speed increased
*Own both houses, with a host of improvements to the Megaton House.
*And much more!

CONS:
*Followers have lowered HP and Combat Skills, as a tradeoff since they are now unkillable (essential NPC's).
*The game freezes sometimes. (It's not all my fault, ok?)

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[MISSIONS]
I will admit that it may seem disappointing to be starting on a save that has so many missions completed, but that was the biggest sacrifice I had to make to get these mods on the 360. I can assure you that ALL side quests (except The Replicated Man quest) remain untouched from the core game, which still gives you a large amount of content from the original game to enjoy. Taking the place of the Main Quest in this mod is the huge boss battles you can find while wandering the wastes. These are not just a single boss out in the wilderness, the bosses are usually surrounded by regular enemies of their type.

[BOSSES]
The bosses are not just bigger versions of creatures like Behemoths and Deathclaws, they have stats to match that increased size. There's about seven of them in the game altogether.

[PLAYER STATS]
In the current build, the player has exactly 140 max HP throughout the entire game (unless you use Buffout). However, he/she has a 25% increase in run speed: (speedmult = 125), and also permanently has the maximum Armor Rating (DR) of 85, no matter what clothing/armor you equip. Now, you too can slaughter Super Mutants in your Naughty Nightwear and still be at your max potential! You will still want to find good armor for your followers if you plan to use them, though. Carry weight is increased to 700, I just hate being interrupted all the time when I'm questing because of being overencumbered. You start the game with all the perks in the game except quest perks, and about 7-10 perks that I have removed for various reasons, like Bloody Mess, Mysterious Stranger, etc. Your SPECIAL attributes start out at 9's across the board.

[SKILLS]
The way your skills upgrade is simple. All your skills except Barter and Medicine start off at 40, with a +10 bonus to two certain skills depending on what starting character you choose. You do not choose where your skill points go. I will instead reward you with 10 books at a time inside of the final "treasure chest" I have added somewhere in the location of each mission. That gives you a total of 20 Skill Points since you start off with the Comprehension perk. Which books you get will normally correspond with the mission: For example, during the quest "Those!", you will find 5 Science and 5 Energy Weapons Skill Books in a special chest near the Ant Queen's chamber. After spending some time in a laboratory, it makes sense to come away from the experience with a deeper knowledge of Science, and another of the rewards in that same chest will be a unique, very powerful energy weapon (MPLX Novasurge). During the "Blood Ties" quest, you will find 5 Melee and 5 Lockpick Skill Books, the Melee books are to complement that new Shiskebab/Vampire's Edge you can get from Vance, and of course I threw in a good number of Bobby Pins too. Furthermore, each skill is now "linked" as far as when you find them. I have set it up with these guidelines in mind:
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Small Guns + Repair = Soldier
Energy Weapons + Science = Technician
Melee + Lockpick = Assassin
Unarmed + Speech = Monk
Big Guns + Explosives = Bombardier
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[FOLLOWERS]
All followers have also been revamped so that they basically work like your AI-controlled allies in the Call of Duty single-player campaign, meaning that they will not be getting as many kills as they normally would, but they also cannot die. Dogmeat is the same as before, you start off with the Puppies perk, and he only has 5000 HP instead of 15,000 like he normally does when you're a Level 30. All the others only have about 80 hp each, except Fawkes & RL-3, they have about 250 since they cannot equip armor. However, when their meager amount of HP is drained, they become unconscious, they are now "essential" NPC's. Also, all their combat skills have been nerfed pretty dramatically. I think that the lower HP and combat skills are an appropriate trade-off since you can take your followers anywhere without fear of them dying permanently. You start off the game with Clover, Jericho, and Dogmeat in your party. If you don't use them, and they go back to Paradise Falls, Megaton, and Vault 101, respectively, you should be able to re-recruit them all without a problem. That being said, I would recommend not letting them sit in one spot for more than two weeks, because they will leave your party. The best way to avoid this is just to be sure and tell them to follow you (even if it's only for a brief moment) at least once every two weeks of game time. I could have put more party members you could start with, but on the 360 having too many party members severely impacts the framerate and causes frequent game freezes/crashes, especially considering that almost every marked map location in the entire Wasteland now features enough enemies and friendly, unnamed NPC's (like Brotherhood Paladins) to provide combat intensity equal to missions like "Take it Back" and the Broken Steel missions.

[FRAMERATE AND PERFORMANCE]
I'm sure many of you are skeptical of this mod due to the fact that many of the mods that are currently out there, which claim to do these types of things, are inevitably broken in some way. Many of them cause the framerate to drop to unacceptable levels, frequent crashes/freezes, and other undesired operations. I give you my word hope that this mod does not noticeably cause any of these types of problems. (lol) It has been tested and tweaked extensively to be sure you enjoy a smooth framerate, and that crashes and/or freezes are kept to an absolute minimum. That being said, the game engine is really being pushed to its limits, therefore weird things can happen, of course.

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There are a lot of other wide-reaching changes I've made to the game, but I won't detail them all here.

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