[RELz] Foes Reworked Next Generation

Post » Wed Sep 08, 2010 7:19 pm

Well, the Tougher Trader and Zones Respawn .esps are dependent on MMMF3, so that svcks.
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CHANONE
 
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Post » Thu Sep 09, 2010 10:00 am

Well, the Tougher Trader and Zones Respawn .esps are dependent on MMMF3, so that svcks.


Well, you can use foes reworked with MMMF3, just use the module that Martigen wrote for it, it's in the zipfile.
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Chloe Lou
 
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Post » Thu Sep 09, 2010 8:25 am

Any thought of expanding this to the Enclave? A number of mods attempt to enhance mutants, raiders, and Talon Co but I'm not aware of any other than FOOK that touch the Enclave. They really need some boosting as they suffer from weapons/armor in poor condition that sort of nerfs them.
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Ashley Campos
 
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Post » Thu Sep 09, 2010 4:37 am

Any thought of expanding this to the Enclave? A number of mods attempt to enhance mutants, raiders, and Talon Co but I'm not aware of any other than FOOK that touch the Enclave. They really need some boosting as they suffer from weapons/armor in poor condition that sort of nerfs them.


I'm doing a playthrough now where I'm working through the Broken Steel quests, and am paying attention to how the Enclave sits and works out. So yes, potentially, but I'm still in the stage where I'm looking at that part of it.

Too bad Gahan isn't around - - - he did ALL of the raiders and the talon company changes in Foes Reworked. I'd like to see his personal take on the Enclave.
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xxLindsAffec
 
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Post » Thu Sep 09, 2010 4:08 am

I'm doing a playthrough now where I'm working through the Broken Steel quests, and am paying attention to how the Enclave sits and works out. So yes, potentially, but I'm still in the stage where I'm looking at that part of it.

Too bad Gahan isn't around - - - he did ALL of the raiders and the talon company changes in Foes Reworked. I'd like to see his personal take on the Enclave.


As I noted I think the biggest problem they have is their equipment. It's not the best condition, while the player will generally make sure his equipment is in top condition. So they are much weaker than what their equipment might indicate on first look.
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Amy Cooper
 
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Post » Thu Sep 09, 2010 4:42 am

Have you taken out the bonus damage (either +34 or +40, can't remember now) that SM Overlords automatically get? Both PL and BS gave automatic damage bonuses to certain enemies to try and make the game harder. Your mod would seem to make them hard enough without any cheats, IMO.
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Tai Scott
 
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Post » Thu Sep 09, 2010 11:49 am

Have you taken out the bonus damage (either +34 or +40, can't remember now) that SM Overlords automatically get? Both PL and BS gave automatic damage bonuses to certain enemies to try and make the game harder. Your mod would seem to make them hard enough without any cheats, IMO.


hm...

I don't feel like it's possible for me to cheat when I'm making a mod. The game is there, and I have to do certain things to it to get it to act as I want. It's like I'm playing a piano and I'm using all the of the keys I understand how to use, both the black and white ones.

For example. I know how hard that mutant with a plasma rifle has to hit me to make me respect him. And I also know that I do not want a fully-repaired plasma rifle in the mutant loot every single time one dies. The game isn't allowing me to create a damage bonus by boosting the mutant's energy weapons skill over 100. So, I do what I have to do to create the final result that I want.

It's possible that you would consider some of what I'm doing to be at least as 'cheaty' as vanilla Broken Steel is with the weapon effects. In fact, I think that I amplified the anti-player weapon effects in those BS weapons.
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Mari martnez Martinez
 
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Post » Thu Sep 09, 2010 6:08 am

My eyes have been opened . . . perhaps too widely . . . :)
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Jade
 
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Post » Thu Sep 09, 2010 10:14 am

Wowwwwww consider yourselves warned...

The changes I have made in the Broken Steel version of Increased Spawns make portions of the Adam's Air Force Base sequence TOUGH!!! That was a real fight.

I went in with Phalanx loaded, followers Fawkes, Jericho, Charon, RL-3, Cross, Butch, and Malcolm. A veritable army.

The fights got harder as it progressed. I had to pull back and park everyone in a corner twice. Then at the last outside fight where you step out of that door onto the platform, to push to the terminal to launch the missiles, we were SO outnumbered. They were tough enclave enemies with heavy incinerators and the like. By that time I'd already had Fawkes, Malcolm, and Charon bite it in combat (so they were not able to help in the fight except to run around like goofballs), and in that fight I lost Jericho and Butch. The only followers who 'lived' the whole fight were Cross and RL-3, and remember that RL-3 fights conservatively and has a zillion HP.

I mighta lost fewer followers if I'd thought to replenish their stims. They started out with 20 each and I think they blew through them all.

There were piles of hellfire enclave bodies on the platform there, which I dutifully gathered the armor for, put on some corpses, and tossed the corpses over the railing of the platform for collection later... :)

So yeah... be advised hehe.. I'm not sure that's a fight thats going to work solo, and IF you make it through, there's a [censored] - ton of loot to be had on that platform if you can get it out of there (the missile strike removes your access to that battle area so you gotta deal with it before).
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Amy Smith
 
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Post » Thu Sep 09, 2010 4:46 am

I've updated this with Martigen's MMMF4 module (release version bump to 1.2).
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Motionsharp
 
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Post » Thu Sep 09, 2010 12:09 pm

Sweet Nectar. Downloading!

EDIT: Stupid Question alert, where should the MMMF4 Foes Reworked .esp go in relevance to the other MMM .esps?
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Czar Kahchi
 
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Post » Thu Sep 09, 2010 12:59 pm

Tarrant,

Will FoesNG work with FWE? Any concerns if I load FoesNG after FWE?

I use FWE and MMM right now, would Love to see this with it.

Cheers and great work!

Miax
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Channing
 
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Post » Thu Sep 09, 2010 1:14 pm

Tarrant,

Will FoesNG work with FWE? Any concerns if I load FoesNG after FWE?

I use FWE and MMM right now, would Love to see this with it.

Cheers and great work!

Miax


Well...

I think in most respects it would be fine BUT I think that Foes Reworked in its current form makes a change to 2 playable weapons, the DLC03 super sledge and the DLC03 Tri-Beam Laser. If FWE changes those, that's going to be a potential conflict, but not necessarily a destroying one. (the changes affect the amount of damage that the weapons do against the player).

I am not totally positive atm but I think that's how it is. I haven't looked in a bit and I gotta buncha other stuff open atm.
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biiibi
 
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Post » Thu Sep 09, 2010 10:14 am

Sweet Nectar. Downloading!

EDIT: Stupid Question alert, where should the MMMF4 Foes Reworked .esp go in relevance to the other MMM .esps?


I just have no idea, or if it even matters. Martigen never mentioned any such thing to me.
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ILy- Forver
 
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Post » Thu Sep 09, 2010 9:41 am

This mod in combination with MMM, makes my followers truly worthy of collecting, kitting out, and using. Thanks Tarrant.
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Adam
 
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Post » Thu Sep 09, 2010 8:58 am

This mod in combination with MMM, makes my followers truly worthy of collecting, kitting out, and using. Thanks Tarrant.


hehe cool :)
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Leanne Molloy
 
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Post » Thu Sep 09, 2010 1:48 pm

Did you change the on hit shader and how the character reacts when shot with this mod?

[edit] no found it was B.R.U.T.E. knockdown mod that was causing how the character reacts when shot.
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benjamin corsini
 
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Post » Thu Sep 09, 2010 4:57 am

Well...

I think in most respects it would be fine BUT I think that Foes Reworked in its current form makes a change to 2 playable weapons, the DLC03 super sledge and the DLC03 Tri-Beam Laser. If FWE changes those, that's going to be a potential conflict, but not necessarily a destroying one. (the changes affect the amount of damage that the weapons do against the player).

I am not totally positive atm but I think that's how it is. I haven't looked in a bit and I gotta buncha other stuff open atm.


Cool - I'll give it a spin and let you know if there are any issues I find.

Cheers. :)

Miax
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Amber Hubbard
 
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Post » Thu Sep 09, 2010 4:46 am

I hope you will restore this mod's page in the Nexus, I really want to endorse your work.
I was thinkin- with my bunch of mods, including FWE and MMM it will be enough for the comfort gameplay, but your Foes Reworked show me my mistake. :)
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Bloomer
 
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Post » Thu Sep 09, 2010 10:41 am

I hope you will restore this mod's page in the Nexus


That's not going to happen.

Sometime later, I'll make a post on my own messageboard about why. Public boards like Betheda's do not appreciate when you discuss the activities that transpired on a different board, so I'm refraining from doing that (can't blame them for that, either).

I haven't picked a new public host for it yet.
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Harry Leon
 
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Post » Thu Sep 09, 2010 11:45 am

Tarrant said "That's not going to happen. "


Sorry to hear that.
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TASTY TRACY
 
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Post » Thu Sep 09, 2010 5:22 am

FYI, The custom Foes Reworked variant for FWE is released. You can download it http://www.fallout3nexus.com/downloads/file.php?id=9255.

Again a big thanks to Tarrant for his excellent Foes Reworked NG mod.
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Jack
 
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Post » Thu Sep 09, 2010 1:56 pm

FYI, The custom Foes Reworked variant for FWE is released. You can download it http://www.fallout3nexus.com/downloads/file.php?id=9255.

Again a big thanks to Tarrant for his excellent Foes Reworked NG mod.



Thanks to you both.


I wonder how hard it would be to port the Talon troops changes in Foes Reworked over to the Enclave.


I mean gear wise, all you would really need to do is give the better Enclave troops some better condition gear.

Change Talon Flunky to Enclave FNG (F*ing New Guy) or Enclave Newbie.

Change the Talon Muscle to Enclave Trooper.

Hmmmm...
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Ricky Rayner
 
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Post » Thu Sep 09, 2010 1:29 am

Thanks to you both.


I wonder how hard it would be to port the Talon troops changes in Foes Reworked over to the Enclave.


I mean gear wise, all you would really need to do is give the better Enclave troops some better condition gear.

Change Talon Flunky to Enclave FNG (F*ing New Guy) or Enclave Newbie.

Change the Talon Muscle to Enclave Trooper.

Hmmmm...


I've wondered for a bit now what Gahan's take would be on the Enclave ranks. I don't think he woulda duped the names across, it woulda been somethin new.

Wish he'd show up one of these... months... eh .
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Antonio Gigliotta
 
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Post » Thu Sep 09, 2010 7:06 am

I've wondered for a bit now what Gahan's take would be on the Enclave ranks. I don't think he woulda duped the names across, it woulda been somethin new.

Wish he'd show up one of these... months... eh .



I was more suggesting using them as templates working from the vanilla Enclave trooper.
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Haley Merkley
 
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