[RelZ] FWE - FO3 Wanderers Edition #17

Post » Fri May 27, 2011 10:49 pm

P90c? But it is weapon from original fallout, and very well done, I must to add :)
My favorite


It's been a while since I've played the original Fallout, but i don't remember the H&K P90 in there. I know it's in Fallout 2 and Fallout Tactics though :)

I've never played with FOOK, but I too balked at the list of 'modern' weapons it adds. It looks like it bloats the game with a lot of weapons that serve the same purpose and even have similar stats. Too much of a hassle imo to keep track of all those different kinds of ammo and stuff.

CFW is much better I think and I was glad to see that FWE includes it. It adds some of my old favorites from the other Fallout games. It expands the list of Big Guns, and ads some needed depth to both the Small Guns and Energy Weapons lists too without bloating them to stupid levels. The weapon models from CFW are way better than the models used in FOOK too :) Just wish there was a way to make those ammo counters on some of the added guns functional XD
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Dark Mogul
 
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Post » Fri May 27, 2011 6:33 pm

Has anyone had a case where the RobCo WP-2066 Water Purifier will disappear?

Works fine for a couple dozen bottles or so then just disappears leaving a bottle behind?

The bottle can not be removed from the spot.

Checked PN and didn't see it mentioned.



And thanks for a great Mod!
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Susan
 
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Post » Fri May 27, 2011 11:29 pm

I've never played with FOOK, but I too balked at the list of 'modern' weapons it adds. It looks like it bloats the game with a lot of weapons that serve the same purpose and even have similar stats. Too much of a hassle imo to keep track of all those different kinds of ammo and stuff.

CFW is much better I think and I was glad to see that FWE includes it. It adds some of my old favorites from the other Fallout games. It expands the list of Big Guns, and ads some needed depth to both the Small Guns and Energy Weapons lists too without bloating them to stupid levels. The weapon models from CFW are way better than the models used in FOOK too :)


My sentiments exactly.
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Cash n Class
 
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Post » Sat May 28, 2011 2:42 am

It's been a while since I've played the original Fallout, but i don't remember the H&K P90 in there. I know it's in Fallout 2 and Fallout Tactics though :)

My mistake. I want to say- from original fallouts :)

@cndblank
Has anyone had a case where the RobCo WP-2066 Water Purifier will disappear?
Works fine for a couple dozen bottles or so then just disappears leaving a bottle behind?
The bottle can not be removed from the spot.
Checked PN and didn't see it mentioned.

Long time ago there was griller, which was not able to make insects, but it was corrected and from this time nothing bad happen.
May be FOSE glitch.
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M!KkI
 
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Post » Sat May 28, 2011 1:35 am

Hello all. I wanted to give a little heads up on the next FWE release, and get some feedback if you are up for it.

------------------------

Companion Healing Scripts

The biggest change is that jjgun has reworked the companion scripts to require far less micromanagement. We tried to balance the simple "follow and forget" feeling companions had in prior versions of FWE with the desire to have them behave a little more realistically and not magically heal, etc.

In the new version, there is only one stimpak healing effect, which heals health as well as limbs. The amount of health healed is changed to be a percentage of that companion's maximum health. This amount is equal to 50% of their max health plus .25 x Player's Medicine Skill. So at 100 medicine skill your companions will heal for +75% health using a single stimpak. This applies to the base health as well as the health of each limb.

In combat, healing is trigged when health drops below 25%, out-of-combat, they will heal if their health is below 50%.

Healing crippled limbs can only be done outside of combat, provided the companion has medical braces or surgical supplies in their inventory. When the healing scripts run, it checks for all health + limb conditions, and a single stimpak will count towards healing everything. This means that after combat, if they had two broken limbs, the healing script will run and heal both broken limbs (using medical braces). There is a 50-100% chance, based on the player's medicine skill, to recover used medical braces and surgical supplies so they can be re-used, again cutting down the resource drain of having companions.

--------------------------

Optional Follower Module

In addition the above changes, all the changes to followers are now enabled via an optional "Followers Enhanced" module. This has been done due to a number of request for compatibility with other companion mods (Phalanx in particular) and to give players some more options.

The optional module includes the healing changes, the karma based multi-follower support, follower use of ammo, layer usable versiosn of follower weapons + armor, and their essential status. There is a Broken Steel version and a non-Broken Steel version of this patch, so you'll only use one.

---------------------------

Optional Weapon Rarity

I've begun to implement an idea tossed around on the forums, that may be similar to what BRUTE has done with its extreme weapon rarity module. Basically, this module creates 14 new "worn" weapon variants for some of the more common weapons in the wasteland. These weapon variants will show up on all relevant leveled lists INSTEAD of their normal (i.e. good condition) equivolents at low levels. The worn weapons have greatly reduced max condition (so they break more often), do slightly less damage, and have worse accuracy. They also do not accept mod kits.

Normal (good condition) weapons will start appearing on leveled lists at a higher level (I'm thinking 12?), although at a greatly reduced occurance compared to the worn varieties. The lowest tier of most factions will rarely have good condition weapons, while the highest tier of opponents will generally have good condition weapons.

In addition, a higher proportion of spawns will be melee based, instead of gun based. While this might appear to favor the player, it does mean there is significantly less ammo from defeated enemies to be amassed.

I'm still working on the new leveled lists, so any ideas people have for improving these changes in a thoughtful way would be helpful. The objective is to significantly try and cut down on the number of strong weapons floating around, particularly at lower leveles.

--------------------------------

Optional Harsher Wasteland

This is another optional module that's designed to work with the Weapon Rarity mod (although it can be used by itself as well). Basically, this mod goes through many of the gamesettings and leveled lists for chems, medicine, and ammo to greatly reduce the appearance of those items. The aim of this module is to make the gameworld even more unforgiving (for those who asked for it) and provide a greater sense of challenge.

Essentially, you'll find that:

- Stimpaks and healing supplies are even rarer
- Stimpaks heal over 10 seconds instead of 5
- The appearance of drugs/chems is greatly reduced
- Morphine provides a much smaller DR bonus in addition to the ignore cippled limb effect.
- Ammo found in loot and vendors has been greatly reduced. Rare ammo types are pretty rare now, and the total quantities should be close to half what they are now.
- Tweaked the accuracy formulas so gun condition has an even more pronounced effect on accuracy, with a slight reduction in the base accuracy as well. Generally, you'll be less accurate across the board.
- Slightly increased global damage (2.25 to 2.5).
- Adjusted barter buy/sell gamesettings. The base purchasing cost is now 4x the base value (was 3x), and you get a little less from selling equipment as well. The result is that at 100 barter you can't trade for an equal exhance anymore.
- Reduced carryweight noticeably, with strength providing +15 carry weight instead of +25 per point.
- Reduced the base action points, but increased the amount provided by agility. It results in a slightly smaller pool of AP's overall, with agility determining AP's even more than in the current FWE.

Again, if there other ideas people have for changes to this module, (or anything else) . . . please let me know!
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Chantelle Walker
 
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Post » Sat May 28, 2011 1:52 am

I'd definitely use Optional Weapon Rarity, but I don't think I'd be too into Optional Harsher Wasteland, although it sounds like a good idea for people who really like the game to be hard. I just hope that it stays optional for the most part--I like the challenge that FWE adds, but OHW sounds a bit too unforgiving for me.
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Krista Belle Davis
 
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Post » Sat May 28, 2011 12:56 am

I'd definitely use Optional Weapon Rarity, but I don't think I'd be too into Optional Harsher Wasteland, although it sounds like a good idea for people who really like the game to be hard. I just hope that it stays optional for the most part--I like the challenge that FWE adds, but OHW sounds a bit too unforgiving for me.


Yes, it will definetly remain optional =)
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Robert Jr
 
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Post » Sat May 28, 2011 4:32 am

I'm curios to see how important the melee skill is going to be now with this new optional mode.
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Marina Leigh
 
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Post » Sat May 28, 2011 10:04 am

I would definitely use the harsher module :D Just up my alley :)
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Roddy
 
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Post » Sat May 28, 2011 6:34 am

Yeah on the Companion Optional Mod! These all sound like fun.

I've been using Phalanx and FWE with few problems.

I do have both the Phalanx and the FWE two ways to heal the companion on the menu and I've been using the FWE method with no problems.

The Phalanx Companions disabled after level 14 when badly wounded is also working fine.

Still it is nice to know you have the option if there are problems.


I'll have to try a melee character with the optional Harsher Wasteland and Weapon Rarity.

I don't think I would want to play them all the time, but they sound a blast for a change.


Been using Foes Reworked Next Generation with no major problems yet (AFAICT). Nice to have some tougher and more varied Raiders, Super Mutants, and Talon Mercenaries.


I'm trying Tupam's ultimate power armor mod now and it is very nice and I agree with the modifiers. Power armor should be feared. I just think that for FWE the bonuses need to be about half as much. I also like Nightvision in the power armor and Recon armor. The Recon armor could use a boost (more stealth and senor enhancements.)

The other thing I would like to see is Power armor dropping less often. Maybe getting five to ten pieces of scrap metal instead.

I've looked at Undroppable Power Armors but that seems a little too harsh. Power Armor should be hard to come by, but not impossible to piece together a suit from damaged suits.



I half to say I do like seeing more optional FWE Mods.

Any ETA on the next release?
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Robyn Lena
 
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Post » Sat May 28, 2011 8:07 am

Hello,

Thank-you for rejuvenating fallout 3 for me :D

I have only had one issue thus far: the motorcycle from the alternate travel option looks quite odd. The textures are either very blurry, or they flicker and turn black.
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-__^
 
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Post » Sat May 28, 2011 3:47 am

Optional Follower Module
Optional Weapon Rarity
Optional Harsher Wasteland

Where's the unlootable armour?! :D
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Pumpkin
 
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Post » Sat May 28, 2011 7:37 am

Hello,

Thank-you for rejuvenating fallout 3 for me :D

I have only had one issue thus far: the motorcycle from the alternate travel option looks quite odd. The textures are either very blurry, or they flicker and turn black.


Make sure you have http://www.fallout3nexus.com/downloads/file.php?id=2761 correctly installed
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Craig Martin
 
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Post » Sat May 28, 2011 8:41 am

Where's the unlootable armour?! :D

I'm against it. This will give many conflict with big variety of other mods and break immersion.
Another thing- worn armor, as well as worn weapons, it will be perfect

cndblank
The other thing I would like to see is Power armor dropping less often. Maybe getting five to ten pieces of scrap metal instead.

again- it will be better to replace most of the power armors with worn variants, even with some functions disabled.
I'm trying Tupam's ultimate power armor mod now and it is very nice and I agree with the modifiers. Power armor should be feared. I just think that for FWE the bonuses need to be about half as much.

I also use TUPAM and very pleased by it. But if armor will have lesser bonuses, then it will be not such feared, don't it? :)
I propose much harsher penalty for the using of the PA without PA training instead.
In my TUPAM's modification PA can be weared without training with penalty of -5 to AG, and without carry weight /strength boost
Most powerful enclave armors even require two PA trainings to full functionality.
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Mashystar
 
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Post » Sat May 28, 2011 4:22 am

I'm against it. This will give many conflict with big variety of other mods and break immersion.
Another thing- worn armor, as well as worn weapons





Agree on unlootable armor.

On the worn armor. I'd like to see some more variety DR totals in the Raider armor.



It is just too easy to get power armor but I totally agree there should be more than one way to learn how to use power armor.

I like the major agility penality till the wearer had power armor training.


I don't know how the mechanics work but it is too bad there is not some way to seriously down grade armor after someone is killed while wearing it and it becomes lootable.

Say it started at 50% on an NPC and then change to 10% once the NPC is killed and it is lootable 80% of the time.

I mean if you fill him full of holes, then the armor is not going to be in that good of condition.


If you made power armor drop with serious damage, harder to repair (takes more repair parts/scrap), and wears out slower (to balance the extra parts needed to repair) then you shouldn't have a bunch of suits of dropped power armor upsetting the balance.

It should take a lot of time and resources to get a damaged set of power armor up to snuff.
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Charlotte X
 
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Post » Sat May 28, 2011 12:25 am

Agree on unlootable armor.

Good to see I'm not only one :)
It is just too easy to get power armor but I totally agree there should be more than one way to learn how to use power armor.

Well- if we talk about TUPAM- there is alternative training with training manuals, scattered through wasteland, in most difficult places, in addition to BoS PAT.

I don't know how the mechanics work but it is too bad there is not some way to seriously down grade armor after someone is killed while wearing it and it becomes lootable.
Say it start at 50% on an NPC and then change to 15% once the NPC is killed and it is lootable.
I mean if you fill him full of holes, then the armor is not going to be in that good of condition.

In the beginning of my Fallout era I play with Free Serg overhaul mod (rus) - FS_F3. In this mod PA wearer was almost unkillable if armor was in the good condition. Only when condition was reduced to 50% and more, wearer begin to take enough damage. As side effect- against PA only energy and big gun weaponry was effective, plus small number of small guns. Big number of bullets was required too. This way raiders and other crap was no more treat to the player, only Talons (partially) and enclaves. So- after enclave soldier death, his armor was already in the proper condition :)

If you made power armor very hard to repair (Takes more repair parts/scrap) and wears out slower then you would have a pretty good balance.

It should take a lot of time and resources to get a damaged set of power armor up to snuff.

Agreed.
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Tammie Flint
 
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Post » Fri May 27, 2011 6:14 pm

I personally hate it when things aren't lootable...when i kill someone I want to be strip them naked and make off with w/e they had...otherwise I feel bad for having killed them in the first place :)
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+++CAZZY
 
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Post » Sat May 28, 2011 8:11 am

If you made power armor drop with serious damage, harder to repair (takes more repair parts/scrap), and wears out slower (to balance the extra parts needed to repair) then you shouldn't have a bunch of suits of dropped power armor upsetting the balance.

It should take a lot of time and resources to get a damaged set of power armor up to snuff.


I agree with this. Power Armor should be relatively difficult to repair with repair parts/scrap. But using other suits of power armor or repair parts specifically made for power armor should work faster.

It's a tough balance to achieve though. Especially because if you take this sort of a stance with 1 item, then what's next? I mean, technically speaking, laser weapons have no moving parts and electronics don't really wear down from use very quickly so they shouldn't wear down at all unless you're using it as a melee weapon, and repairing it should be near impossible unless you've got extensive knowledge of electronics and proper parts to do the work with. What about plasma weapons? The list goes on. 200 years from now things aren't going to be magically more brittle or malfunction more easily if they've gotten any sort of care during that time, and even if they haven't been maintained it's usually not terribly hard to get them working again or they're junk that'll never work again no matter how much skill or knowledge you've got. If you've got the slightest idea of how to take care of something there's no way it'd wear down as fast as things do in this game. Most weapons need nothing more than a simple cleaning kit to keep them functional without replacement parts for years at a time.

From what I've seen of FWE it does an excellent job of keeping a playable balance to item durability and I'd like to see it stay that way. It's something you need to be aware of but not something you need to worry about after every fight like in vanilla FO3, and it's not terribly difficult to keep your stuff working if you've got a high repair skill and a good supply of scrap metal/wonderglue so there's little point to walking around with 4 extra weapons just to keep the one you're using working.
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Unstoppable Judge
 
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Post » Sat May 28, 2011 6:21 am

I disagree with being able to loot power armour before getting the training. If you can take it off someone, surely you can put it on yourself? :/

I also wouldn't mind looted armours being at 0 condition, but I imagine that would require FOSE functions not yet implemented.
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Ash
 
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Post » Fri May 27, 2011 6:27 pm

Anybody have their motorcycle go missing?

I left it at a particular location and later when I came back, it was gone.
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Christine
 
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Post » Sat May 28, 2011 3:14 am

Anybody have their motorcycle go missing?

I left it at a particular location and later when I came back, it was gone.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1035598&view=findpost&p=15016735
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Baylea Isaacs
 
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Post » Sat May 28, 2011 5:05 am

I disagree with being able to loot power armour before getting the training. If you can take it off someone, surely you can put it on yourself? :/

I also wouldn't mind looted armours being at 0 condition, but I imagine that would require FOSE functions not yet implemented.


I disagree. I can take apart just about anything you hand me with a screwdriver and a hammer. Being able to reassemble it and use it correctly is another matter entirely.

I never thought of the Power Armor Training as how to put it on and take it off. To me it was always about how to actually use it. Like being trained to fly a plane or helicopter, I can sit down in the pilot's chair and play with switches till i eventually get off the ground, but it'd take a while and I'd probably end up crashing without being trained, but with training I can get off the ground in minutes and fly safely around the world.
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Patrick Gordon
 
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Post » Fri May 27, 2011 9:23 pm

I disagree. I can take apart just about anything you hand me with a screwdriver and a hammer. Being able to reassemble it and use it correctly is another matter entirely.
I never thought of the Power Armor Training as how to put it on and take it off. To me it was always about how to actually use it. Like being trained to fly a plane or helicopter, I can sit down in the pilot's chair and play with switches till i eventually get off the ground, but it'd take a while and I'd probably end up crashing without being trained, but with training I can get off the ground in minutes and fly safely around the world.

I agree. Training can make Power Armor wearing more effective (and even much more effective), but basic functions can be accessible for all.
Another question- will it worthful to wear PA without training, but it is up to Mezmorelda to decide :)
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Kill Bill
 
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Post » Sat May 28, 2011 2:33 am

Could you tweak is so that armour is most likely destroyed when an actor dies? I play a lightly armoured character at the moment, and I never need to repair my armour since I cant survive being hit enough for it to wear down. Raising the damage to armour would both make it more difficult to keep armour in good condition and make looted armour nearly useless without a lot of repair work.
There's a Game Setting called fDamageToArmorPercentage, but I can't find what it does in the GECK wiki. The TES wiki says pretty much what you'd guess from the name: "Determines how much damage armor receives when used in combat. Might also affect how much damage it receives from the damage armor spell, needs to be tested."


I personally hate it when things aren't lootable...when i kill someone I want to be strip them naked and make off with w/e they had...otherwise I feel bad for having killed them in the first place :)

"Just senseless violence then?"
"Could have been, but then I stole his wallet."
;)
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J.P loves
 
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Post » Sat May 28, 2011 1:18 am

First of all, since we're talking about armor (are we talking in general or PA?), I'll side with the "You shouldn't be able to loot PA at all" crowd, maybe in the harsher wasteland optional mod or a separate optional one entirely? PA doesn't seem like something you could just rip off someones body, it probably take a lot of effort to get in and get it working with a living person, trying to pull dead weight out of it, after its been broken apart on the outside and inside by bullets and explosions seems unlikely at best. Plus this can let you make PA a bit stronger/intimidating since you'll not have to worry about the player having easy access to it, and force you to use repair parts/merchants to fix it up.

Hello all. I wanted to give a little heads up on the next FWE release, and get some feedback if you are up for it.

------------------------

Companion Healing Scripts

The biggest change is that jjgun has reworked the companion scripts to require far less micromanagement. We tried to balance the simple "follow and forget" feeling companions had in prior versions of FWE with the desire to have them behave a little more realistically and not magically heal, etc.

In the new version, there is only one stimpak healing effect, which heals health as well as limbs. The amount of health healed is changed to be a percentage of that companion's maximum health. This amount is equal to 50% of their max health plus .25 x Player's Medicine Skill. So at 100 medicine skill your companions will heal for +75% health using a single stimpak. This applies to the base health as well as the health of each limb.

In combat, healing is trigged when health drops below 25%, out-of-combat, they will heal if their health is below 50%.

Healing crippled limbs can only be done outside of combat, provided the companion has medical braces or surgical supplies in their inventory. When the healing scripts run, it checks for all health + limb conditions, and a single stimpak will count towards healing everything. This means that after combat, if they had two broken limbs, the healing script will run and heal both broken limbs (using medical braces). There is a 50-100% chance, based on the player's medicine skill, to recover used medical braces and surgical supplies so they can be re-used, again cutting down the resource drain of having companions.

--------------------------

Optional Follower Module

In addition the above changes, all the changes to followers are now enabled via an optional "Followers Enhanced" module. This has been done due to a number of request for compatibility with other companion mods (Phalanx in particular) and to give players some more options.

The optional module includes the healing changes, the karma based multi-follower support, follower use of ammo, layer usable versiosn of follower weapons + armor, and their essential status. There is a Broken Steel version and a non-Broken Steel version of this patch, so you'll only use one.

---------------------------

Optional Weapon Rarity

I've begun to implement an idea tossed around on the forums, that may be similar to what BRUTE has done with its extreme weapon rarity module. Basically, this module creates 14 new "worn" weapon variants for some of the more common weapons in the wasteland. These weapon variants will show up on all relevant leveled lists INSTEAD of their normal (i.e. good condition) equivolents at low levels. The worn weapons have greatly reduced max condition (so they break more often), do slightly less damage, and have worse accuracy. They also do not accept mod kits.

Normal (good condition) weapons will start appearing on leveled lists at a higher level (I'm thinking 12?), although at a greatly reduced occurance compared to the worn varieties. The lowest tier of most factions will rarely have good condition weapons, while the highest tier of opponents will generally have good condition weapons.

In addition, a higher proportion of spawns will be melee based, instead of gun based. While this might appear to favor the player, it does mean there is significantly less ammo from defeated enemies to be amassed.

I'm still working on the new leveled lists, so any ideas people have for improving these changes in a thoughtful way would be helpful. The objective is to significantly try and cut down on the number of strong weapons floating around, particularly at lower leveles.

--------------------------------

Optional Harsher Wasteland

This is another optional module that's designed to work with the Weapon Rarity mod (although it can be used by itself as well). Basically, this mod goes through many of the gamesettings and leveled lists for chems, medicine, and ammo to greatly reduce the appearance of those items. The aim of this module is to make the gameworld even more unforgiving (for those who asked for it) and provide a greater sense of challenge.

Essentially, you'll find that:

- Stimpaks and healing supplies are even rarer
- Stimpaks heal over 10 seconds instead of 5
- The appearance of drugs/chems is greatly reduced
- Morphine provides a much smaller DR bonus in addition to the ignore cippled limb effect.
- Ammo found in loot and vendors has been greatly reduced. Rare ammo types are pretty rare now, and the total quantities should be close to half what they are now.
- Tweaked the accuracy formulas so gun condition has an even more pronounced effect on accuracy, with a slight reduction in the base accuracy as well. Generally, you'll be less accurate across the board.
- Slightly increased global damage (2.25 to 2.5).
- Adjusted barter buy/sell gamesettings. The base purchasing cost is now 4x the base value (was 3x), and you get a little less from selling equipment as well. The result is that at 100 barter you can't trade for an equal exhance anymore.
- Reduced carryweight noticeably, with strength providing +15 carry weight instead of +25 per point.
- Reduced the base action points, but increased the amount provided by agility. It results in a slightly smaller pool of AP's overall, with agility determining AP's even more than in the current FWE.

Again, if there other ideas people have for changes to this module, (or anything else) . . . please let me know!


The follower changes sound great.

The weapon rarity sounds good overall, thought I'd prefer not having a magical level when you start seeing them and just having them always have a rare (rare rare?) chance of appearing on someones list, so you might get really lucky and find that good condition sniper rifle at level 1, which always adds a little excitement when you're 'dungeon' diving, the hope you might hit the "mother load".

The harsher wasteland sounds right up my alley, thought I would argue that the merchants should still carry (what already little) default ammo they have. With the barter/ammo loot list changes it seems balanced enough, and would further impress the idea of the need to barter with people for supplies to survive. Also I'm just not a fan of the lowered STR - weight, and with the economy being even harsher it would just mean I have to make that many more ferry trips to and from the area I cleared out to get some caps/supplies from merchants. Seem's like unnecessary annoyance and nothing more.

Might I also suggest (probably for the harsher wasteland, maybe its own seperate mod) making muties stronger? Like in the current FWE, they don't really pose that much of a threat to my character, thought I don't understand why, in some other forum I read people post videos/talk about them being much stronger then they are in my setup. I can headshot normal muties and take out brutes/masters in 2/3 shots; maybe its because I have nearly 100 small guns and a good condition rifle, but I've seen videos of them eating multiple grenades and I can kill them with one or two and my explosives is really bad as well (default 20ish), so I dunno that might be a seperate issue for me. Thought randomly centaurs will be ridiculously strong, which is what I would like, but normally they're pushovers. Anyway I told you all that to say I would suggest like a 50% health increase for mutants, based on my experience, whether or not it's flawed is something else entirely.
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Ross
 
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