[mod] XFO -- Fallout 3 Balance Overhaul! #6

Post » Mon May 10, 2010 10:07 pm

you need to read the explanations better - XFO extra levels means you get hidden levels in between the other ones, with overall levelling rates unchanged. Ie you gain levels the same speed-ish as vanilla, but have access to 40 levels (20 of which dont show up in pipboy).

The bonus experience is because you activated the mod with an old character i believe, it tries to catch you up on the extra levels
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Javaun Thompson
 
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Post » Mon May 10, 2010 8:42 pm

I just experienced an odd bug that I think was induced by the XFO mod:

On reaching Level 6, about 10 seconds after leaving the level-up screens, I get a huge XP dump of around 3000 pts, and then level-up again! What's even stranger tho, is that when I check my level in the pip-boy, it still says 6 --- and whenver I gain new XP, the slider scale that appears shows the arrow moving from 6 -> 7. Very Weird! It's like I got a free level --- complete with a Perk, skill pts, hit points, etc. --- but it's not accounted for anywhere!

I'm using FOOK and MMM --- but the only leveling / pacing mods I have are XFO: XFO_Pacing_high and XFO_Pacing_Extra_Levels.

Anybody else encounter this?


That is definatly using the extra levels part of XFO. I experienced that all the time on my last character, but I removed that part of XFO when I started my new character when I got Broken Steel because XFO hasn't been updated/tested for any DLC beyond The Pitt, maybe even Anchorage.
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teeny
 
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Post » Tue May 11, 2010 6:13 am

I just experienced an odd bug that I think was induced by the XFO mod:

On reaching Level 6, about 10 seconds after leaving the level-up screens, I get a huge XP dump of around 3000 pts, and then level-up again! What's even stranger tho, is that when I check my level in the pip-boy, it still says 6 --- and whenver I gain new XP, the slider scale that appears shows the arrow moving from 6 -> 7. Very Weird! It's like I got a free level --- complete with a Perk, skill pts, hit points, etc. --- but it's not accounted for anywhere!

I'm using FOOK and MMM --- but the only leveling / pacing mods I have are XFO: XFO_Pacing_high and XFO_Pacing_Extra_Levels.

Anybody else encounter this?


http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Pacing

There's even a pretty chart that I spent a long time making :(
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Adam Porter
 
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Post » Tue May 11, 2010 9:26 am

snip...

Oh, come on, Xodarap-- are you really trying to just pop in and say something about the Pacing module... without giving us an update on the progress of the rewrite?

That's just.... mean ;) .
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kristy dunn
 
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Post » Mon May 10, 2010 9:31 pm

Oh, come on, Xodarap-- are you really trying to just pop in and say something about the Pacing module... without giving us an update on the progress of the rewrite?

That's just.... mean ;) .


I agree! I've been waiting for an update for the new version of XFO for ages!

Hope the work is going well either way.
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Anthony Diaz
 
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Post » Tue May 11, 2010 3:17 am

I need a bit of help making sure the healing options are working as they should be in my game. Is it right that crippled limbs can still be treated with a stimpack in the pipboy stats screen? and that I have a choice of using this item as well as taking a trip to a doctor. I've read the readme quite a few times before asking this.

Everything seems to be working well though, I really like the necessities system and being able to check your condition with the pipboy.

After trying a lot of different mod setups XFO is the one I like best, I'm using almost all of the esp's except for a different karma mod. Thanks for making this Xodarap777
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Ezekiel Macallister
 
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Post » Tue May 11, 2010 1:11 am

http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Pacing

There's even a pretty chart that I spent a long time making :(


I'm very happy that you're still around :). If you ever do disappear, mind dropping us a quick warning? So that I don't check the thread every time I log in :P
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Margarita Diaz
 
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Post » Tue May 11, 2010 7:23 am

Xodarap.

Did you ever figure out that Weapskills problem that was happening a while back that I reported?

I reported that the Weapskills esps seemed to interfere/preempt the script that runs when u kill a mole rat with the repellent stick to kill the mole rat and register the death for the quest.

Just curious.
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Carlos Vazquez
 
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Post » Mon May 10, 2010 8:23 pm

I've recently started playing FO3 and installed this mod, really good one.
However, I tried going for the commando perk but I seem to gain no accuracy with it =S Do anyone know why?
I read something in the readme about "vats perks being fubar", whatever that means...

Great work anyway Xoda (btw, how can you modders stick with one game for such a long time?)
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Tessa Mullins
 
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Post » Tue May 11, 2010 1:00 am

Xodarp,

I just wanted to drop in a "Thank You!" for XFO! I've been using it for awhile, and what I really enjoy is that with XFO I can customize my gaming experience to be exactly as I want. I can set the difficulty of every aspect instead of having a giant, generic package that has things I like and don't like. I have nothing against those mods, but the ability to get the gaming experience to Exactly what I find most fun - is pricesless.

Kudos!

Miax
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Yvonne Gruening
 
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Post » Mon May 10, 2010 7:41 pm

Hmm, patch 1.5 says it fixes the vats accuracy problem. Is the commando perk increasing hit chance by 10% or 10%-points each rank? I.e., does it increase a 30% hit chanse to 40% hit chance or to 33% hit chance? (Upon entering and leaving vats several times, the accuracy for any body part differs from time to time a few %-points, so an increase of 10% is kinda hard to recognise)
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Prue
 
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Post » Mon May 10, 2010 8:36 pm

Hey Xodarap, XFO is a great mod, it makes the game more interesting, immersive, etc but here are a few questions.

First im having problems with stupid "one hour sleep" bug wich has been reported several times in these threads but was either ignored or related to not being tired enough.
Just in case i will repeat - case in point is that i can only sleep for one hour even if i am -100% tired, and would gain full energy and no healing whatsoever.

Secondly the idea of the necessities mod is great but it is quite counterintuitive at times, you should make some sort of readme explaining it. For example i found that it is good to stay hungry while travelling out in the wastes since being hungry reduces intellect and charisma none of wich are useful in combat. Being able to heal yourself with food on the other hand is nice so the only reason you would get full while out in the wilderness is to heal youreself. I was wondering if this was intended by you, in wich case you should make it more clear that one should be "armed'n'hungry" while traveling, or if this was overlooked by you in wich case you should add penalties to stats actually usefull in combat, like STR, and really its quite strange to assume that someone dying from hunger would be able to carry as much stuff on their back as someone who recently had a good lunch (if there is such thing as good lunch in the wasteland).

Also on the subject of healing while inability to heal by sleeping for an hour is good, and i like the idea of drinking booze just to be able to rest (finally alcohol is actually useful as something other than vendor crap) it can be easily negated just by waiting long enough to get tired. It is somewhat balanced for me personally as i use fellout wich makes nights pitch black (nothing is more fun than fighting half a dozen supermutants at some destroyed D.C. plaza, not being able to see anything but grenades and rockets exploding in your face, it doesnt matter because of the stupid "one hour sleep" bug though) but for people who dont it is pretty much an exploit defeating the whole purpose of energy. Perhaps you should add random encounters to waiting outside of cities or ban it altogether or just freeze energy while waiting.

Thirdly one of the things that i liked about this mod is the fact that it makes so many useless gimmicks from vanilla actually work. You actually need to visit a doctor almost everytime you get to a settlement with one, not just to buy/sell stuff but to get rid of radiation and addictions or heal up (in my case usually all three) for a reasonable price. And perks like rad limb healing factor (whatever it was called) from Moiras quest is now actually useful, to the point when i caught myself drinking from toilets just to get enough rads for it to kick in. Although it still has its issues.
I like that collecting scrap metal is now actually makes sense but it seems that it jumped from being useless to cheating. Outcasts in particular are a huge hole in balance. They offer too much stuff. Someone reported that an enclave power armor yeilds 11 stimpacks worth almost 20000 caps! Even scrap metal is rewarded too greatly. They offer a frag grenade, a stimpack, a pack of radaway or a 5.56 clip for only two pieces of scrap metal. One scavenging run easily brings 10-30 pieces of scrap metal wich is effectively 10 stimpacks and again 20000 caps, completely breaking drug rarity. You should change them, for example to offer one stuffie for 5 scrap metals, like in museum, though it still seems too cheap. Maybe 10 or 12 or whatever. Besides you should make rewards in line with eachother, as the monetary value as well as usefullness of stimpack greatly exeeds such of other rewards. You should make them give you 1 stimpack or 5 grenades per deal or something to the similar effect, just to make other choices viable.
I also found an overlook on beth side in the way doctors work. It seems that while they restore your limbs when they heal you they only offer healing if your hp are below max not taking crippled limbs into account. At some point i had to throw a pulse grenade at myself just to take some damage to make the damn doc consider healing my crippled leg. You should give them a cripple check or something, or if all else fails at least give the player some item to damage himself for 1hp.

Lastly if you havent seen it yet you should check out another "necessities" mod or hunger/thirst/sleep mod by Iliary_rus over at http://fallout3nexus.com/downloads/file.php?id=3661
Its an immersion mod, not balance but you should probably poke around it to see how the author made some things you are struggling with/havent implemented yet. Namely he implemented quenching thirst from external water sources, different nutritional values of food and a portable bed. I also like how he organised checking your hunger, thirst and tiredness through "eating" a special chem item that replaces itself and added notes about nutritional values, caffeination from nuka cola and such in descriptions. Im no modmaker so i dont know if it helps but hey.
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Luis Longoria
 
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Post » Tue May 11, 2010 11:32 am

I've got the one hour sleep bug too! From memory though, I think it only started doing it after having the mod on for a couple of days. I'm running a pretty small list of mods:

[X] XFO_full_Preconfig_STANDALONE.esp
[X] whistle_ENG.esp
[X] joefoxx Gun Mod v1.0.esp
[X] Phalanx-Obedient-Dogmeat.esp
[X] Phalanx-DogmeatEnemyTweaks.esp
[X] Fallout3.esm

I've tried unloading all the other mods, a whole bunch of load orders and no luck! Not to mention reinstalling (just in case). In terms of a quick fix alternative, does anyone know if I can advance time via the console without getting the normal negatives associated with the mod (hunger, thirst etc)? I really liked the idea of waking up after 8 hours or so...

Sweeeeet mod by the way Xodarap. Thanks for all your hard work.
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Georgia Fullalove
 
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Post » Tue May 11, 2010 6:37 am

I wonder if Xodarap is going to update the mod?

Last thing i heard from him is that this mod is going to be rewritten from scratch? So the works are going? Will we see a bramd new version anytime soon? Maybe this year?

Dont just ignore this, Xodarap, tell us it's dead if it is. But i hope that everything is going to be alright, as this mod is the cornerstone of my mod collection that im using
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Amie Mccubbing
 
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Post » Tue May 11, 2010 6:21 am

Hello,

First of all, a big thanks for this mod, I have been using it for quite a while now.

I was wondering though, I just installed broken steel, will there be an issue regarding the XFO level Pacing (I use the medium pace version with XFO 0.82b) between lvl 20 and 30 ?
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Keeley Stevens
 
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Post » Tue May 11, 2010 10:13 am

I'm pretty sure XFO's figures and stats were worked into FWE, that's what got me into it as well as i had used xfo's pacing and other mods before fook2 came out ^___^
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NeverStopThe
 
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Post » Tue May 11, 2010 9:22 am

I really hope we do see an update for this...
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Markie Mark
 
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Post » Tue May 11, 2010 3:16 am

Does someone use broken steel with XFO ? Does it work well regarding leveling pace (not too fast ?) ?

I guess there are different monsters on this extension so XFO would be obsolete right ? (in term of balance)
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Adriana Lenzo
 
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Post » Mon May 10, 2010 11:45 pm

Yeah, I also have some questions here. Haven't played Fallout for a few months, and am now looking to resume along with the DLC. I'm wondering if the extra level pacing plugin is recommended with Broken Steel or not, seeing as how BS adds more levels by itself. Or is perhaps XFO considered obsolete now and we should switch to FWE?
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butterfly
 
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Post » Mon May 10, 2010 10:17 pm

Just wanted to say thanks for creating and sharing this amazing mod xodarap777. You have blessed us greatly with your unique modular approach which allows us to turn on or off any parts without starting a whole new game. A real time saver.

Combat is a ton of dangerous fun now and i love the melee effects which will reward or penalize the player depending on their movement. The new perk system is great and gives a classic rpg feel of truly mastering ones skills. Right now am playing Gunslinger and its great to see multiple levels of learning for those who want to be a wasteland cowboy of the apocalypse :D

It was pretty funny to see a raider making a turn in a subway and i was waiting for him with a bat. Then BAM! like The Vede! He went down like a sack of potatoes ha ha :D Great thing is all combat is not a one shot they're dead affair which adds more variety and character to weapons,armor and enemies.

I truly fear radiation now and avoid it like a skin blistering sore forming plague. I actually have jumped on sewer pipes to avoid small puddles of radioative water to get to stairs etc instead of just making a quick dash across. Swimming across a river is not an option unless am wearing a radioactive suit. There also many other areas i had to turn back from because i had no radiation suit to protect me thus making FALLOUT 3 even longer in its gameplay value by returning to these areas at another time.

The rarity plugins balance things out to a sweet realistic level enhancing FALLOUT 3's rpg aspect. Many a time i have had to bite the bullet and struggle to survive as i found a medkit either empty with no stimpaks or with other medical items that were not designed to heal wounds or crippled limbs. Excellent work.

I could go on and on but bed time draws near so here is my current mod list for those interested in what is compatible. Thanks again xodarap777 :foodndrink:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Summer_2.5.esm
Mart's Mutant Mod.esm
Fellout-pipboylight.esp
eye_hair_en.esp
KBATRadio.esp
Existence2.0.esp
AoT_Mask.esp
Board Games - Monopoly.esp
TakingOutTheTrash.esp
TOTTPointLookoutEdition.esp
WastelandTV.esp
Level 2 Some More Color.esp
lessviewdistance.esp
BA_RepairGOTY.esp
corrected weights clutter.esp
MissingUniqueArmorClothing-Base.esp
Colossus Outcast.esp
COL Enclave VER2.esp
COL Enclave Hell.esp
colossus BOS.esp
colossus T51c.esp
T51cReconhelm.esp
10mmReplacer.esp
BetterHeadshots.esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_Perk_Flaws.esp
XFO_rarity_drugs_high.esp
XFO_rarity_ammo_mild.esp
XFO_Sneak_Rebalance_harder.esp
XFO_barter_fix_mild.esp
XFO_Karma_changes.esp
XFO_Radiation_changes.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Gore_fixes.esp
XFO_food_water_changes.esp
XFO_Weapskill_accuracy_notdmg_med.esp
FalloutFood.esp
DelayedStimpaks.esp
Devour Gore.esp
Brahmin Dairy Products.esp
AttackableBrats.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - XFO.esp
EVE.esp
EVE Operation Anchorage.esp
DarNifiedUIF3.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
WeightAmmo.esp
DAV_weighted_ammoweight.esp
zombiesounds.esp

Total active plugins: 67
Total plugins: 68
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Mrs shelly Sugarplum
 
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Post » Tue May 11, 2010 6:41 am

Now that's a thread ressurection... :)

I should maybe mention to you that FWE has XFO integrated since a long while. And as of FWE 5.0 you can configure any kind of gameplay setting, the same as XFO does, but through an ingame menu instead of having to load a dozen different plugins(be it stealth, experience, ammo rarity, whatever, you name it). You can also enable/disable most of FWE's features like Primary Needs, Triage, ammmo weight, power armor changes, etc etc. As said, FWE is going to be highly modular, but in a simpler way.

Don't get me wrong, XFO was and still is a great mod project though.
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Peetay
 
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Post » Tue May 11, 2010 7:45 am

I should maybe mention to you that FWE has XFO integrated since a long while.

So just to confirm, the perks that XFO adds are automatically included in FWE?
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Charlie Sarson
 
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Post » Tue May 11, 2010 9:20 am

So just to confirm, the perks that XFO adds are automatically included in FWE?


FWE includes everything from the perk rebalance, which is mostly tweaking and/or adding additional levels to the vanilla perks. FWE doesn't use perk paths / flaws / dnd style, etc...

Looking at the various modules in relation to FWE 5.0 when it comes out:

Playstyle . . . . FWE includes some of this (backwards movement speeds, dodging, mainly)
Pacing . . . . similar options in FWE
Skill Points . . . . similar options in FWE
Weapon skills . . . . similar options in FWE
Item rarity . . . . similar options in FWE
Perk rebalance . . . . similar, see above
Immersion Mods . . . . XFO's immersion mod (hunger/thirst/sleep) always had issues. FWE's is much better integrated and refined.
Enemy Rebalance . . . . much more detailed faction changes in FWE (also compatible with MMM)
Misc Mods . . . . FWE addresses 95% of these changes as well

Anyway, my point wasn't to knock XFO, it's a great mod, still works well, and is a good option for people who want a very simple, quick, customizable approach to rebalancing their game. Much of FWE's original balance was and still is based on work done by Xod and other early balance mods, so they definetly deserve credit. It's unfortunate that Xod isn't around to continue is work, but at this point we do have a lot of options for gameplay overhauls.
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LittleMiss
 
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Post » Tue May 11, 2010 10:52 am

I would have to say the Perk Paths was one of my favorite features of XFO. It looked like Xodarap had plans to make perk paths for each Attribute and, possibly, for each skill. This is something that I would like to see finished, sadly this may be something we have to do ourselves; and by "we" I really mean "you" because I don't want to be the one who ruined XFO in the eyes of its fans by trying to reinvent it.

I also really like the Extra Levels plugin. It gives you the level up screen ever 5000 XP, complete with skill points and perk selection, with out actually advancing your level. When combined with the Epic pacing it lets you grow your character in terms of skills but keeps the perk selection down to a lot of lower level, and oft overlooked, perks.

Most impressive about XFO, to me at least, was that it was made Pre-GECK. I know that before his departure Xod had plans to completely redo the entire mod, complete with options menu, using the GECK. Whatever happened him I wish him well and hope that someday he may return.
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Gemma Flanagan
 
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Post » Tue May 11, 2010 3:30 am

Yes when i heard Xodarap777 was planning on "reinventing" XFO i couldnt imagine how he could make it any better except for fleshing things out further to what already existed. Then again the creation process always opens new doors of what could be.

Kai Hohiro Posted Today, 12:50 AM
Now that's a thread ressurection...

I should maybe mention to you that FWE has XFO integrated since a long while. And as of FWE 5.0 you can configure any kind of gameplay setting, the same as XFO does, but through an ingame menu instead of having to load a dozen different plugins(be it stealth, experience, ammo rarity, whatever, you name it). You can also enable/disable most of FWE's features like Primary Needs, Triage, ammmo weight, power armor changes, etc etc. As said, FWE is going to be highly modular, but in a simpler way.

Don't get me wrong, XFO was and still is a great mod project though.


Thanks Kai Hohiro for the info. Yes i've been thinking of checking out FWE for a while now and after hearing how Xodarap777 was always complimenting Mezmorelda's amazing work calling it the true next step and successor to XFO i'll probably be jumping into it this weekend after some thorough reading. I also like whats being said with its on/off modular nature like XFO.

Thanks Mezmorelda for detailing the differences between your work FWE and Xodarap777's XFO. I just started using FOSE last weekend when checking out ARWEN'S REALISM TWEAKS 4.0 which was the only thing stopping me from looking into FWE so i will definitely be giving it a looksy now. Thanks for all the artistic energy you have put into FWE :foodndrink:
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ezra
 
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