Does the above quote summarize your feelings on the Fallout 3 combat system? If you're like me, and I know I am, you found your main weapon and back up weapon at level 3 and they're both guns. You also have a melee weapon "in case you run out of ammo" though you're not too sure that will ever happen. By level 5 you have several of each of your core weapons and a many many more you'll probably never use. By level 10 trashcans and filing cabinets across the wasteland each house more guns than an Enclave armory, as you keep dumping all that extra weight. It would take week in real life to sell all the extra weapons and ammo filling up in your Megaton house. The first time you ever put skill points into Unarmed or Melee was at level 18 because you had all your other skills maxed. If this sounds like you, and you're not happy about it, then this is for you.
Life in the Wasteland, is about to change.
I present for your consideration http://fallout3nexus.com/downloads/file.php?id=9022.
For those of you not familiar with my original mod, it was made for the purpose of reducing the amount of guns, and by extension ammunition, found in the world of Fallout 3. It did this by making enemies spawn with melee or unarmed weapons rather than firearms. I had taken a psuedo-break from modding in order to play through the DLC, now thats done and I'm working on modding almost exclusivley. I want to expand on the Savage Wasteland concept and offer additional options to compliment it. I have some mods half-way finished while some are half-way started, this is where you come in. I got a lot of feed back last time about things people wanted added, removed or changed. I intend to use this post as a place for me to bounce around ideas and get some feed back. Hopefully this works out so that upon release any further updates are to fix little bugs. Also it's a lot easier to intergate some of these ideas before they are all put together in a final product. So here goes:
Fewer Gun Wielding Maniacs
This is an update of the original concept. At first I had setup the weapon rarity by NPC faction how I saw fit, this time around I want to give you the decision over how much firepower each faction gets. I will setup some preset levels and allow you to pick and choose a level for each faction. The levels I am planning are these:
None - Vanilla, need I say more?
Low - 1 out of 3 chance of spawning with out a gun
Medium - 1 out of 3 chance of spawning with a gun, small chance of having a schematic weapon
High - 1 out of 10 chance of spawning with a gun, good chance of having schematic weapons
Extreme - Very low chance of spawning with a gun, good chance of having schematic weapons, most guns will be schematics
While I would like this to be lore friendly, I don't plan to have a whole lot of variation between factions, ie don't set the enclave to extreme and complain about only finding one plasma weapon in all of Raven Rock. I would, however, like to have some variation in weapon choices between factions. Slavers should favor blunt weapons so as not to damage the merchandise, BOS would prefer a powerfist and Enclave would better be able to construct deathclaw gauntlets, mercinary groups might like the idea of peppering someone with poisoned darts.
Savage Companions
I thought that this would be a relativley easy plug-in to make, maybe take a week to get it done. Ha! This has caused me all kinds of heart ache. The concept is to allow companions to make intelligent decisions about when and where to use ranged weapons. There are options, when talking to your companion, to heve them switch between ranged and melee combat. I have added a third option of "follow my lead" which makes the companion switch between ranged and melee when you do, pretty simple right? Once I can get the bugs worked out I would also like to have companions reappropiate thier own weapons/armor/ammo.
Savage Wasteland - Unfound Loot
By Stevedog
Description
Unfound Loot
Did'ya ever wonder who leaves valuable items just laying around for you to find? If the wasteland were really a dog-eat-dog, brink-of-survival, dare I say "Savage" wasteland this stuff would be hard to come by. What this mod achives is random chances of finding the "hand placed" loot based on the PCs luck. If you make the luck roll the stimpak/pistol/ammo is there, if not it gets deleted from the cell never to return. This is a Beta version so it does not yet affect merchant stock or increase the value of any rarified items Also it currently it only replaces Medical Items, Ammo amd Guns. It also has 3 levels High, Medium and Low. Low gives the player a 10% chance of finding an item for each point of Luck, however in true Fallout fashion a Luck of 10 only gives a 95% chance. Medium gives a 5% chance per point of Luck, and High gives a 1% chance per point of Luck. Unfound Guns has one extra level, Extreme. Extreme gives the same 1% chance as High but any guns found in the game world will be broken (health at 0%) No Unique Weapons are affected, the list of Ammo and Medical items replaced is as follows:
Unfound Meds
BloodPack
Buffout
Jet
Med-X
Mentats
Psycho
Rad Away
Rad-X
Stimpak
Unfound Ammo
10MM
308 Caliber
32 Caliber
44 Magnum
556MM
5MM
Alien Power Cell
BB
Dart
Electron Charge Pack
Fat Man
Flamer Fuel
Micro Fusion Cell
Missile
Railway Spikes
Shotgun Shell
Small Energy Cell
Physician Heal Thyself - I don't think I'll be including this in the final version of Savage Wasteland
I've been working with another modder on revamping the medical system in Fallout, where we have had creative differences I defer with the idea that I can create a similar but seperate medical mod geared more towards the Savage Wasteland concept. There are the simple things; stimpaks and bloodpacks heal over time, 1 hour of sleep doesn't take you from broken bones and almost dead to perfect health ect.. The more complex part of it is to bring back the First Aid Kit and/or Doctors Kit from the first 2 Fallouts.
DLC
Having now experienced the "complete" Fallout 3 as Bethesda had intended it to be, I would like to expand my mod as well. I would like to bring weapons found in the DLC to the rest of the wasteland. I am also looking at a way to bring some of the new "bullet-sponge" enemies down a notch. Unless you want to take on an Overlord armed only with a Combat Knife. More on this below
Operation Anchorage
The Pitt
Point Lookout
Mothership Zeta
Broken Steel
Other than that I'm not sure what else needs to be done NPC-wise.
Bullet Sponges
I had originally thought of creating "battle weary" robots. After 200 years not all the robots would be like new, some would be nearly destroyed, perhaps some would have adapted thier combat AI. But this left DeathClaws, MireLurks and Behemoths. With the DLC there are even more super tough creatures. Weapons could be deadlier, but a lot of mods do this and I don't want unneccisary conflicts. How about some perks/perk trees specific to some of these enemies. For example a 3 rank perk called Groovy Ghoulie that gives damage bonus to ghouls, 1st rank +50% to ferals, 2nd rank +100% to ferals and roamers, 3rd rank +150-200% against ferals,roamers and reavers. Just a thought.
Any and all input is both welcome and appreciated!