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.
The original purpose of this mod was 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 have expanded 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 about things people wanted added, removed or changed. I'd like to think that I've been very open to making the changes that people have asked for, and for trying to accommodate differing opinions for those who want varying levels of wasteland savagery. I intend to use this post as a place for me to bounce around some more 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. My current working model gives all factions access to all weapon types and allows you the player to select the exact percentage chance of what types of weapons NPCs spawn with broken down by Faction. I this fully fleshed out and working for Raiders only, I'll be adding the rest of the factions in the near future.
Savage Companions - Still haven't got the bugs worked out of this one, I have put it on hold for now.
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
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. The next version should be done in a few weeks and covers all weapons, ammo and ingestibles. It will also have a menu system for changing the rarity by item type. Future plans include giving the Unfound Loot tratment to the schematic weapons components as well as all the other trash laying around, and also for Skill Books and Bobbleheads. I'm also working on making the items you find random, that stimpak you were hoping to find may or may not be there, it may not even be a stimpak anymore.
While not officially part of Savage Wasteland I have also been working on a mod called Crippling Injuries which make crippled limbs mean a bit more. It need some more content but what is there should be pretty solid. If you are brave you might want to check it out.
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 fully intend to expand all of the above items to the DLC. 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
Spoiler
Well not much can be done here. I'm thinking about adding a scribe that can offer you a temporary skill boost in the ranged catagory of your choice. After all you would not have spent your time building up weapon skills for weapons you cannot find.
The Pitt
Spoiler
To be lore friendly, the "raiders" need to be aptly armed to intimidate a large group armed with auto-axes. I'm not sure what direction to take there. I would like to add other ammo types to the ammo press and perhaps make the new ammo more expensive to create.
Point Lookout
Spoiler
Sweet Christmas! This place should be called Point Load-out! The reason its a swamp is because the weight of all the guns and ammo found there keeps pushing the land underwater! Fewer Gun Wielding Maniacs and Unfound Loot definatley need to cover this area.
Mothership Zeta
Spoiler
Well it would make a lot of sense that aliens would have an advanced arsenal, but then they wouldn't need it against lightly a unarmed/lightly armed populace. :shrug:
Broken Steel
Spoiler
The main issue here would be the final assault, but you have the power over how well armed they will be.
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.
While on the subject of perks, I like perks, I would like to see more perks. While play testing and brainstorming I've had a few ideas on "savage" perks that could be fun. When I have a more coherent list and explanations I'll post these for feed back.
Any and all input is both welcome and appreciated!