[mod] XFO -- Fallout 3 Balance Overhaul! #5

Post » Sun Oct 25, 2009 5:05 am

Sadly, no. You must find the perk id and use the removeperk command to clean that little away so you can use the save without that mod.

Hmm. How do I find the perk id?

I disabled the Perk Flaws esp and my save works fine, by the way. It's hard to tell if the flaw is disabled, though.
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Da Missz
 
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Post » Sun Oct 25, 2009 11:28 am

I love this mod but it really needs to be updated for FOOK and MMM.
I saw that Xodarap posted that he was back on the 10th and was working on a new compatibility patch.
That was 10 days ago and not a single response to all the questions since then :shakehead:
I really hope Xodarap is still planning on keeping up his awesome work on this.
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Marquis deVille
 
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Post » Sun Oct 25, 2009 9:36 am

LuckyLiam... patience :)

I'm sure he is busy doing stuff or other things are going on, since modding is just something fun to do (at least it should be), it shouldn't feel like a full time job or anything.

Now Xodarap, get to work! j/k :P
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Nadia Nad
 
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Post » Sun Oct 25, 2009 9:24 am

I've found some interesting stuff as I try to get this to play nicely with MMM and FOOK. The main thing is that both FOOK and XFO try to raise the difficulty in several ways. The main way FOOK does this is by raising weapon damage in general. "The wasteland is more dangerous."

This is fine, of course, but when you combine it with XFO's "Weapon Skill affects Damage" mod at the recommended setting (Medium) you can get some seriously unbalanced weapons. At level 6 I was able to take down Super Mutants with a Glock 20, a simple 10mm pistol, in THREE SHOTS. I was doing 40 damage per hit.

I'm currently using "Weapon Skill Affects Damage and Accuracy - Mild" and it feels much better, much less unbalanced. YMMV, of course, but changing to Mild really made the game feel better to me.
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A Lo RIkIton'ton
 
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Post » Sun Oct 25, 2009 12:25 pm

Not sure if it has been said before but something in the latest version makes stealth *very* hard.

I don't mean hard as in "Oh, it's obvious because your walking in front of him" hard. I mean hard as in the guy across the gully (On the bottom of and on top of) in Anchorage can see you with 4/5 "As the Night" and 72% stealth, while walking, hard. Is there some way to change the formula so that it adds penalties according to distance?

While only wearing a helmet to stave off the cold :)

Edit: At night time as well

Edit once more: Is there also a way to program in a way to disable the necessities mod (I use the "All rolled into one" mod) while using O:A? There is no food/water/bedding to use there)
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Trevor Bostwick
 
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Post » Sun Oct 25, 2009 11:54 am

Hi, im thinking on using XFO_Weapskill_dmg_notaccuracy_med_FOOK.esp. I use fook as well so i assume this is the compatible version. This esp will have weapons do 2-3x more damage to me/enemies then vanilla FO? did i read this correctly
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Scarlet Devil
 
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Post » Sun Oct 25, 2009 9:23 am

Hi, im thinking on using XFO_Weapskill_dmg_notaccuracy_med_FOOK.esp. I use fook as well so i assume this is the compatible version. This esp will have weapons do 2-3x more damage to me/enemies then vanilla FO? did i read this correctly


FOOK already increases the damage so if you use the medium you will see the damage go a bit high, a bit too high for my taste. But you can always change it as you go along, to find what suits you best. But the game will get a lot harder with the increased damage plugin. Just so you know. You might even have to play the game on normal as I do ;)
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Penny Flame
 
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Post » Sun Oct 25, 2009 2:46 pm

FOOK already increases the damage so if you use the medium you will see the damage go a bit high, a bit too high for my taste. But you can always change it as you go along, to find what suits you best. But the game will get a lot harder with the increased damage plugin. Just so you know. You might even have to play the game on normal as I do ;)


ah, thanks for reply, and good to know about the difficulty as we progress. ive just started so i wait and see. thanks
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john page
 
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Post » Sun Oct 25, 2009 12:58 pm

I totally agree with Janbonde; Medium was WAY too lethal for me. FOOK and XFO are perfect for each other on Mild, but Medium was just insanely frustrating and felt very unbalanced. YMMV of course, but Mild was perfect for me.
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Farrah Lee
 
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Post » Sun Oct 25, 2009 1:54 pm

Small Suggestion: The 'flaw' perks, do they get removed after something like level 5? If they don't, then I suggest this, for instance, if your character was Impulsive, wouldn't he learn to not be so zealous after being in the Wasteland?
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Meghan Terry
 
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Post » Sun Oct 25, 2009 7:03 pm

I totally agree with Janbonde; Medium was WAY too lethal for me. FOOK and XFO are perfect for each other on Mild, but Medium was just insanely frustrating and felt very unbalanced. YMMV of course, but Mild was perfect for me.

Honestly I prefer the harsher combat I get from medium with FOOK. It means I really have to think about cover (the amount of times when the only cover possible is a freaking exploding car or truck is unbelievable :P) and what I'm doing to come out on top. Though I'll admit that when I get waylaid by Talon mercs it can get frustrating when whatever I do they either blow up a truck and kill me or kill Dogmeat and force me to reload. Also... are you sure you're using the FOOK-compatible damage esp? Because Xodarap pitched down the damage and accuracy formulae to account for the higher base damage.

Can't wait for a FOOK compatibility patch for the CALIBR-based versions; it's kinda weird to find two 10mm rounds in one box and then 100 .45ACP rounds in another :P
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Zualett
 
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Post » Sun Oct 25, 2009 5:03 am

Hi,

I recently discovered the various FO3 mods and started a new game.
I'm mainly using XFO + MMM as I found FOOK quite unbalanced.

The game is very pleasant this way but I have one MAJOR issue: from time to time, without any reason I earn a massive amount of XP.
Once I was at level 5 and got +3500 XP at once !! If was not following a completed mission or after killing an ennemy.
I could find an earlier save game, so unfortunately I have to keep moving on, even I really did not like having lot of XP like that.

Then later on, at level 7, it happened again, something like +2700XP.
This is very frustrating and I don't know where it is coming from.

Below is my mod load order.

ANy idea what I could do ??

Thanks in advance for your help !!



Fallout3.esm
Anchorage.esm
Mart's Mutant Mod.esm
XFO_full_Preconfig_STANDALONE.esp
DarNifiedUIF3.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Zones Respawn.esp
dD-Less Blood Time, Larger Blood.esp
Repair Rethought.esp
Treasure Maps_A Fist Full of Caps.esp
WeaponModKits.esp
Mart's Mutant Mod - XFO.esp
Phalanx-MainFollowerModule.esp
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u gone see
 
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Post » Sun Oct 25, 2009 6:46 am

Actually I'm pretty sure it is 'caused' by the extra levels portion of the mod, and it is intended.
I presume it adds phantom xp to take you to the next level, do the levelup, then it deducts that xp.
You could check if your xp level later returned to the value before this huge xp gain.
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Andrew Tarango
 
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Post » Sun Oct 25, 2009 5:27 pm

Actually I'm pretty sure it is 'caused' by the extra levels portion of the mod, and it is intended.
I presume it adds phantom xp to take you to the next level, do the levelup, then it deducts that xp.
You could check if your xp level later returned to the value before this huge xp gain.



Well, here are some details:
I'm level 7 with 7536 XP (9800 required to go to LV8)
Then suddenly I gained this huge amount +2264XP, which makes me go exactly to 9800XP
So I get the upgrade screen and pick up new skills

I checked my level of XP and it says 9800.
I haven't tried to wait like 24 hours to see if something happens but I doubt it.

In anycase, I'm raising levels too fast (actually quite similar to the "vanilla" game)

I don't know what to do.
I can't keep playing with such unbalanced, huge XP random gains.
Which is a pity because besides this bug, the games runs great and much better than the original one...
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Kayleigh Mcneil
 
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Post » Sun Oct 25, 2009 5:18 am

Ok I read again the whole XFO description.
I added the Epic esp file in my launch list.
Now it does what you were mentioning Szappy: It credits me XP then I pass level, then take XP back.

So this is better but since I get 15 skill point per level, I find it's quite a lot.

I'm using the standalone mod and I'm wondering if I should load a specific skill points amount tweaker mod on top of it?
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Cool Man Sam
 
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Post » Sun Oct 25, 2009 1:33 pm

Well... I'm not familiar with the standalone since I don't use it.
I mix and merge the individual mods to my liking.
Anyway, with the epic pacing added (actually I thought it was part of the standalone) you will gain levels WAAAAAY slower than in vanilla, maybe 8 times slower.
To amount this, you gain extra levels at 2500, 5000, 7500, 10000 and every 5000xp after that.
The fact that you got to lvl7 without it means your next level gain (with epic turned on) will be months from now.

I would advise against changing skill advance midgame, it could have undesired effects. YMMV though.
Here's what I use:

XFO_Timescale_med.espXFO_VATSdmg_50.espXFO_Speed_increase.espXFO_Radiation_changes.espXFO_Karma_changes.espXFO_Cripple_fixes.espXFO_Degradation_fixes.espXFO_Gore_fixes.espXFO_Weapon_Jamming.espXFO_Stat_changes.espXFO_Power_Armor_Revamp.espXFO_misc_tweaks.espXFO_Pacing_med.espXFO_food_water_changes.espXFO_Weapskill_accuracy_notdmg_med.espXFO_SP_Fix2_(SP10_TAGx2_INTxHalf).espXFO_Perk_rebalance.espXFO_Perk_paths.espXFO_rarity_ammo_med.espXFO_rarity_drugs_high.espXFO_Sneak_Rebalance_mild.espXFO_barter_fix_mild.espXFO_Playstyles.espXFO_Immersion_Necessities.esp


As you can see, I'm not using either bonus levels or epic scaling. I'm using an other mod that lets me gain levels after lvl20.
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Lory Da Costa
 
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Post » Sun Oct 25, 2009 10:27 am

I have no idea if this is a bug is known or not:

Your extra skill points only counts what your current intellect is instead of base intellect. So, if you happen to take Mentats before you level up (Assuming you will have 10 int) you will have 15 skill points to give out. However, the same is included for penalties; so if you have great thirst or hunger...
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Matthew Aaron Evans
 
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Post » Sun Oct 25, 2009 5:54 am

hi there,

a really great mod! (with a few exceptions of quirky behaviour)
thank you very much for your hard work!

i do have a weird problem though. seems my character won't sleep more than one
hour even if it says on the status screen that i'm "tired". he then wakes up with
95% energy...

i'll post my load order below.

also, a couple of thoughts on sleep in xfo:
sure it makes sense that you can't sleep when you are not tired but usually in rpgs this
option is called "rest". you should be able to "rest" (lie down) and nurse your wound
regardless of wether you are tired or not. on a related note, it would be fair if limbs
that are "damaged" but not completely crippled would heal (slowly) when sleeping/resting.


here is my load order
Fallout3.esmAnchorage.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch.espGalaxyNewsRadio100[M].espFreePlayAfterMQ_V05.espNoTracers.espdD-Less Blood Time.espDarNifiedUIF3.espItem Descriptions Img.espClassicEnclaveAPA-Replacement-english.espOwned!.espFollowersHire_ByCharisma_NoKarma.espRepair Rethought.espRobCo Certified.espRealPhysicsWithCarExplosions.espXFO_Stat_changes.espXFO_misc_tweaks.espXFO_Playstyles.espXFO_Karma_changes.espXFO_Radiation_changes.espXFO_food_water_changes.espXFO_SP_Fix_(SP10_TAG25_INTxHalf).espXFO_Pacing_med.espXFO_rarity_drugs_high.espXFO_rarity_ammo_mild.espXFO_Perk_rebalance.espXFO_Perk_paths.espXFO_Sneak_Rebalance_mild.espXFO_Immersion_Necessities.espXFO_Weapskill_dmg_and_accuracy_med.espXFO_barter_fix_mild.espXFO_Timescale_med.espXFO_VATSdmg_50.espXFO_Cripple_fixes.espXFO_Degradation_fixes.espXFO_Gore_fixes.espXFO_Weapon_Jamming.espXFO_Immersion_nomsgs_sneak.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - XFO.espTotal active plugins: 47Total plugins: 47

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Marguerite Dabrin
 
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Post » Sun Oct 25, 2009 6:06 pm

Xodarap -
I have also experienced the INT bug and the random XP gift bug. I don't think the latter is intentional. It happenned when I used an old save, and you said that would happen, but I wasn't expecting it to happen on my new game. It happened to me as I hit level 4, just a minute after or so. Wait - maybe I killed something to soon, I seem to remember you warning about that.... I'm excited to have slow levelling, so I hope this is a bug. Other than those two things I love this mod! Very, very good. It seems to be playing well with MMM and FOOK, thanks to the patches for MMM.

OK, so here is my latest idea, I'm offering it to you as a thank you for making this awesome mod. If you like this idea, then feel free to use it as a plug in, if you don't want to use it, then anyone else can, just let me know. This is an idea to increase difficulty and immersion, which is well in line with some of the features of your mod and other's, especially the concept of locational damage. So here it is:

Crippling damage should have the potential for creating permanent damage to your body. So, every time you receive a crippling injury, you have a chance to suffer minor, but permanent, ability loss. This could look something like this:

1) Head Crippled -- 45% chance to suffer permanent damage (any ONE of the following)
* -1 Speech
* -1 Barter
* -1 HP
* -1 Science
* -1 Medicine
* -1 Repair

2) Arm Crippled -- 30% chance to suffer permanent damage (any ONE of the following)
* -1 Unarmed
* -1 Small Guns
* -1 Lockpick
* -1 Energy Weapons
* -1 Melee
* -1 Explosives

3) Leg Crippled -- 30% chance to suffer permanent damage (any ONE of the following)
* -1 Sneak
* -1 Speed
* -1 Carry Weight
* -1 Unarmed

4) Torso Crippled -- 15% chance to suffer permanent damage (any ONE of the following)
* -2 HP
* -2 Carry Weight
* -1 Big Guns
* -1 AP

Luck should effect this, by increased luck resulting in decreased chance of ability loss.

In addition, if you lose several skill points, say 10 perhaps, you might gain 1 DR because you're just a little tougher over all.

Of course, what if you've really taken a lot of hell. Won't sometimes something really bad happen? Say every 50 times one of your bits is crippled you have a chance for something really nasty:

1) Head
* Lose an eye (CH -2, PE -2) *eyepatch might alleviate 1 pt of CH loss
* Lose your teeth (Speech -15) *dentures, anyone?
* Wicked Scar (Barter -5, Reaction -10)

2) Arm
* Lose a finger (not sure)
* Gimpy Arm (ST -1)

3) Leg
* Get a Limp (AG -1)
* Chronic Pain (carry -25)

4) Torso
* Internal Damage (EN -1)
* Tore Up (AP -25)

*All of these effects would be applicable only once - per limb.
*A surgeon might be able to heal some of these effects - for a large sum of money.
*It would be really awesome to have altered skins for these effects.

I think that this offers a good balance to all of the skill points you can get from extra levels and books - especially since a lot of locational mods add extra skill books. It could add more depth, realism, challenge and fun to Fallout 3.

So that's basically it. If you like this idea and want to use it, awesome! If not, that's OK too. Actually, I don't even know if this is possible. If I did, I'd do it myself!
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Sarah Edmunds
 
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Post » Sun Oct 25, 2009 6:57 am

So, does anybody know some nice looking cloths to wear if going down the ninja/assassin path? Requires no armor with higher DR than 5 I believe so looking for some decent cloths. Thanks! Ohh, I should mention, not silly looking nighties and underwear lol :P You know, sneaky looking cloths hah. I took a look but just didn't find anything.
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kirsty williams
 
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Post » Sun Oct 25, 2009 7:22 am

So, does anybody know some nice looking cloths to wear if going down the ninja/assassin path? Requires no armor with higher DR than 5 I believe so looking for some decent cloths. Thanks! Ohh, I should mention, not silly looking nighties and underwear lol :P You know, sneaky looking cloths hah. I took a look but just didn't find anything.


Kill Burke and take his gear!

Might not be Stealthish but it sure is stylish

(And if you do not want to kill him, press the ~ key and select Burke, type kill, loot, select Burke again and type Ressurect)
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Melanie
 
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Post » Sun Oct 25, 2009 12:35 pm

So, does anybody know some nice looking cloths to wear if going down the ninja/assassin path? Requires no armor with higher DR than 5 I believe so looking for some decent cloths. Thanks! Ohh, I should mention, not silly looking nighties and underwear lol :P You know, sneaky looking cloths hah. I took a look but just didn't find anything.

Well... there are no ninja themed clothes to my knowledge in vanilla, but http://fallout.wikia.com/wiki/Sheriff%27s_Duster coat seems nice enough to me and can be obtained fairly early.
Depending on your playing style, you could kill him for it, let Burke do the dirty job (for no hostiles and/or karma loss), or you could simply reverse-pickpocket off him.
If you want custom clothes, you could try searching around nexus.
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Steph
 
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Post » Sun Oct 25, 2009 7:28 am

Feedback from the newbiest first-time modder:

First of all, I absolutely adore the mod. Putting a little spice and challenge into the game is a fantastic idea, and it is exceptionally done. Minor gripes to follow.

I agree with what some people have said - that the enemies seem to hit exceptionally hard. Much harder than I am able to hit them, with the weapons they are using.

Sneaking seems to be almost impossibly hard. Sure, I'm only level 5 and my sneak is only 60 - but with 9 perception these bad guys are picking me out the instant they even show up as a red bar on the radar (with me crouched and walking.) The cover of night does not seem to do anything, which is a shame.

The eating requirements seem very high. Four pieces of food every two hours? While I enjoy the concept of having to mind hunger and thirst (and appreciate the balance necessity of limiting them as healing items) the food intake required to keep oneself full is way too high. The present intake limits are fine, but the requirement should only be about three pieces of food every 12 game hours to stay fed.

Thanks a bunch for all your hard work, and I can't wait to see what you do with it next! =)
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meghan lock
 
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Post » Sun Oct 25, 2009 6:35 pm

Feedback from the newbiest first-time modder:

First of all, I absolutely adore the mod. Putting a little spice and challenge into the game is a fantastic idea, and it is exceptionally done. Minor gripes to follow.

I agree with what some people have said - that the enemies seem to hit exceptionally hard. Much harder than I am able to hit them, with the weapons they are using.

Sneaking seems to be almost impossibly hard. Sure, I'm only level 5 and my sneak is only 60 - but with 9 perception these bad guys are picking me out the instant they even show up as a red bar on the radar (with me crouched and walking.) The cover of night does not seem to do anything, which is a shame.

The eating requirements seem very high. Four pieces of food every two hours? While I enjoy the concept of having to mind hunger and thirst (and appreciate the balance necessity of limiting them as healing items) the food intake required to keep oneself full is way too high. The present intake limits are fine, but the requirement should only be about three pieces of food every 12 game hours to stay fed.

Thanks a bunch for all your hard work, and I can't wait to see what you do with it next! =)


Chiggins, I have to agree with you on both the food/water intake issue and the sneak balance. And believe me, it's not just at level 5 with a sneak skill of 60. I stopped playing for a bit of a break but my last character played with XFO(Love it...just the sneak is very frustrating lol) was lvl 16 with a sneak of 100, no lights, radio or heavy armor or excess weight on and critters would see me from what seemed Miles away sometimes still lol. You give me in real life the proper camo I need on a nice sunny day in the foothills(like so much of Fallout's terrain) and I bet I can sneak up a whole lot closer than 500 yards LOL. Try right beside you given enough time. I am making a ninja spec character this time around and I'll see how that camo bonus etc helps but I suspect it will still be one B$%%H of a time to use melee/UA exclusively with sneaking and all these difficulty mods. As for the food/water issue. I think it's a bit much yes lol. Eating 10+ pieces of food in a 12 hour period is a not just a bit much but a Lot much :P As for water, well...it looks hot outside? hehe. I can see a fair bit of water needed but water is also hard to come by. It almost feels like a job(and yeah...in real life it would be a job and an important one at that) to keep ones self fed and hydrated.
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Miranda Taylor
 
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Post » Sun Oct 25, 2009 2:11 pm

Hey Xoda, check your PMs.
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joseluis perez
 
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