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

Post » Sun Oct 25, 2009 4:10 am

I love everything in this mod. Really I do, things like this is what makes PC gaming worth while thanks for your efforts. This mod does everything well except IMO, the hunger and thirst realism mod.

Here is my rant.

Eating food in game is a good idea to effect the balance of the game and making it more real. But eating 20 iguanas on a stick per day in order to be full? That's the diet of an overweight lazy American, not a Vault Dweller.

For example. I personally like to stay in shape, lean and thin, especially during the summer hot months. I wake up at 5, have an egg and toast, maybe 2 egg and 2 toast if I'm real hungry. Bike to work in 20 min uphill. Work for 9-10 hours on the maintenance crew of a press shop. Working with metal, heavy lifting, fixing machines in an hot environment. Lunch is something simple like noodles and rice with a small piece of chicken or something (about 1/4 of an Iguana size). I bike home, have a small snack, granola bar or something. Ever other day I run 11 km. Every day I have a 50-70 min work out. No heavy lifting but many things to do with my own body weight. Like wall pushups. Dinner is nothing special, meat and potatoes with vegetables.

So, with everything I ate:

1-2 eggs plus toast
Rice, small peice of chicken.
snack, granola,
Potatoes (maybe 2?) Plus meat 8 ounces?
5-6 glasses of water

I'm 5'10 170lbs that's pretty average.

For the amount of work that I did in a 24 hour period in a hot environment. Burned many calories. That however does not equal.

Iguana on a stick
Iguana on a stick
Iguana on a stick
Iguana on a stick
Iguana on a stick
Sugar Bombs
Iguana on a stick
Iguana on a stick
Iguana on a stick
Iguana on a stick In a twelve hour period where I was maybe just walking around a town and shooting a gun, talking to people.


It should be more like 3 items of food during a 24 hour period and 3 bottles of water, or 6 drinks of water from a pool of waste.

We're not feeding UFC fighters here. These are human scavengers, who are lean and thin with small appetites so they won't puke their 6 course meal [censored]ting themselves while running from a death claw.


I'm sorry but this eating thing is ridiculously out of proportion and takes away from the game.

I also have a suggestion. How about if you have been eating a healthy amount of meat in game for over a month, you could perhaps gain an extra point in strength?
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Zoe Ratcliffe
 
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Post » Sun Oct 25, 2009 6:43 am

Where is TS? I am starting to get worried... again! If anybody knows where is Xod please let us all know where is he and when he will be back, ok? Thank you!
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Nathan Hunter
 
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Post » Sun Oct 25, 2009 3:07 pm

Maybe he's playing through The Pitt?! :gun:

Or on vacation. :wave:

Or he got a girlfriend! :hubbahubba:

Or he got a job! :grad:

Maybe Satan returned for his soul. :obliviongate: (at least we get to keep XFO!)

Maybe he's dead. :violin:

Maybe he got sick of everybody bothering him all the time!! :poke:

Maybe he's taken up breakdancing :run:

Maybe he just figured out how to add smiley faces and he's having too much fun doing that to bother modding! :clap:
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Marie
 
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Post » Sun Oct 25, 2009 2:13 pm

It's only been slightly more then two weeks, I doubt it's anything huge. He/she'll be back sooner or later, right? Not like he/she went the way of Grumpy without anyone knowing that there was a problem.
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alyssa ALYSSA
 
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Post » Sun Oct 25, 2009 1:57 pm

Isn't he working on his doctorate? I would assume that that takes up a fair bit of time.
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Laura Hicks
 
Posts: 3395
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Post » Sun Oct 25, 2009 3:53 pm

Well I hope this hasn't been abandoned, or I'll have to switch to another overhaul :(
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Matt Terry
 
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Post » Sun Oct 25, 2009 1:12 pm

hey fellas I have a question. Did you guys download the Pitt and play? I was wondering if any of you experienced the entire pitt and found out a problem/incompatiblity with XFO?
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Lucky Girl
 
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Post » Sun Oct 25, 2009 7:30 am

Well I hope this hasn't been abandoned, or I'll have to switch to another overhaul :(


No he's done this before left for like a month. He's probably very busy, we can only wait, and appreciate his love for modding.
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Tai Scott
 
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Post » Sun Oct 25, 2009 8:39 am

I played the entire pitt at level 4 with XFO and it was compatable, but difficult (as you would expect). I died a few times in the arena due to the enemies + super fast radiation. And I ran out of stim packs and played the final part of the dlc with a gimp leg. It was a blast!
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JAY
 
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Post » Sun Oct 25, 2009 6:16 pm

I also think that leaving Comprehension at level 16 is a bit of a mistake. I like the perk - and it is a super powerful one, but putting it so far down the road means that books found early just get hoarded for the longest time. Then eventually when level 16 rolls around (which is quite a lot of playtime with the leveling re-balance) here comes a crushing flood gate of skill points. Particularly if someone has sacrificed so much to get their Int up to 10, I think that Comprehension 2 should come far earlier also - so that a "bookworm" type character can get huge benefits from finding books all along, without having to slog through letting a library collect dust.
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Brandi Norton
 
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Post » Sun Oct 25, 2009 12:51 pm

hey fellas I have a question. Did you guys download the Pitt and play? I was wondering if any of you experienced the entire pitt and found out a problem/incompatiblity with XFO?


I also finished the Pitt - no compatibility problems that I noticed. The rad change *is* a nasty thing - but then, I think that the whole XFO mod did exactly what it's supposed to: it made the environment feel lethal, polluted, and all-together unpleasant. ;) It was nice to creep into a new place and be afraid for my life. XFO never made anything so challenging I couldn't get past it (and this at level 8,) or altered anything beyond what I felt was the original intent of the expansion (which is really a very good one.) Two thumbs up from me.
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Ashley Campos
 
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Post » Sun Oct 25, 2009 10:40 am

I am using XFO Standalone and I have a problem: Why can not sleep more than 1 hour?
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Hannah Barnard
 
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Post » Sun Oct 25, 2009 4:55 am

Necessities uses a new stat called energy. You can only sleep when your tired and your energy is below a certain value.

I am using XFO Standalone and I have a problem: Why can not sleep more than 1 hour?

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Lily Something
 
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Post » Sun Oct 25, 2009 1:53 pm

Necessities uses a new stat called energy. You can only sleep when your tired and your energy is below a certain value.


Thanx for reply. I know it, but I can sleep allways only 1 hour... and now another bug. No negative effect on INT, but I have two points less. I try to uninstall XFO.

Edited: Uninstalled, then reinstalled XFO and now everything is OK, but at the reinstall I got 2534 XP for nothing everytime I load the game. This mod totally destroyed my game :(
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Laura Simmonds
 
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Post » Sun Oct 25, 2009 2:04 pm

Thanx for reply. I know it, but I can sleep allways only 1 hour... and now another bug. No negative effect on INT, but I have two points less. I try to uninstall XFO.

Edited: Uninstalled, then reinstalled XFO and now everything is OK, but at the reinstall I got 2534 XP for nothing everytime I load the game. This mod totally destroyed my game :(


NEW: "Pacing_Extra_Levels"

This is a solution to both get around the level cap and balance out different paces. Unlike the curved level gain of vanilla, these Extra Levels happen at a linear rate. You will get an extra level at 2500xp, 5000, 7500, 10k, and every 5k thereafter (every 5k with extras at 2500 and 7500). This works "on top of" any of the scalable Pacing rate-changing modules, and epic is now recommended.


Taken from the Read Me. Nothing is broken in your game. This mod does exactly what is intended.
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Mr. Allen
 
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Post » Sun Oct 25, 2009 7:03 am

Taken from the Read Me. Nothing is broken in your game. This mod does exactly what is intended.


Nope. I told I have got an extra level everytime I load a game. I load, get an extra level, save it, quit, start game again, load it... and get another extra level. Everytime. If I load 5 times I get 5 extra levels.

Edit: I fixed this "bug". Rewrited aaPacingFixScript and now everything is fine! Inserted a part that intiialize PacingFixScript before extra levels. Now all right!
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Rhysa Hughes
 
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Post » Sun Oct 25, 2009 7:25 pm

Xodarap, please tell us you are not gone! Come back!
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Emilie M
 
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Post » Sun Oct 25, 2009 7:23 pm

I as well hope that Xoderap is still active in some way.

But while I'm thinking of it, has anyone had issues with using XFO with the current version of MMM? Even whilst using the compatibility patch?
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Far'ed K.G.h.m
 
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Post » Sun Oct 25, 2009 4:50 pm

Well, I know some people were wondering about the stealth etc and how easily things could see you sneaking now. I have just reached level 16. I have 120 sneak(through the mod allowing above 100 skill) Wearing just a robes + hockey mask and using a combat knife so my weight is in the 70-80's out of 260 or so. No lights, no music etc. Sneaking the whole time. I have the ninja perks so 50% camo field now. Even lowly bandits still see right through me as far as 100+ meters easily. Day or night of course as that does not effect mobs ability to see hidden enemies. Wow, not sure what to say but the sneak/stealth lines are totally broken atm as far as melee characters hehe. I can do plenty of damage....but as before small arms/energy weapons are HIGHLY favored bah :P

With 100+ sneak, unencumbered, unarmored and full stealth/ninja perks I should be able to do Something other than avoid EVERY single fight in the wastelands lol. I would have to turn MMM off to have any chance of actually having a fun fight, as it is it's just crawl to within 100-15 meters at best usually...get seen by ALL of them simultaneously and then get absolutely gang banged as I have no DR to speak of lol. Realistic? ohh yes..no melee guy can take 6+ thugs at the same time lol. But in a game like fallout I should some option other than avoide ALL encounters hehe. Heck, I almost can't avoid them half the time. There are so many bandit camps around they can see me sneaking in-between camps lol. I hate to say it as Xod's has been my favorite from the get go. But I might just have to switch to another mod so I can play my beloved sneaker!
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Daddy Cool!
 
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Post » Sun Oct 25, 2009 1:22 pm

Hello:

First of all: Great mod! I hope it keeps improving.

My report:

a)I have the "always sleeping only 1 hour" bug already described by a couple of users here. And yes, no matter how tired you are: Once I kept the character waiting for more than 24 h (don?t remember if completedl 48h)- and he was already hungry and thirsty when started the wait-, so I reached negative energy levels then I sent him to sleep and only did it for 1 hour , as always. Also, the sleeping process never heals you, only awakes you in "Full awake" state, with 95% of energy.

b)And the following I'm not sure if it is a bug or it is intentional: When you level up (any level up, be it normal or additional) the amount of skill points received are dependent of the current state of the INT stat, not the unmodified INT the character has . That means if you are with low INT at the moment of leveling up, you receive less skill points, but if for example, you are high on Mentats, you receive more. Is this normal? I asked because the usual thing is that when you level up the "normal", unmodified character stats are taking into account and not their current modified state, to avoid the exploit of the player trying to reach the "level up" moment with raised stats to be more favored.

If it was not intentional I guess you'll try to fix it, but if it is intentional could you please made an additional .esp that resets this to the normal behavior? ( I mean, a LevelUpWithUnmodifiedStats.esp or something like that)


Keep the good work!

I'm using the XFO standalone esp with the Ultimate Perk Pack but no FOOK nor MMM(just the tougher traders). Here's my list:

Fallout3.esm
Anchorage.esm
Waysted_Resource_Pack.esm
FakePatch_v1.4.0.6.esm
SP_Destruction_MASTER.esm
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
SP_Destruction - Bathrooms.esp
SP_Destruction - Containers A.esp
SP_Destruction - Containers M.esp
SP_Destruction - Deadlier Explosions.esp
SP_Destruction - Electronics MS.esp
SP_Destruction - Furniture.esp
SP_Destruction - Misc Items.esp
SP_Destruction - Electronics C.esp
SP_Destruction - Misc Items - Caps.esp
SP_Destruction - Doors.esp
SP_Destruction - Electronics A.esp
SP_Destruction - Misc Movable Static.esp
SP_Destruction - Vehicles.esp
SP_Destruction - More Realistic Projectile Speeds.esp
SP_Destruction - Version 4.esp
SP_Destruction - Version 3.esp
SP_Destruction - Weapons and Ammo.esp
Fellout-Full.esp
FWO-DLC-Anchorage.esp
TL_Color.esp
PowerArmorTraining_Linden.esp
PowerArmorTraining_MedicArmor.esp
PowerArmorTraining.esp
ClassicEnclaveAPA-Replacement-english.esp
ClassicEnclaveAPA-Better-APA-english.esp
FollowersHire_ByCharisma.esp
FreePlayAfterMQ_V05.esp
WMKAA12Shotgun.esp
Owned!.esp
LessBouncyGrenades.esp
KaBOOM.esp
Mart's Mutant Mod - Tougher Traders.esp
MrLabTechnician.esp
Workbench_Crafting_Expansion.esp
ModBetterBigGuns.esp
UPP - Beverage Perks.esp
UPP - Experience Perks.esp
UPP - Original Perks.esp
UPP - Quest Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
XFO_full_Preconfig_STANDALONE.esp
addon_compendium_for_XFO.esp
APMPA.esp
Cannibal Perk Improvements.esp
VATS Normal Weapon Degradation.esp
WeaponModKits.esp
wmk for xfo.esp
NPC Height Randomizer.esp
Slower Degradation (-50%).esp
NoUndiscoveredCompassMarkers(kalniel).esp
MS11fix.esp
Moriartys_Key_Restored.esp
Moriartys_Strongbox.esp
RobCo Certified.esp
FleshBurningPlasma.esp
jmschematics.esp
KillableKidsNormalHealthOptional.esp
ACE2.0b.esp
Lawbringer Contract Killer Perk Fix.esp
SeducingWomen.esp
YearlingsGlasses.esp
Item Descriptions Img.esp
Treasure Maps_A Fist Full of Caps.esp
Treasure Maps_Bobblehead Edition.esp
Treasure Maps_Secrets of the Wasteland.esp
Scrapyard.esp
Vault74eng.esp
Vault74hotfix.esp
Weapon Master.esp
MegatonContracts.esp
NotSoFast.esp
TheFoundation.esp
AchievementRemover-FO3+OA.esp
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Ana Torrecilla Cabeza
 
Posts: 3427
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Post » Sun Oct 25, 2009 6:49 pm

I CTD when loading Escape! with this order, everything else from Baby Steps to the whit-out of GOAT had no problems.

Fallout3.esm
Anchorage.esm
ThePitt.esm
CALIBR.esm
Mart's Mutant Mod.esm
FOOK.esm
Unofficial Fallout 3 Patch.esp
DarNifiedUIF3.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FOOK - Tougher Enemies.esp
FOOK - Reduced Armor Boni.esp
FOOK - Free Play After MQ.esp
XFO_Playstyles.esp
XFO_Perk_rebalance.esp
XFO_Perk_Flaws.esp
XFO_Stat_changes.esp
XFO_Pacing_med.esp
XFO_Sneak_Rebalance_mild.esp
XFO_barter_fix_mild.esp
XFO_VATSdmg_100.esp
XFO_Karma_changes.esp
XFO_Radiation_changes.esp
XFO_Cripple_fixes.esp
XFO_Gore_fixes.esp
XFO_food_water_changes.esp
XFO_rarity_drugs_med.esp
XFO_misc_tweaks.esp
XFO_Degradation_fixes.esp
XFO_Weapon_Jamming.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Zones Respawn.esp
XFO_rarity_ammo_med_FOOK.esp
XFO_Weapskill_accuracy_notdmg_med_FOOK.esp
Mart's Mutant Mod - XFO + FOOK.esp
CBOv1.4.esp
FollowersHire_SkipCount.esp
Start_Energy_Weapon.esp
Less Useless Karma Gifts.esp
NotSoFast.esp
Wasteland Weather Overhaul .9.esp
SN_Depth_Of_Field.esp
Megaton House Overhaul and PreWar Theme.esp
TakingOutTheTrash.esp
TimeScale1To1.esp

Total active plugins: 53
Total plugins: 54
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YO MAma
 
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Post » Sun Oct 25, 2009 6:08 pm

I love this mod...anyone know if it works with the new MMM?
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Jade MacSpade
 
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Post » Sun Oct 25, 2009 4:32 am

A good question, I'm going to be doing a fresh install of Fallout 3 soon with all sorts of bells and whistles, mod-wise and XFO has been one of my favorite mods. We'll have to see if Martigen does an updated compatibility patch.
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Hazel Sian ogden
 
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Post » Sun Oct 25, 2009 12:53 pm

I'm a bit at a lost as to how you made the melee skill "affect melee accuracy (now; it didn't before) and NOT damage" I don't think there is a game setting for melee accuracy, if it hits, it hits(dear lord remember morrowind? lol) I thought perhaps you meant VATS accuracy, but you haven't touched that either! So don't tell me the gunspreadskillmultiplyer affects melee? And even if it did, it would have been affecting melee accuracy from the start!
Also, so does DamageSkillMult universal to everyform of attack? Even unarmed? Because I think even with your mod enabled higher unarmed skill was still doing more damage. Which is good, and I hope that turns out to be the case.
Lastly, do know how the chance for an unarmed knockout is calculated? It's by far the most mysterious fallout variable.
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Spaceman
 
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Post » Sun Oct 25, 2009 7:46 pm

A good question, I'm going to be doing a fresh install of Fallout 3 soon with all sorts of bells and whistles, mod-wise and XFO has been one of my favorite mods. We'll have to see if Martigen does an updated compatibility patch.

Sorry guys, forgot to update this thread. Yes it's done:


I've finished updating all the FOIP plugins for the MMMF3 package. They will eventually be moved to the FOIP page here when Mez gets back on.

For now the package can be found on the MMMF3 download link on Nexus: http://www.fallout3nexus.com/downloads/file.php?id=3211

This includes modules for FOOK, XFO, FWE and more.
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Chris Guerin
 
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