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

Post » Mon May 10, 2010 5:05 pm

http://home.comcast.net/%7Exodarap777/XFO/XFO_Readme_Current.htmlhttp://home.comcast.net/%7Exodarap777/XFO/XFO_Readme_Current.html http://home.comcast.net/%7Exodarap777/XFO/XFO_Readme_Current.html

Click above or go to the link for a detailed, easy-to-navigate readme. For a quick overview:

"Included in this rar are several "modular" (you pick and choose) esps. Overall, the mods rebalance the game, slow leveling, moderately increase difficulty, and enrich the game with greater depth and tactics, as well as provide a more meaningful character-building process. You don't need a new game, and you can choose new options every time you play!"

  • Complete "Pacing" revamp, scalable to your taste, which not only increases the experience required to gain each level, but also rebalances relative XP gain for different tasks, rewarding you more for the difficult or lengthy, but less for the simple or quick.
  • New: A "PlayStyles" mod that adds depth, adrenaline, and tactics to your fights. Backwards running speed is reduced, unarmed skill adds to a dodge % (dependent on armor weight and current action), pistoleers get nifty kiting abilities, energy weapons specialists can conserve ammo with battery maintenance, melee damage is now dependent on your movement, and lots more!
  • A host of "Skill Point" distribution changes to choose from, including the recommended change that will give a base of 10 SP per level, plus ONE point per TWO points of INTelligence (as opposed to the vanilla 1:1).
  • Rarity mods, greatly increasing the rarity of ammo or drugs (now separate as well as scalable!)
  • Full stat rebalancing, placing a stronger impact on SPECIAL allotments
  • Damage rebalancing: Choose whether your weapon skills affect damage, accuracy, or both, to what extent, and scale overall damage increases that add incredible depth to the game.
  • A complete "Necessities" immersion package that adds complex and realistic hunger, thirst, energy, sleepiness, etc.; included is changes that make sleep heal you proportionally to sleepiness and time slept, as well as tons of other changes, even a new statistic like HP, "Energy," affected by everything you do.
  • Tons of in-depth Perk Mods. A huge perk rebalance that balances and adds perks and perk levels, changes requirements, and gives options to previously-ignored areas, like energy weapons. Now included is a "Paths" mod that adds complex perk paths for different playstyles, much like classes, based off of each SPECIAL stat. Also included is a fun "Flaws" mod that adds depth and balance to your character by exposing his/her personal flaws; and a DnD-like SPECIAL growth system. All separate and optional.
  • A huge and comprehensive Enemy Rebalance, carefully tuning hundreds of enemies' stats, skills, weapons, armor, and loot lists for use with this mod and proportional balances, making enemies that should be fearsome truly so.
  • Tons of miscellaneous tweaks and fixes. A sneak system rebalance (mild and hard), a barter system rebalance (mild and hard), scalable Timescale changes, a huge decrease to crippled-limb movement speed, weapon/armor degradation fixes, weapon jamming, gore tweaks, karma system rebalance, massive radiation changes (you will now actually look at that meter, and fear the water!), speed increase, food and water rebalance, VATS damage and degradation fix (scalable), Weapon rebalance, Power armor rebalance, and even a remaining "misc tweaks" file with a bunch of leftover fixes and tweaks.
  • A "STANDALONE" mod, with all of the recommended tweaks and settings, for the whole experience without having to mess with 53 esps. Just check it and go, it works all by itself, and you don't even need to copy the other files! For those who trust me more than they should wink.gif

I try to respond to every comment, be it here at these forums, or at the comment section of the download page at Fallout3Nexus. I'm always eager to hear what you think and the more feedback I get, the better the mod can be! biggrin.gif


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Hearts
 
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Post » Tue May 11, 2010 4:18 am

Tis me again, from the other thread:

Your walkthrough was very useful! Took me right to the tool I needed, and pointed it out without flaw. However, I'm still running into an error.

I used the formid from the gunslinger2 perk, just like you said (replaced the 01 with the mod index from FOMM, namely 07) and it let me remove 1 rank of the perk, but now it won't let me remove the other 3 ranks! Any advice?


EDIT: Ok, now that I looked at it again, it did not allow me to remove it on the first attempt either.

Here's my load order:

Fallout3.esm
BrokenSteel.esm
FakePatch_v1.5.0.22.ESM
FOOK.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch.esp
FOOK.esp
XFO_full_Preconfig_STANDALONE.esp
XFO_Weapskill_accuracy_notdmg_high_FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - XFO + FOOK.esp
GalaxyNewsRadio20[M].esp

Total active plugins: 16
Total plugins: 34


Any advice?
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Add Meeh
 
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Post » Mon May 10, 2010 7:11 pm

@Xellas sorry this maybe slightly off-topic but...regarding your LO
FakePatch_v1.5.0.22.ESM needs to be 1st esm after fallout3 then DLCs.

Also i don't see CALIBR in your load which is required by FOOK...unless you are using a VERY old version of FOOK
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jadie kell
 
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Post » Mon May 10, 2010 10:32 pm

@Xellas sorry this maybe slightly off-topic but...regarding your LO
FakePatch_v1.5.0.22.ESM needs to be 1st esm after fallout3 then DLCs.

Also i don't see CALIBR in your load which is required by FOOK...unless you are using a VERY old version of FOOK


Not a problem at all, I'm happy to get feedback, as I'm new to modding Fallout!

Thanks for the info... when I get home from work I'll be sure to switch those around and grab CALIBR.
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Jonathan Egan
 
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Post » Tue May 11, 2010 5:30 am

Hi all,

I am hoping that someone could help me with this. I used to have the food and drink where the radiation is kind of high (+10 or more) and also gives more HP. Is this the intended result? I started a new game after updating MMM and now it only has +2 rad and +5 HP for all food (maybe a bit more for drinks)? Maybe my load order is wrong if someone could help? I am using updated MMM (FOIP patches included for the latest one) and also FOOK, along with some other smaller mods. Please let me know:

Fallout3.esm
Anchorage.esm
ThePitt.esm
Mart's Mutant Mod.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
HairPack.esm
UPP - Pack 1.esp
UPP - Original Perks.esp
UPP - Experience Perks.esp
dD-Larger Blood.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Additional Power Armor Training.esp
XFO_full_Preconfig_STANDALONE.esp
CRAFT - Activation Perk.esp
Stealthboy Recon Armor - CRAFT.esp
Weapon Master.esp
CS_ LightsaberQuest.esp
hair_add_npc.esp
Project Beauty.esp
HairPack-MMM-v1_0b.esp
Enhanced Weather - Radioactive Rain Plugin.esp
Enhanced Weather - Rain in the Pitt Plugin.esp
Fellout-SOTD.esp
Fellout-Anchorage.esp
FWO-DLC-Anchorage.esp
UWWUT+FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - XFO + FOOK.esp
XFO_rarity_ammo_med_FOOK.esp
XFO_Weapskill_accuracy_notdmg_med_FOOK.esp

Total active plugins: 37
Total plugins: 140


Thank you in advance! This mod rocks!
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Kevin S
 
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Post » Mon May 10, 2010 10:53 pm

Hi all,

I am hoping that someone could help me with this. I used to have the food and drink where the radiation is kind of high (+10 or more) and also gives more HP. Is this the intended result? I started a new game after updating MMM and now it only has +2 rad and +5 HP for all food (maybe a bit more for drinks)? Maybe my load order is wrong if someone could help? I am using updated MMM (FOIP patches included for the latest one) and also FOOK, along with some other smaller mods. Please let me know:

SNIP


My guess is that before, you had XFO loading after MMM: XFO, because of the changes from my Necessities scripts, upped food HP a lot and rads quite a bit as well. MMM also alters food because it adds in a lot of new types, and I have no idea about FOIP. Though something overwrote my changes, it's not that big of a deal, so I wouldn't worry about it.
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Brad Johnson
 
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Post » Tue May 11, 2010 3:11 am

Tis me again, from the other thread:

Your walkthrough was very useful! Took me right to the tool I needed, and pointed it out without flaw. However, I'm still running into an error.

I used the formid from the gunslinger2 perk, just like you said (replaced the 01 with the mod index from FOMM, namely 07) and it let me remove 1 rank of the perk, but now it won't let me remove the other 3 ranks! Any advice?


EDIT: Ok, now that I looked at it again, it did not allow me to remove it on the first attempt either.

SNIP

Any advice?


So you went into the console and typed:
player.removeperk 07094EBB

right? If so, that should have worked, and I don't know what advice I could give you beyond that. :/
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Love iz not
 
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Post » Tue May 11, 2010 1:11 am

So the rumors this mod is no longer being developed are false then?
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Sophie Miller
 
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Post » Tue May 11, 2010 12:44 am

Not a problem at all, I'm happy to get feedback, as I'm new to modding Fallout!

Thanks for the info... when I get home from work I'll be sure to switch those around and grab CALIBR.


fyi, CALIBR is part of the FOOK files.
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Britney Lopez
 
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Post » Tue May 11, 2010 1:18 am

Ok, I went and reinstalled all of the FOOK main files, then rearranged the load order based on advice in the thread. Got the new perk string, and everything went off like a charm!

Thanks for this amazing mod! XFO forever!
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Victoria Bartel
 
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Post » Mon May 10, 2010 6:00 pm

Xodarap, thanks for the response. I think I got it figured out. It is exactly like you said. Here is my load order now, let me know if you have any suggestions or if something is wrong:

Fallout3.esm
Anchorage.esm
ThePitt.esm
Mart's Mutant Mod.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
HairPack.esm
UPP - Pack 1.esp
UPP - Original Perks.esp
UPP - Experience Perks.esp
dD-Larger Blood.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Additional Power Armor Training.esp
XFO_full_Preconfig_STANDALONE.esp
CRAFT - Activation Perk.esp
Workbench_Crafting_Expansion.esp
Stealthboy Recon Armor - CRAFT.esp
Weapon Master.esp
CS_ LightsaberQuest.esp
hair_add_npc.esp
Project Beauty.esp
HairPack-MMM-v1_0b.esp
Enhanced Weather - Radioactive Rain Plugin.esp
Enhanced Weather - Rain in the Pitt Plugin.esp
Fellout-SOTD.esp
Fellout-Anchorage.esp
FWO-DLC-Anchorage.esp
UWWUT+FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - XFO + FOOK.esp
XFO_rarity_ammo_med_FOOK.esp
XFO_Weapskill_accuracy_notdmg_med_FOOK.esp

Total active plugins: 38
Total plugins: 142

It actually is pretty good now...Been playing for quite a while and aside from freezing every now and then (especially in Silver's house or Super Duper Mart), its been quite good.

Also, is there any way the sneaking/stealth could be toned down a bit? It's quite ridiculous. I couldnt sneak attack someone even if I'm hitting them from behind. I was using melee attack and right before I moved in, they already knew I was there. The only way I could do this if I shoot them. If the stealth is going to be that way, at least put back the status (Danger, Alert, etc)?

On the other hand, I also have a question :) If I use a mod like the lightsaber crafting or any other weapons mod, will the damage altered by the XFO as well?
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Clea Jamerson
 
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Post » Mon May 10, 2010 7:01 pm

How is XFO_Pacing working with the extra levels from Broken Steel? Does it work or do I need to switch to a different pacing/slower leveling mod?
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Rachie Stout
 
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Post » Mon May 10, 2010 7:28 pm

@MisterJedi

Not familiar with HairPack-MMM-v1_0b.esp but i suspect if you check the readme (or nexus description) that this should load AFTER the MMM plugins

The XFO_rarity_ammo_med_FOOK.esp is outdated (written for an older version of FOOK) if you still use it, then it should be loaded directly after the XFO_full_Preconfig_STANDALONE.esp.
XFO_Weapskill_accuracy_notdmg_med_FOOK.esp should be loaded directly after the XFO_full_Preconfig_STANDALONE.esp.

Regarding the sneaking try using XFO_Sneak_Rebalance_mild.esp (again load it directly after the XFO_full_Preconfig_STANDALONE.esp) it may help.
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Gill Mackin
 
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Post » Mon May 10, 2010 6:51 pm

How is XFO_Pacing working with the extra levels from Broken Steel? Does it work or do I need to switch to a different pacing/slower leveling mod?


I'm curious about this too.
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Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Tue May 11, 2010 12:59 am

Hi all,

I am hoping that someone could help me with this. I used to have the food and drink where the radiation is kind of high (+10 or more) and also gives more HP. Is this the intended result? I started a new game after updating MMM and now it only has +2 rad and +5 HP for all food (maybe a bit more for drinks)? Maybe my load order is wrong if someone could help? I am using updated MMM (FOIP patches included for the latest one) and also FOOK, along with some other smaller mods. Please let me know:

Fallout3.esm
Anchorage.esm
ThePitt.esm
Mart's Mutant Mod.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
HairPack.esm
UPP - Pack 1.esp
UPP - Original Perks.esp
UPP - Experience Perks.esp
dD-Larger Blood.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Additional Power Armor Training.esp
XFO_full_Preconfig_STANDALONE.esp
CRAFT - Activation Perk.esp
Stealthboy Recon Armor - CRAFT.esp
Weapon Master.esp
CS_ LightsaberQuest.esp
hair_add_npc.esp
Project Beauty.esp
HairPack-MMM-v1_0b.esp
Enhanced Weather - Radioactive Rain Plugin.esp
Enhanced Weather - Rain in the Pitt Plugin.esp
Fellout-SOTD.esp
Fellout-Anchorage.esp
FWO-DLC-Anchorage.esp
UWWUT+FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - XFO + FOOK.esp
XFO_rarity_ammo_med_FOOK.esp
XFO_Weapskill_accuracy_notdmg_med_FOOK.esp

Total active plugins: 37
Total plugins: 140


Thank you in advance! This mod rocks!

You don't have the plugin activated that changes the results of how much HP food&water add.
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Neliel Kudoh
 
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Post » Mon May 10, 2010 8:39 pm

The XFO_rarity_ammo_med_FOOK.esp is outdated (written for an older version of FOOK) if you still use it, then it should be loaded directly after the XFO_full_Preconfig_STANDALONE.esp.
XFO_Weapskill_accuracy_notdmg_med_FOOK.esp should be loaded directly after the XFO_full_Preconfig_STANDALONE.esp.


Half-correct: it should not be used at all. The readme states that my compatibility patches were only stop-gaps, to be used temporarily until a better option came along, AND it stated version dependence explicitly. That means that the rarity file will no longer work at all and will only screw up your game. The weapskill, on the other hand, will still work with FOOK, but may make the game pretty tough with both of them ;)
Regarding the sneaking try using XFO_Sneak_Rebalance_mild.esp (again load it directly after the XFO_full_Preconfig_STANDALONE.esp) it may help.

The full preconfig uses the mild version. Sneak problems will be fixed (again) in the next patch (though that will be awhile). All I changed was enemies' ability to see you with line-of-sight. Sneaking up behind them should be no different.
How is XFO_Pacing working with the extra levels from Broken Steel? Does it work or do I need to switch to a different pacing/slower leveling mod?

I'm *also* curious about this :P I really don't see why it shouldn't work, since all I did was changed the xp formula. Either they kept the formula, in which case the pacing should integrate nicely; or they scrapped it, in which case the pacing shouldn't do anything. I don't see why it would screw anything up. But I did hear a rumor....
You don't have the plugin activated that changes the results of how much HP food&water add.
It's included in the standalone. I think MMM changes it, though.
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SaVino GοΜ
 
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Post » Tue May 11, 2010 6:21 am

Does this mean you're picking it back up?
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Tamara Dost
 
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Post » Mon May 10, 2010 8:13 pm

Does this mean you're picking it back up?


Yes, but for many reasons, I'm completely rewriting it and changing the way it works. So it'll be awhile before you can see the fruits of my labor :P
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Ridhwan Hemsome
 
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Post » Tue May 11, 2010 7:25 am

Woo!
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CHangohh BOyy
 
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Post » Tue May 11, 2010 6:05 am

I'm currently using plugins from XFO's overhaul, and am experiencing some problems. The current plugin I am using for pacing is on high, and it works like it is supposed to until level up, which it then gives me enough exp short after to level up yet again. It isn't a never ending cycle, it tends to stop after that one level, but when I work to level up again it gives me yet another free level up, I can't find the problem myself, so I will show my load order.
The order in which I put the pacing mod itself doesn't seem to alter the level up process from occuring.

Fallout3.esm
Classic Fallout Weapons BETA.esp
RobCo Certified.esp
Mart's Mutant Mod - Increased Spawns.esp
XFO_Pacing_high.esp
XFO_Degradation_fixes.esp
XFO_Cripple_fixes.esp
XFO_barter_fix_mild.esp
XFO_Enemy_rebalance (no MMM or FOOK).esp
XFO_Gore_fixes.esp
XFO_misc_tweaks.esp
XFO_Karma_changes.esp
XFO_Pacing_Extra_Levels.esp
XFO_Playstyles.esp
XFO_Radiation_changes.esp
XFO_Perk_Flaws.esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_rarity_ammo_mild.esp
XFO_SPECIAL_DnD.esp
XFO_Sneak_Rebalance_mild.esp
XFO_rarity_drugs_mild.esp
XFO_Stat_changes.esp
XFO_Speed_increase.esp
XFO_SP_Fix_(SP10_TAG25_INTxHalf).esp
XFO_VATSdmg_75.esp
XFO_Weapon_Jamming.esp
XFO_Timescale_med.esp
XFO_Weapskill_dmg_and_accuracy_med.esp

Total active plugins: 29
Total plugins: 69
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Hayley Bristow
 
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Post » Tue May 11, 2010 12:01 am

I'm currently using plugins from XFO's overhaul, and am experiencing some problems. The current plugin I am using for pacing is on high, and it works like it is supposed to until level up, which it then gives me enough exp short after to level up yet again. It isn't a never ending cycle, it tends to stop after that one level, but when I work to level up again it gives me yet another free level up, I can't find the problem myself, so I will show my load order.
The order in which I put the pacing mod itself doesn't seem to alter the level up process from occuring.

*SNIP*


Readme ;)

http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Pacing
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Angel Torres
 
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Post » Tue May 11, 2010 5:25 am

Readme ;)

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

Overall I've now read the readme you provided me with 4 times, and it has taken me up until then to finally figure out what I have been missing, I appreciate your suttle response.
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Danny Blight
 
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Post » Mon May 10, 2010 8:43 pm

I'll try with the recommended setting that you have, it should now look like this:

Fallout3.esm
Anchorage.esm
ThePitt.esm
Mart's Mutant Mod.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
HairPack.esm
UPP - Pack 1.esp
UPP - Original Perks.esp
UPP - Experience Perks.esp
dD-Larger Blood.esp
FOOK.esp
FOOK - Anchorage.esp
FOOK - The Pitt.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK - Additional Power Armor Training.esp
XFO_full_Preconfig_STANDALONE.esp
CRAFT - Activation Perk.esp
Workbench_Crafting_Expansion.esp
Stealthboy Recon Armor - CRAFT.esp
Weapon Master.esp
CS_ LightsaberQuest.esp
hair_add_npc.esp
Project Beauty.esp
Enhanced Weather - Radioactive Rain Plugin.esp
Enhanced Weather - Rain in the Pitt Plugin.esp
Fellout-SOTD.esp
Fellout-Anchorage.esp
FWO-DLC-Anchorage.esp
UWWUT+FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - XFO + FOOK.esp
HairPack-MMM-v1_0b.esp

Total active plugins: 36
Total plugins: 142

And yes, regarding the free level up, I am getting the same thing. Was working my way to level up and then suddenly BING! I got like 650-700xp, enough to level up and when I did, I also got the chance to increase one of my SPECIAL point even though I didnt choose any perk that will do that. Shortly after, it will again give me enough experience to make the bar goes halfway to the next level...Is there something wrong with this?
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Jordyn Youngman
 
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Post » Tue May 11, 2010 6:43 am

Overall I've now read the readme you provided me with 4 times, and it has taken me up until then to finally figure out what I have been missing, I appreciate your suttle response.


Subtle, not suttle.

Xodarap, I am so glad you're back. Now I can go back to worshipping you :bowdown:


And with that, the spelling/grammar nazi slunk away into the darkness.
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Teghan Harris
 
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Post » Mon May 10, 2010 5:16 pm

And yes, regarding the free level up, I am getting the same thing. Was working my way to level up and then suddenly BING! I got like 650-700xp, enough to level up and when I did, I also got the chance to increase one of my SPECIAL point even though I didnt choose any perk that will do that. Shortly after, it will again give me enough experience to make the bar goes halfway to the next level...Is there something wrong with this?


WTF -- you're joking, right? Did you bother reading my response -- or the readme? Cleverly, I hid the information about the Pacing in the Pacing section of the readme, linked to under the Pacing link. I also hid that answer, equally cleverly, about two posts up... :slap:
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Jinx Sykes
 
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