X F O
Fallout 3 Balance Overhaul
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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! Read on for more
details:
(NOTE: The style-sheet for this readme requires that you are online, and may need a cookie at Beth's official forums!)
TABLE OF
CONTENTS:
1. Mods <---- What they are and what they
do. Kind-of important :P
2. Compatibility <---- MMM, FOOK,
patching, and load orders.
3. Changelog <---- Read this. Or
Santa doesn't bring you presents.
4. FAQ <---- Read this. Or I ignore
you on the
forums.
5. Plans
<---- Where I'm going. Assuming I don't die.
6.
Uninstallation
<---- Not that you'd ever
want to!
7. Recommended
Mods <---- Now an
important section :D
8. Like it?
RATE IT!
<---- Remember that a 9 lowers my score
;)
9. Thanks <---- This
includes you :)
MODS:
PlayStyles: Add more
differentiation to combat roles and tactics
Pacing: Change the rate at which you level
Skill Points: Change the
formula for awarding Skill Points at level up
Weapon Skills: Change the
way your weapon skills affect damage and accuracy, and choose weapon damage
increase
Item Rarity: Change the rarity of stimpaks, meds, and ammo
The Perk Rebalance: Adds tons of new ranks
and changes and rebalances existing perks, adds new perk systems, more character development systems!
Immersion Mods: Makes you part of a more
realistic world, where you will have to address your basic needs, balance the
realities of addiction and tolerance, and will receive fewer messages.
Enemy Rebalance: Rebalances the HP, stats,
skills, weapons, and loot lists for hundreds of enemies! (Not recommended,
see compatibility section for better options; cannot be used with MMM or FOOK)
Miscellaneous Mods: Tons of tweaks,options, fixes, and
rebalancing changes.
The Standalone Mod: For those of you who trust
me more than you should. ;) This Mod replaces ALL of the others, and should
be used with NONE of them!
PlayStyles:
"XFO_PlayStyles"
As of v0.83b, this is new, and it is in its
infancy. It will grow, expand, rebalance, and modularize; not to
worry! Here's the view so far:
Kiting: Backwards running speed has been reduced by 40%.
This should reduce one's ability to kite, whether in melee or
ranged.
Movement: Melee and Unarmed damage is now dependent
on your activity: when moving forward, it is 1.2x; backward, .6x; toward the
enemy and jumping, 1.5x. This should add depth and action to your fights in
close range, but also reduce the exploit of running backwards while swinging
wildly.
Melee Weapons: From the "weapskill" esps, melee already
establishes itself as the highest-damage blood-fest playstyle (assuming you have
high strength). However, there was previously no difference between
two-handed and one-handed weapons -- now there will be.
One-handed weapons are the "finesse" solution for wholesale
slaughter: due to your quicker hand and better control, you will slowly master
the art of striking critical areas just right. This translates to
an increase in critical damage while using one-handed melee weapons. But
because this does require a bit of practice and finesse, your one-handed weapons
will have lower critical damage until you get the hang of them.
It will cross Vanilla (100%) at skill-level 50, and by a skill of 100 in melee
weapons, your one-handers will be doing hugely more critical damage (50%
more).
Two-handed weapons are the "brute strength" solution for
crippling your enemies: swinging a sledgehammer with a pneumatic pump for extra
pain is just meant to smash someone into a pancake. This translates to an
increase in base damage while using two-handed melee weapons. Still, it
takes a bit of skill to swing these heavy bastards right and really bring them
down, so until you get the hang of putting your whole body into your swing,
two-handers will do less damage. Again, it crosses Vanilla values at a
skill level of 50, and by 100, they will be doing 25% more base damage than the
already-obscene damage they were doing!
Dodging: Unarmed skill is
now also unarmored skill. As your skill in unarmed goes up, you will gain
the ability to dodge proportionally. Your dodge % is unarmed/2.5, so 0-40%, and
it is only in effect when you are unarmed with your hands up (armed while
unarmed). When standing still, you are "flat-footed," and your dodge chance is
halved, again adding action to your fights. It is also dependent on your armor
level inversely: each point of (worn) armor beyond 10DR negates one point
of dodge % chance. So ideally, if you're wearing a 10DR piece of armor and have
an unarmed of 100, you will have a 40% dodge, and whatever DR you have in
addition to that. If, for example, you had a 20DR outfit, you would only have
30% chance to dodge at 100 unarmed; with a 45DR piece of power armor, you'd only
have a 5% chance to dodge. This keeps it balanced, as the max is 50% (40% dodge
+ 10% DR) base ( + med-x, toughness, etc.), which is the same as a good tesla
set. But dodging is fun!
Note that the unarmed damage is drastically
lower than previously, across all of XFO; first, it was already badly
overpowered (up to +100 damage for a skill of 100), but this play style now
makes unarmed a defensive choice. Melee will still do ridiculous damage,
as the offensive choice.
Note also: The only way I could think of to
implement a dodge was to force the game to basically ignore damage based on the
given percentage; so you will still see the blood splatter on your screen and
you will still get the grunt and quick screen shake. If you are a
role-player and desire an immersive explanation, then think of this as a chance
to "shrug off pain" through your bodily training, instead of a chance to
dodge. Whatever ;)
Note also also: Yes, you can dodge explosives, but
you'll still hurt your legs :P I may change this in the future, but this
was my compromise.
Pistols: Pistols, those underpowered
pea-shooters you were carrying around, are now the "run and gun" solution: as
your small guns skill raises (above 40), you gain two fun effects progressively
-- first, you will slowly negate your penalty to accuracy while moving (normally
30%, now 0% at 100 SG with a pistol); second, you will, while wielding a pistol,
proportionally negate the slower backwards run speed from above. So pistoleers
are the "kiters," and the only solution for running and shooting. This
balances out their low damage (and, like dodging, running around and
trick-shotting is fun)
Energy Weapons: Speaking of
balancing out crap damage, energy weapons have not been forgotten, here. They
just haven't been spiffy-sciency enough -- they've always felt like crappy
regular pistols. Where's the phaser aspect; the sci-fi niftiness? Well, now, as
your skill in Energy Weapons increases (and to a lesser extent, Science), you
become much better at battery maintenance and weapon upkeep. You can "manually
calibrate the phase modulation to offset the isotope decay" or whatever.
Anyways, you will use less ammo as you raise in skill (particularly useful if
you're using my high rarity mods). At 100 Energy Weapons, you'll only use about
one-third as much ammo! Note that you can always make a serious build
around this new stuff: with 100 in small guns AND 100 in Energy Weapons /
Science, you could use a laser pistol to run around kiting people with
less ammo usage.
Rifles: Yes, they will continue to blow up
people's heads from a billion miles away, and don't need any further help in
being awesome.
Big Guns: Changes to big guns are forthcoming, but
they also are quite powerful in their own right. A playstyle will be
developed for them in the near future, probably revolving around (1) encumbrance
management, and (2) Rambo-style standing-and-firing-wildly
insanity!
Defense: Also not yet a part of the module, defensive
maneuvers, from manually dodging to bracing for impact, will be added.
Also, I'm probably going to add DR and dodge modifiers for your movement like I
did with melee/ua damage: for example, you may have -5DR while moving forwards,
+5 while moving backwards, -10 while jumping, and +10 while blocking. Just
the idea, so far, but I will be working on this.
Top
Pacing: "XFO_Pacing"
Mild, Medium, High, and
Epic versions for scalable pacing.
The original experience
multiplier
is 150. Mild is
200, Medium is 300, High is 400, Epic is 600. That means
that "Mild" is just a bit slower than Vanilla, Medium is twice as
slow, and High is much slower.
For all versions:
Hacking and
lockpicking rewards have been cut in half, but exploration has been doubled.
The bonuses for "Hard" and "Very hard" difficulties have been reduced from
50% and 25% to 20% and 10%, respectively.
Various other minor tweaks have
been made to the leveling and experience formulas. This should allow far
more exploration and random encounters before "capping" at level 20, and places
an emphasis on questing for leveling (keeping you in control).
* Like other scalable mods, pick
ONE "XFO_Pacing" mod.
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. Here is a handy chart (click to show
at full scale):
The previous versions of the Standalone
all included the "med" pacing scale; it will now include the "high"
version. If you wish to change this, it's easy to do so by loading a
replacement Pacing scale mod after the standalone. Also important
to note is the behavior of the game when you change pacing scales. Say you
were playing the previous standalone, with Med pacing, and you had 20k xp.
If you look at the chart, you can see that 20k xp would have you about a quarter
of the way through level 12. On the new High setting, you would only be
just about to hit level 11. But the game won't pull you back a
level; instead, it will show your experience bar as not moving until you "catch
up" to the new pace. If you follow the chart up from where you were at
(12.3 levels), you will catch up, on the High curve, at around 27k xp; so you'll
have about 6k-7k xp to gain before your experience bar starts moving
again. This is perfectly fine, and you'll gain that extra level 5k of your
way in, as normal. If you move DOWN the scale, say from Med to Low, you
will instantly gain the levels you are "missing."
The Extra Levels mod is
made to work with previous saved games; you will not have to start over to get
the extra levels. You may have a few "waiting" when you first load
up. Because the Extra Levels mod is very slow, you may have to spend 10
minutes getting those levels, especially if you have a lot of experience.
To prevent potential problems, the script only runs every 15 seconds, and takes
a couple runs before clicking in the new level.
Your level number will
not change (except for about 15 seconds). Your HP will not change, but you
will be able to assign SP and gain new perks. Your perk level will be one
level above your current level (if you gain an extra level
when you're level 13, you'll have access to level 14 perks). Similarly, if
you gain an extra level when your next level would give you an extra SPECIAL
point via XFO_SPECIAL_DnD, you'll get that point a little early -- but you won't
get it twice.
This has been added to the standalone, of
course.
This mod is
relatively untested (there's only so much testing I can do myself), so consider
it very beta (well, the whole mod's beta, but you know what I mean). To be
safe, when you hear that noise for an extra level, chill out and wait the 45
seconds for the script to do everything; don't go into combat or your pipboy or
anything else that might offset it. It only runs when NO menu is up and
when you are NOT in combat. Experience gained between the beginning of the
script and the end of the script (about 30-45 seconds) will be lost.
With
all these extra SP, you may want to check the Recommended Mods section for
"Skill Workaround" and "Wasteland Mastery" as well as maybe "Level Cap
Workaround." The first two will allow you to invest skill points beyond
100!
Top
Skill Points: "XFO_SP"
These mods change the way you
gain skill points each level. I felt that characters were given far too
many previously, leading to lazy character development.
I include several
options, because I
was previously unable to do what I wanted. Now that scripts are possible,
I hugely recommend using "SP Fix" or "SP Fix2."
"SP
FIX" This makes INT have half the effect of vanilla (1 SP per 2 INT),
base SP/level is 10, and Tag skills are worth 25.
"SP Fix2" This is like SP Fix
(above), except that Tag skills get no immediate bonus. Instead, investing
skill points in Tagged skills is worth double (two points per skill
point). In time, this definitely beats out 25 points.
"SP10 TAG30" For
a greatly reduced 290 total SP (320 with Tag!, plenty more with books).
The base 10 SP in unchangeable: INT is not taken into consideration, as I felt
it was by far and away an overpowered stat before, forcing many to pick 10 INT,
regardless of character type. Tag skills require more thought as they are
character-defining now. This was my recommendation before "SP
Fixed."
"SP15 TAG15" For a balanced approach with more total
SP than before, but INT still is not a factor, and the 15 is consistent.
Tag! skills have moderate importance.
"SP20 TAG0" For many
more total skill points (400), but no Tag! Specializations (you don't need them
with 20SP per level!). With the Tags and INT removed, this should be
fairly balanced, providing a total of 400 SP.
"SP6 INTx1"
This is similar to the original formula, but with just over half the base SP (11
to 6), and the "vanilla" weight for INT. Tags are normal (15).
"SP0 INTx2" This is just another permutation:
base SPs are at zero, but INT provides TWO points per level instead of one,
ranging from 2-20 possible points. For you brainiacs that feel ripped off,
I guess. :P
* Again, pick ONE. In the future, I will likely get
rid of all but "fixed."
Top
Weapon Skills and
Damage: "XFO_Weapskill"
Mild,
medium, and high versions of overall damage adjustment. For "accuracy not
dmg," this affects only the base damage of weapons (and STR modifier to melee
dmg), but the others include a higher or lower skill variation effect, as
well. Despite the naming methods, mild is still significantly stronger
than vanilla Fallout. Medium versions range around double to triple
vanilla damage. High versions border on cheats, and are extremely
modified, with *average* damage adjustments of around four to six times
vanilla values, but potentially higher at high skills (accuracy not dmg is a
straight 6x the vanilla value at zero skill). As of v075b, Melee and
unarmed are being looked into extensively, as well. They will continue to
get a lot more love as the next couple of versions come out.
"Dmg not accuracy"
This was my original formula, and it's still the
one I personally prefer. This creates additional variance in damage based
on skill levels. This affects you and your enemies. Not realistic,
but it feels more RPG-ish to me.
"Accuracy not dmg"
Skill level and condition now both factor heavily into accuracy (both negatively
and positively). At low levels with a poor weapon, you will shoot all over
the place, especially with full auto. At 100 skill with a
perfect-condition weapon, however, you will see much better accuracy than in
Vanilla! The same works for your enemies.
Unavoidably, the
melee skill WILL affect melee accuracy (now; it didn't before) and NOT damage --
get pyro or iron fist, or upgrade your strength for much more noticeable boosts
than before. The testing and tweaking that went into this was
obscene; if you feel that you're too inaccurate, repair your weapon or spend
some skill points. Or don't go fully automatic ;)
The effect in VATS ranges from subtle to gross, but is not
as strong as outside of VATS. In testing, VATS should cross with vanilla
with 55-60 skill in a 50-70% condition weapon; below, it will be less accurate
than before, but at high levels/condition, it will approach the VATS cap (there
appears to be a distance-to-accuracy cap for each weapon).
Be aware that very high-skill enemies are now capable of
sniping a headshot on you from a distance! In Vanilla, skill
had a moderate impact on weapon damage. It now has NO impact on weapon
damage. This is, obviously, more realistic.
"Dmg and Accuracy" Skill levels and
condition weigh in heavily on both damage and accuracy. This one is
probably the best for those who want accuracy, but don't want the melee skills
to be worthless. May need more testing, but should be the "have your cake
and eat it too" alternative. :p
FAQ: OMG, Why are my melee weapons doing crazy
damage?! (This has been largely reduced in v0.80+)
* As always, pick only ONE of these
esps! These are really the "crux" of this whole endeavor, as the modified
damage is taken greatly into account with the other parts. I highly
recommend using one of these."Weap Rebalance" Fixes balance issues with specific guns. Mainly,
pistols do more damage, as do miniguns. Miniguns, and SMGs are less
accurate. The Assault Rifle (not the Chinese one) is more accurate.
This esp works IN COMBINATION WITH one "weapskill" esp of your choice. It
can also be replaced by various other weapon rebalances available on Nexus, but
be careful: the individual weapon damage will stack (multiply) with the
"weapskill" damage formula changes. This esp is a very early work in
progress, and still needs a LOT of work. It's coming...
Top
Item Rarity: "XFO_rarity"
High is ridiculous, mild is pretty
easy (still much rarer than Vanilla); I balanced this for medium. Stims
should be pretty DAMN rare now ;)
As of v0.80b, these are separated, and the "high" version of
drug rarity is recommended, while the "mild" version of ammo rarity is
recommended. In the near future, drug rarity files will be made much
harsher while ammo files will be made more lenient. It is strongly
recommended that these be used with a barter fix (also new in v0.80b) as
well as the misc tweaks esp, which will add to medicine skill efficacy and
reduce Med-X to +15 DR. Also in the near future, I will greatly reduce
stimpaks found in the real world, but I don't know of a way to streamline this
task, so it will take a lot of time.
Loot and vendor tables have been extensively revised and
revamped. I've been playing around with this a LOT and it's important to
note that no matter how carefully I fix all of the (very complex) formulas
involved, math just never quite relays the "feel" exactly, and I can only
playtest so much. So I'm counting on a lot of feedback here as to how
severe (or not) the ammo/stimpak shortage now is. Scrounger should be
scaled appropriately, but let me know if it's too much or too little. Ammo costs
more and is worth more now, too, as are drugs. In fact, while bottle caps
are fun, I'm sure that the real currency in this world would be bullets!
NOTE: Vendors will show up no
different than before until they restock their inventory. Wander out into
the wasteland and wait for four or five days to force the change. Also,
you may want to dump your current drugs/ammo (pre-mod) instead of selling it
off, otherwise you're basically cheating (since it's now worth a lot more!).
* Pick ONE. Stim "mirages"
should be fixed now, and additional balancing has been done. In the
future, I will separate drugs and ammo rarity files.
Top
Perks:
"XFO_Perk_Rebalance"
"XFO_Perk_Paths"
"XFO_Perk_Flaws"
"XFO_Perk_Special_DnD_Style"
Perk
Rebalance:
The 5/5
skill perks -- Daddy's Boy/Girl, Scoundrel, Thief, Little Leaguer, and Gun Nut
-- are all now available at level 2. They also have five total ranks now
(from 3), including the fifth "mastery" rank, which has double efficacy (10/10
SPs, for a total of 30/30). With the lower SP formulas, this may make
these overlooked skills much more worthwhile, as well as giving a bonus to
specialized builds. (In the near future, these will be again
rebalanced. I'm thinking something like 4,4,8,9,10)
Size Matters has been brought down
to 10 SP per rank, to keep in line with it's fellow 5/5 perks. It also now
features five ranks, and the mastery rank adds a significant bonus to
encumbrance (for hauling around those big beasts!). The level req has been
reduced to 6.
Cyborg has been
revamped to give more love to the energy weapons users, who previously had no
real way of raising their skill. It now only gives 5 DR/PR/RR at level
one, but gives 10 points to energy weapons for each rank up to five ranks.
Mastery grants the completion of cyberization, bringing the resistances up to 10
(like they were in vanilla). Level req has been reduced to 8.
Chem Resistance now gives total
immunity to chem addictions (it just wasn't worth picking before - this will be
changed in the future as I revamp the addiction system).
Finesse now has three ranks,
granting +3% (instead of 5%) to critical chance per rank, with an additional
percent at mastery for 10% for three ranks.
Cannibal can't be changed, I'm afraid, as it's
scripted. Same goes for Intense Training. Not having a CS is like
fighting your shadow in the dark. (This isn't quite as true now, but I
plan on tackling them when the official SDK comes out "sometime in December")
Lawbringer and Contract Killer,
being "fun" skills, have been lowered to a level req of 10. Child at
Heart, for similar reasons, has been lowered to 2.
Nerd Rage has been "beefed up," in consideration of its high
level and its low HP requirement. It now maxes out the player's DR at 85%
whenever HP drops below 20% (in addition to the previous 10 STR).
Toughness now has five ranks, for 5%
DR each. With the greatly increased weapon damage, this gives fighters the
option to beef up without (or in addition to) armor. This also balances
with lower cyborg DR and lower initial DR. Five ranks would grant +25% to
DR! Lvl req is 8.
Strong
Back now has three ranks, for +30 pounds each. Lvl req is 10.
Comprehension, being really the most
overpowered perk in the game (potentially over 300 SP from it!), has been raised
to a lvl req of 16. I really should remove it, but you can always ignore
it.
Educated, also previously
badly overpowered relative to other skill perks, now has three ranks, each of
which grant an additional skill point at level up. This still puts each
rank as more powerful than other skill bonus perks, and more versatile.
Level req slightly increased to 6.
Life Giver now has three
ranks, for 20HP each. Strangely enough, these ranks were already
programmed in the game, just deactivated.
Here and Now was a joke, so I kept it a bit of one: it now
requires lvl 19, for some immediate need gratification ;)
Demolition expert now gives +30%
explosives damage per rank, with an additional 10% at rank three for a total of
double damage. Puts explosives back where they should be when combined
with the splash radius increase from my misc tweaks esp.
In accordance with my radiation
increases, Rad Resistance has been increased to 33% (from 25%).
Several perks have had their
SPECIAL requirements upgraded where it made sense. For example, someone
should need a high charisma to be a "lady killer" or a "child at heart," and
they didn't in Vanilla. This makes your initial "SPECIAL build" more
important, which is also very good for balance.
Perk
Paths:
This file adds
21 new perks, three for each SPECIAL stat, representing specializations and
different playstyles. This is like a "class" system, more typical of RPGs,
but is, as always, optional, and meant to add depth, not restriction. Each
"path" starts with a skill typical of that path, with 5 ranks, an "expert" perk
that requires level 3 in the base perk, and a "master" perk that requires both
the expert perk and rank 5 in the base perk. Here's a rundown of each path
and its perks:
New in
0.84b: The Ninja (AGI)
Base: "As the Night" -- requires
AGI 7, 5 ranks, level 4.
Description: Like the shadow of a cloud, you escape
the eyes of your enemies. With each rank in As the Night, you slowly
master the elusive art of the ninja: when unencumbered (<50%), unarmored
(less than 5 DR from clothes), and wielding only a one-handed (or unarmed)
weapon, and sneaking, you will blend in with your surroundings, 10% per
rank.
Expert: "As the Wind" -- requires AGI 9, level 10, Night
(3).
Description: You have become one with the elements, and you flow
with the wind. When unencumbered, unarmored, and wielding a weapon in only
one hand, you will move 15% faster than normal and sneak 30% faster than
normal!
Master: "Assassin" -- requires AGI 10, level 16, Night (5),
Wind.
Description: You have become one with the dark. You have attained
perfect understanding of the life-force that flows through all. You are
silent death. ... Your sneak attack criticals with one-handed melee
weapons or unarmed will slay almost anything!
The Jack of All Trades
(INT):
Base:
"Jack-of-all-Trades" -- requires INT 7, 5 ranks, level 4.
Description: Scientia Potentia Est! You've got the
brains to fill in all the gaps. With each rank of Jack-of-All-Trades, you
gain 1 point in every skill. (With an extra point for Mastery)
Expert: "Wasteland Wisdom" --
requires INT 9, level 10, Jack (3).
Description:
Understanding is worth more than the most intense training. Twice as much,
actually. (You get two additional SPECIAL points.)
Master: "Comprehension" --
requires INT 10, level 16, Jack (5), Wasteland Wisdom.
Description: You get it! The whole crazy world has
come into focus; and when your light turns on, it stays on. You learn
double from skill books.
The Gunslinger
(AGI):
Base: "Gunslinger" --
requires AGI 7, level 4, five ranks.
Description: You're
a gunslingin' quickdraw! With each rank of Gunslinger, you will have more
AP to use with pistols. (About one extra VATS shot per rank)
Expert: "Dance!" -- requires AGI
9, level 10, Gunslinger (3).
Description: When using a
pistol, you are adept at blowing away your enemies' legs in VATS. Stop 'em
in their tracks, pardner! (Higher accuracy and MUCH higher crit chance on
legs)
Master: "Trick Shot" --
requires AGI 10, level 16, Gunslinger (5), Dance!
Description: You've become the Prince of Pistoleers!
At this point, you could shoot the gun out of someone's hands with your eyes
closed. And so you often do!
The
Commando (PER):
Base:
"Commando" -- requires PER 7, level 4, five ranks.
Description: All that time you spend shooting Nuka Cola
bottles off of distant fences will not go to waste! For each level of
commando, your accuracy in VATS while using rifles increases by 10%
Expert: "Tripod Arm" -- requires
PER 9, level 10, Commando (3).
Description: Your rifle
has become an extension of you and you an extension of the Earth. Sniper
and hunter rifles will no longer waver or spread at all when you are still and
crouched.
Master: "Sniper" --
requires PER 10, level 16, Commando (5), Tripod Arm.
Description: At this point, you tend to aim for the pupil
of your enemy's eye -- and split it right down the middle! Sneak attack
criticals to the head in VATS will now do significantly more damage.
(Triple damage x Triple damage = 9x!)
The
Iron Fist (END):
Base:
"Iron Fist" -- requires END 7, level 4, five ranks.
Description: Through relentless training, you have honed
your body into a hardened weapon, and honed your mind to ignore pain. For
each rank you will gain 3 points of damage and 5% damage resistance while
unarmed.
Expert: "Iron Skin" --
requires END 9, level 10, Iron Fist (3).
Description:
You are slowly mastering solidity of form and fluidity of movement. When
unarmed, you will be impervious to critical hits!
Master: "Iron Body" -- requires END 10, level 16, Iron Fist
(5), Iron Skin
Description: Upon mastery of the Iron
Style, you have pushed the mantra "Mind Over Body" to its limits.
When unarmed, your bones will never break!
The
Fighter (STR):
Base:
"Fighter" -- requires STR 7, level 4, five ranks.
Description: You prefer a more... personal feel to your
battles. For each level in fighter, you will do greatly increased damage
in melee -- but you will be less accurate with guns. (+20% Melee dmg, -10%
VATS accuracy, +20% gun spread.)
Expert: "Berzerker" -- requires STR 9, level 10, Fighter
(3).
Description: Pain is the fuel that ignites your
rage -- woe to those who stand in your way! With Berzerker, you will do
greatly increased melee damage as your health wanes below half. (From +20% dmg
at 50% HP to +100% dmg at 15% HP)
Master: "Slayer" -- requires STR 10, level 16, Fighter (5),
Berzerker.
Description: You are a whirlwind of death
before a river of blood! Half of all of your melee strikes from here on
will be criticals. (50% crit chance exactly -- IE, don't take with Finesse)
The Charmer (CHA): NOT YET IMPLEMENTED
Base: "Presence" -- requires 7
CHA, level 4, five ranks.
Description: Everyone loves you; they just can't help it!
With each rank, others' disposition is improved and when your weapon is
sheathed, even the meanest will wince to hurt you. (+10 disposition,
+10DR while weapon is sheathed; per rank.)
Expert: "Commanding Mien" -- requires 9 CHA, level 10,
Presence (3).
Description: The Wasteland is a cruel
place, but even the hardest inhabitants need someone to lead them.
Mercenaries sent to kill you will turn to defend you instead, and even raiders
will fight for you when your weapon is sheathed.
Master: "Harmless" -- requires 10 CHA, level 16, Presence
(5), Commanding Mien.
Description: You're the master of
your aura, able to expand it or shrink it to your whim, and you know which is
best. With your weapon sheathed and you display no hostility, Super
Mutants will ignore you, as a fly on the wall!
The
Gambler
(LCK): NOT YET IMPLEMENTED
Base: "Roulette" -- requires 7 LCK, level 4, five ranks
Description: (At random time intervals, you will gain
random perks or flaws. Each rank increases the likelihood of better perks,
and decreases the likelihood of flaws.)
Expert: "Favored" -- requires 9 LCK, level 10, Roulette
(3)
Description: (Lucky things happen to you, unlucky
things to your enemies. Lots of little things, we'll see about
particulars; this isn't done yet.)
Master: "Destined" -- requires 10 LCK, level 16, Roulette
(5), Favored
Description: You're too important. To
what, you don't quite know, but it seems that the world won't let you
die. Every time you'd swear you were a dead man, something saves
you (you have a 50% chance on death of either healing completely, killing your
would-be killer instantly, or being rescued at the last moment, in which case
you'll wake up in a bed in Rivet City, BoS headquarters, Megaton, or
Tenpenny.)
Perk
Flaws:
"Years of
seclusion in a carefully controlled environment have left you fundamentally
unprepared for the harsh realities of the Wasteland. As a result, you are
relatively..."
This esp adds
character flaws, to balance out some of the specialization and SPECIAL
opportunities given by this mod and others, as well as a fun way to add depth to
your character. This idea came out of originally packaging "cost" portions
into my new perks (like what's found in Fighter), but I liked the concept of the
users' ability to "mix and match" their drawbacks. This choice will occur
once at level 2 (quote above), and once at level 18. The choices are
explained fully ingame and will not cost a regular perk choice. More will
be added in time, but the menu will have to be changed, as I crossed the button
limit.
Impatient: Your itchy trigger finger just
won't wait for you to line up that shot. You have -20% accuracy in
VATS.
Dense: You aren't stupid, it just takes a bit
longer to get things through your thick skull. You have two fewer
skill points in every skill.
Creepy: People
get chills even before they see you. The bad kind of chills. Others'
disposition toward you is cut in half.
Brittle: The pampered,
sequestered life of the Vault was nice while it lasted, but it left your body
without the harsh testing common to the Wasteland. Your limbs take 25%
more damage.
Scrawny: You haven't really done too much
heavy lifting, and it shows. Your max encumbrance is lowered by 50.
Clumsy: You knock things over just by looking
at them. This doesn't make you the best at hiding unseen in the
shadows. Your sneak skill will be permanently reduced to zero.
Impulsive: You like to shoot first and ask
questions later. Questions like, "What's the best strategy?" You
have twenty fewer Action Points.
Sensitive: Some
people say you're whiney, but you prefer to call it "pain sensitivity."
You have 5 percent less damage resistance.
Shifty: There's
something a bit off about you. Unfortunately, it makes traders
uneasy. Things cost about 25% more for you when bartering.
Perk SPECIAL DnD
Style
In D&D, a
character advances their main stats every few levels, in addition to perk-like
"feats." In this esp, the stat advance won't happen every four level, but
every five, at 5, 10, 15, and 20. This more than makes up for disabling
Intense Training and the addition of Flaws. In the near future, I will
have to figure out how to reduce the initial allotment by two, evening this
out.
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Immersion
Mods:
"Necessities": (Hugely fixed in 0.84!)
FAQ: Why is this mod in a balance overhaul? / Why should I use the
Necessities mod?
Necessities keeps track of your hunger, thirst, and
tiredness. It does this in part by implementing a new statistic, like
HP, called Energy. Energy dissipates throughout the day, and takes an
average of about 16 hours to dissipate completely. By "completely," I mean
zero, but then it will continue to dip into negatives. Negative energy
levels will gradually implement higher penalties to STR and AGI (you slow down
and can't carry equipment as well); this will affect everyone's fighting
abilities. Being fully rested will also add a slight +1 bonus to AGI.
Energy: You can only regain energy by sleeping, and how quickly you gain energy depends on how tired you are when you go to sleep. Several factors change how quickly you gain energy:
- Sitting halves dissipation (sitting to wait
is always handy)
- Being in battle will triple energy
loss, unless you have high AGI, in which case it will only double it.
- Being hungry or thirsty will speed up energy loss as
either increases
- Walking instead of running will lower
energy loss (a bit)
- END determines base energy loss
rate
- Jet and Nuka Cola increase energy, but will make
you unable to sleep for a bit.
- Med-X cancels out the
sleeplessness effect of Jet or Nuka cola, and also lowers energy.
Your sleepiness also determines the rate at which you gain health while sleeping. A catnap will do you very little good. Also, you will now be unable to sleep when either high on Jet (two ingame hours after use), caffeinated from Nuka Cola (one ingame hour), or Wide Awake (over 65% energy). You will also automatically wake up now when your energy is full. Our hero doesn't sleep in! ;) At zero energy, which is neutral sleepiness, it should take eight hours to heal completely.
You can check your energy by entering and leaving the 'wait' menu (or the sleep menu; the game can't tell them apart :p) - so pressing 'T' twice on my setup. Five seconds after the menu is closed (timer to prevent spam), the game will tell you your energy level. You can also check your effects (EFF) in your pipboy for a verbal indicator of your energy, thirst, and hunger levels, as well as their penalties/benefits.
Energy, just like hunger and thirst, will dissipate during waiting and fast-traveling. This makes it a good idea to know where beds are located in the field, and to make friends with several factions, since they often have beds available for you. (I'm currently working on a portable campsite. Until then, make sure you're at full energy before fast traveling, take a meal with you, and know where some beds are.)
HUNGER: You will become full by eating four pieces of food (all food items are currently equal; this will change). These can be all at once or spread out as snacks, but once full, you will stay full for two ingame hours (Vanilla rate: 2 RL minutes = 1 ingame hour), and you won't be hungry for four hours after eating. You will then get hungrier at 8 hours and 16 hours. You now can't eat during battle or while you are full (beware: the food will disappear, but nothing will happen for you!). The game will let you know as you become hungry or full, or if you ate while hungry but not enough to fill you up. Hunger reduces INT and CHA (spacey and cranky). NOTE: Some food (like junk food or snack cakes) with no nutritional quality will not fill you up. However, these foods CAN be eaten while full or in battle for a few HPs.
THIRST:
Thirst increases much like hunger, except that you must quench each thirst level
with a drink. (With hunger, eatting four pieces of food will ALWAYS fill
you up, regardless of how hungry you are; with thirst, if you are really
thirsty, you will have to drink more; but it only takes one drink
normally.) Thirst affects END and PER. Neither hunger nor thirst
have effects as strong as energy loss. Alcohol increases thirst, but beer
counts as food, and alcohol will get some bonuses from my mods in the near
future.
NUKA COLA DOES NOT QUENCH THIRST!
Unfortunately, it seems that "standing bodies" of water don't work,
either. That means lakes, rivers, puddles. And if you need several
drinks from a sink, toilet, or other external source, make sure you activate
each time independently: holding the activation trigger down to take several
drinks is only being counted by the script as one trigger (and therefore one
drink for purposes of this mod.)
Compatibility
and bugs: Currently, as a bug, your hunger or thirst level will
probably decrease when you discard (from your inventory) either food or
drink, respectively. (This no longer happens, as it
once did, while selling either.) The upside to the method I've
used is that it is compatible with EVERYTHING, forever, no matter what, bar
none! The only thing that would "break" my mod would be something else
that changes external water sources like urinals, but then you would
just have to quench thirst from inventory water sources. I have touched
NOTHING else in the game. The script just checks for inventory differences
and it handles its own variables internally (like Energy). It also no
longer uses
"Addiction and tolerance": Not
yet implemented. Will create a deep and balanced system of addiction
and tolerance. It will also make medicine a much more valuable skill.
Many more immersion mods to
come!
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Enemy
Rebalance:
IMPORTANT: This is quite likely incompatible with the
new MMMF3. Don't worry, a compatibility patch will be coming.
There's really too much here to go
over every change specifically. As you can see in Windows, this mod is
much larger than all of the rest put together. There are hundreds of
changes in this file, and it includes weapons and armor used by enemies, loot
lists, stats and tactics, skills and abilities. But I can go over some key
points...
- Super Mutants:
According to their "rank," mutant HP has been GREATLY increased. This as
well as their other stats have been balanced according to their weapon, fighting
style, etc. Their weapon lists have been changed to be more balanced, as
well as appropriate limitations like speed changes.
- Raiders: Raiders were disproportionately difficult,
and that has somewhat been altered. On the one hand, they are FAR less
likely to carry assault rifles or other powerful weapons, but they are now able
(and willing!) to snipe from a distance with a hunting rifle, so watch your
head. Their armor will spawn on worse condition, giving them a lower DR,
and a much lower ENDurance means fewer HPs. Some of them have been
tactically altered, as well. They should be more "fun" all-around :)
- Enclave: On the other hand, the
Enclave were kind-of a let-down after fighting off raiders and mutants.
They should be a bit tougher now, though more work needs to be done. In
particular, their power armor will spawn at a much higher condition, increasing
their DR.
- Talon mercs:
All of you goodies are going to hate me, but I made these guys even
tougher. Mainly, I made their snipers into deadly distance
head-shotters. But don't worry, mercs will get a lot more work in the next
release, making them a bit less deadly. Still, mercs are hitmen -- trained
assassins -- and should be avoided as such. Get back in that sewer and
run!
- Ghouls: A few
changes, but Glowing Ones are especially scary now. Not "boss" scary, but
creepy, fast, and pretty tough.
- Dogmeat is a lot harder to kill. Other companions
will get a new misc mod soon that will make them into essentials.
- A LOT more is coming in
this. This is just a matter of time and tedium. :)
- Check the v0.82b Changelog for
additional changes. When this gets a lot of work, I'll update the
description here.
Top
Miscellaneous Mods:
"Stat
Changes"
This file is considered a crux
of this mod in general, and is highly recommended! SPECIAL stats, in
general, are now much more important and balanced.
Health per level has been reduced for players, increased
for enemies (making top-end enemies tougher).
Base
health slightly reduced, putting emphasis on Endurance.
Health per level was previously 10; now it is 5. It's
higher for NPCs.
Base health was 100; it's now
70. Also, health per point of END was 20; it's now 10 -- but this is true
for enemies, as well.
Encumbrance per point of Strength
raised 50%, base Enc lowered slightly.
Base Action
Points reduced with higher multiple for Agility (crossing at 5 Agi with
"Vanilla" Fallout3).
AP regen raised a bit.
PERception, which was underpowered previously, now has
a strong effect on accuracy for all guns.
CHArisma
now has a direct (and pronounced!) effect on prices.
In 0.82b: Base Encumbrance has been lowered and AP per AGI
has been raised.
"Barter Fix"
The barter
ranges have been greatly increased, making barter a far more important skill and
making it much harder to get rich. This is, of course, more pronounced in
the high version, where even at a barter of 100, things will sell for much less
than they cost, but at low barter skill, you will feel the harsh cruelty of the
Wasteland in yet another facet of the world, which makes sense, really.
"Timescale"
These directly
affect the ratio of realtime (RL) to gametime. Here's the breakdown:
Vanilla timescale: 30x faster than real life; 2 RL
minutes = 1 ingame hour
Fast: 12x faster than RL; 5
RL minutes = 1 game hour; 2.5x slower than Vanilla
Med: 6x faster than RL; 10 RL minutes = 1 game
hour; 5x slower than Vanilla
Slow: 3x faster than
RL; 20 RL minutes = 1 game hour; 10x slower than Vanilla
These will drastically change the feel and effect of the
Necessities mod. Other than that, and maybe the feel of the game in
general (especially if you don't fast-travel), it won't affect anything.
If NPC AI is like Oblivion, they may seem more real at slower timescales, since
they have more time to complete their objectives.
"Cripple fixes "
Movement penalties for crippled limbs significantly increased (from 85% and 75%
to 66% and 33%) -- for both you and enemies
The
penalties are increased, which means that movement is much SLOWER for one or two
limbs crippled. This really does make for more tactical battle.
"Degradation Fixes " Moderately reduced armor decay
and significantly reduced weapon decay.
"Gore Fixes " Odds of
dismembering/exploding body parts greatly reduced (to 10%); Bloody Mess left as
it was, for those who want a mess ;)
"Weapon
Jamming" Weapons now have a chance of jamming when shooting, and
a higher chance of jamming on reload. This is highly dependent on
condition, and won't even start to occur until it's below 40% (below 30% for
jamming on shooting). This affects enemies, as well. The values
are quite small, so it shouldn't be too much of a bother, but it may add another
interesting dimension to the game -- and your adrenaline. ;)
"Karma Changes " It felt like karma was far too
easy to manipulate before. Now the karma range is significantly increased
(from 2000 points to 4000 points), and the "Good" and "Evil" are much wider
proportionally. It will be much more difficult to establish oneself as
"VERY" good or evil, and MUCH harder to stay that way. The "wiggle room"
for Very good/evil has been reduced from 250 to 50, so performing a good act
when Very Evil will cost you your status as such, and vice versa. The karma
penalty for stealing has been severely reduced (from -5 to -1). To
eliminate the annoying sounds and messages, check out Reneer's Invisible Karma
mod in the Recommended Mods section!
"Radiation Changes "
This greatly increases the rate at which you will accumulate radiation
(ESPECIALLY when swimming!). I felt that the fear of radiation was
completely lacking from the game. Other than intentionally for a quest, I
don't think I ever had radiation sickness, nor did I *ever* use a Rad-X.
Now "toxic" will *feel* toxic. And you might get some use out of rad
regeneration, too! v05b: Wading has been made a lot more dangerous, as
well. Bwah ha ha ha haaaaa... v06b: Fixed wading. I was lying
before, apparently (forgot to upload the new version). Also increased
radiation again. Let me know if it gets ridiculous, but it should work out
fine. Keep a suit handy ;)
"Sneak rebalance"
From the v0.82b changelog: "The main change from Vanilla is that line-of-sight
is, itself, 3x more effective at spotting you. It really bothered me that
I could walk up to someone IN FRONT OF them and still be unseen. On that
same note, *moving* within someone's line-of-sight (and visual distance) will
almost certainly get you spotted. With a high sneak, you may be able to
stay still when they turn around, especially if you're partially obstructed by
an object, but you won't be able to continue to move towards them! Second,
the effect of armor weight has been tripled, BUT the BASE armor rate has been
reduced. The Vanilla formula for the sound you make while moving was (12 +
(ArmorWeight * 0.4)); it is now (1 + (ArmorWeight * 1.5)). This crosses
over at an Armor Weight of 10, so under 10lbs, you will be sneakier than in
Vanilla; over 10lbs, you will be less sneaky. Third, the sound
made by a gunshot is much louder than Vanilla (though MUCH quieter than in the
fubar'ed v080b). I did make slight changes to the detection base: aside
from the line-of-sight changes, it will be significantly easier to "properly"
sneak up on someone in the mild rebalance, and a bit harder in the harder
version. Just don't plan on walking up to someone from the front, sneaking
in heavy armor, or remaining unseen after a gunshot!"
"Speed increase " Due to requests, the speed
changes have been separated from misc tweaks and are now optional. I like
them, personally. I especially like when enemies use their newfound speed
quite smartly to their advantage. They seem smarter now that they can
effectively weave, flank, close for melee, etc. And it's really just about
a 12% change.
"Food Water Changes" This changes the food to
adjust well with the "Radiation changes" and the drug rarity. It now heals
for much more, but it also carries higher doses of radiation.
"VATSdmg" In Vanilla Fallout, players only took 10%
damage during VATS, which made it "God mode," effectively. I love the VATS
system, and use it as often as possible, as I find it to be RPG-ish and fitting
of the older Fallout flavor. But I don't like cheating, either ;) So
I *had* raised it to 100%, which makes sense. Responses and testing
indicate that this is imbalanced in the other direction, since the camera
behavior often leaves players "hanging" and vulnerable. I plan to change
this behavior, but in the meantime, three levels of VATS player damage are now
selectable: 50%, 75% and 100%. For the time being, I recommend the 50%,
though I personally use the 75%... carefully. Those who like living on the
edge can use 100%; used well, it's still the most "correct" option,
balance-wise. "Power armor Revamp"
Changes the enchantments and base values on the Power Armor, which I thought was
both too weak, and too easily available to any character type. Now Power
Armor provides a bit more DR, and weighs a LOT more BUT (it is powered) it also
provides a weight mod enchantment to cancel most of that weight, making them
lighter (in "net" weight) than before. Removed
due to compatibility issues. If you have the old version, it's still fine
with just XFO, but nothing else that affects PA.
The base
weight should severely restrict sneaking, and slow you down a bit more. Other
changes to balance, including replacement of the Tesla Power Pack with the Tesla
Shield Emitter, which now only has 15 DR ("only," PSH!) "MMMF Diff" Changes aspects of difficulty for use
with Increased Spawns (aka MMMF); see the changelog for v082b for details.
No longer necessary. See compatibility section.
"Misc
Tweaks"
Running will now negatively affect
accuracy for you and NPCs!
Med-X now gives 15% DR
instead of 25%. 25 was silly, and this also brings it inline with the perk
changes.
Explosion splash radius increased by 30%
Increased the level multiplier for "boss" enemies
Repair Costs slightly reduced
Paralyzing Palm chance reduced (from 30% to 10% -- and it's
still OP, IMO!)
Player limb damage brought to normal
(from 50% to 100%)
* Personally, I recommend ALL of these mods, and they are
designed to work together! They are ALL included in the "Preconfig
Standalone" (so they don't go with it).
Top
"Full preconfig Standalone"
This is the combination of all of
the changes and fixes that I find most balanced, and that I have playtested the
most. This is how XFO is meant to be used, and how Fallout 3 was meant to
be played!
Pacing (medium),
Weapon skills affect accuracy AND damage (medium), Ammo rarity mild, Drug rarity
high, barter fix mild, timescale medium, SP Fix, All of the perk mods,
all of the rebalance mods, and ALL of the above-listed "Miscellaneous
Mods." For those who like to keep their mod list simple! If you go
with this, there's no need to even extract any of the others, they'll just be
clutter!
As implied by
its name, this esp is meant to be used ALONE - with no other XFO esps.
However, it *should* be possible to load this file first in your load order,
then use anything you want to overwrite it later in the load order. For
example, if this is ABOVE a checked "Weapskill_dmg_and_accuracy_high," that
should overwrite the Preconfig file's settings for Weapon Skills. This is
not tested, nor supported, but I don't see why it shouldn't work.
Top
COMPATIBILITY
Mart's Mutant Mod (MMM): I've
included a new patch for using MMM, and the general load order should be
1) XFO files
2) MMM files
3) XFO/MMM compatibility files
PLEASE NOTE that my MMM patch should NOT be used with the
MMM patch for FOOK. If you are using FOOK, use their MMM patch instead of mine. FOOK makes many of the changes
I do; primarily HP adjustments to enemies. The difference is that the FOOK
patch makes creatures and npcs load FOOK weaponry and armor. Similarly,
you'll want to load it last.
"Mart's Mutant Mod - XFO (not FOOK):" Some of the
changes made in my MMM patch:
* Mutants have many more
hitpoints than previously, but fewer than in my own enemy rebalance.
Appropriate scaling of stats and speed has been done to all tiers and types of
mutants for balance. For example, a Super Mutant Master with a rocket
launcher will be slower and have fewer hitpoints than a Master with a
sledgehammer.
* Ghouls have been extensively reworked,
largely inspired by the MMM Feral Ghoul Rampage mod. Feral Ghouls and
Feral Ghoul Roamers now have very few HPs, but only take damage in the
head. They move very slowly, but do long,
slow poison damage on touch. Despite their incredibly slow movement, if
used with Rampage, these ghouls can overwhelm an unwary adventurer.
Glowing Ones, on the other hand, move very quickly
and do radiation damage when they hit. (I don't want to hear any lore
whining about ghouls, but I will separate this out and make it optional in the
next version. Currently, compatibility patches are VERY much a "work in
progress," and this is basically a preview.)
* Enclave,
BoS, and Outcasts now carry MUCH stronger armor (from previously about 15%
health to now about 90% health).
* Most other major
creature-types have had their HP, damage, and/or speed adjusted.
* AI and tactics have been reworked for several different
types of enemies, particularly raiders. Raiders will now dodge, bob and
weave much more than before, and will seek out and use cover MUCH more
often. Raiders are survivors of the wastes, and now they should act more
like it. They will also coordinate cover fire while melee raiders close
the distance. Ghouls and Deathclaws will be more straightforward and
aggressive. The former are slower in general (including swinging), and the
latter are faster.
FallOut Overhaul Kit
(FOOK): My patches for FOOK are basically reworkings of my previous
incarnations of the same files, except that they now include the FOOK
additions. FOOK both implements a lot of new ammo types and increases the amount of ammo available throughout
the world. The idea is that with tougher enemies, you'll have to use more
bullets, but when you double enemy health AND double weapon damage, you use the
same amount of bullets ;) As always, my ammo rarity rebalances are
optional, of course, and you'll have to load them after XFO and FOOK
files. My weapskill patches simply readjust my damage formulas to take
into account the much stronger weapon damages included in FOOK. This is
much simpler than actually rebalancing all of the weapons individually.
PLEASE NOTE that any/all FOOK files must be loaded before any/all XFO files.
The load order here should be FOOK files, then XFO files, then compatibility
files. The original Enemy Rebalance, Weapon Rebalance, Power Armor
Rebalance, and the new MMM patch are not compatible with FOOK. Most XFO
specific rebalances have been removed from 0.84b as it is no longer a focus of
XFO.
NOTE ALSO that XFO's FOOK patches are only made to work with FOOK v1_1b
and/or v1_1c. I will continue to release patches to keep up with
future releases of FOOK, but do not use the newer CALIBR-based FOOK with the
packaged v0.84b XFO patches!
BOTH (FOOK
and MMM): I imagine that this will be the configuration most people
will want to start using, and I can't deny that the next month's-worth of
changes in all three will get quite confusing. Please read the above
information about each mod's separate use with XFO. Here is an example
load order for all three:
00 -
Fallout3.esm
01 - Mart's Mutant Mod.esm
02 - FOOK.esm
03 - FOOK.esp
04 - FOOK - Balance Changes.esp
05
- XFO_full_preconfig_STANDALONE.esp
06 - Mart's Mutant
Mod.esp
07 - Mart's Mutant Mod - Increased Spawns.esp
08 - Mart's Mutant Mod - Hunting & Looting.esp
09 - Mart's Mutant Mod - Zones Respawn.esp
( - Mart's Mutant Mod - XFO )
0A - Mart's Mutant Mod - FOOK.esp
0B - XFO_rarity_ammo_med_FOOK.esp
0C - XFO_Weapskill_accuracy_notdmg_med_FOOK.esp
Notice a few important things,
here:
* The compatibility patches come last.
* The load order for the base mods is FOOK, then XFO, then
MMM.
* The STANDALONE stands in for any number of
non-standalone mods (since it's all of them); they go in the same place.
* The MMM compatibility mod is the FOOK one, not the XFO
one. Hopefully there will be a combined one in the near future, but I
don't think it's my place to make it. By loading the FOOK one instead, you
retain the loot lists with the new weapons/armor/ammo. The XFO MMM patch
can be loaded as well, but if so, it must come before the
FOOK one. It's included in parentheses above because I don't think it will
make much of a difference; the FOOK one will basically replace the XFO one at
this point. This is why it says "not FOOK" as it's better to leave it out
than to load it after the FOOK patch.
* The two mods
that need to be loaded for FOOK compatibility with XFO are one rarity mod and
one weapskill mod. Med are recommended, as high and low are both pretty
extreme, but it's scalable for a reason. :)
* You
can't see it, but the FOOK esp and the MMM - FOOK
esp are from v1_1b. Versions after v1_1c
will not be compatible with my FOOK patches. However, if you don't care
about the rarity or the weapskill fixes (or prefer the newer FOOK version), go
ahead and load the newer FOOK, leave out XFO compatibility patches (rarity and
weapskill), load the newer version of FOOK after XFO (so XFO -> (newer) FOOK -> MMM),
and when I come out with patches, they'll be compatible "retroactively," so it's
no worry. This isn't supported by me, as it's no longer technically
compatible, but this will work.
* You will have to wait
for four days (ish) ingame before the new loot lists and vendor lists take
hold. You should do this in an interior cell with no other NPCs in
it. My apologies for the fact that you will then be very thirsty and
hungry ;)
* Oh, and this is just an example, of
course. You can choose different MMM or XFO options; just stay away from
the FOOK balance changes, or if you really want something they have in it that I
don't have in mine, load theirs before any/all XFO files.
There will be much more coming and
this is a little messy, so consider it a "hotfix" for temporary use.
Future releases should be able to be made compatible. As a more general
note, if Martigen releases compatibility patches for XFO and/or FOOK, those
supercede (should be used instead of) my patch! I may also release FOOK
patch updates separately from the main XFO pack.
Top
CHANGELOG:
v02b is
now Modular!
v03b removed the Cam Centering and Level removal
cap, as well as some fluff (for increased compatibility). Also broke the
Skill Point reduction and Perk changes into five different choices for your
balancing preferences (or none for the normal formula, of course). v04b
will include many more perk changes, a Karma revamp, and separate radiation
esps. Let me know if you have any other wishes!
v04b is now even more modular and features some
changes to the karma system as well as an EXTENSIVE perk revamp! A lot
else has changed, so you may want to read over the changes. A LOT more
still to come :D
v05b starts out by fixing the errors I introduced
in 0.4 -- sorry all! The perks work and the skills aren't wonky.
Also added is a complete revamp of the entire games loot and vendor
tables!
Stimpaks and bullets will by FAR rarer,
both in the world and on vendors. As such, they have also raised in price
(which, of course, works both for and against you).
Included in this new ESP are various other tweaks to go
with it, read below for more. Misc Tweaks now also includes a lower 15% DR
for Med-X, to bring it inline with perk changes.
Many more changes and esp breakdowns are planned, like
damage scaling options, but I wanted to get the fixes out asap!
v06b is now MUCH more modular. I think that
I'll have to start separating pieces into folders to make it clear how they
break apart and fit together. By 1.0, I may start using a guided install
executable.
Anyways, lots of changes: damage is
now scalable, as is VATS damage (that you take), and pacing. HP and
encumbrance bases reduced ever-so-slightly to fit them in with all of my other
changes: my changes will now all "cross" with vanilla's values at "5" for
SPECIAL, and, wherever possible, at "60" for skills.
Also included is my extended version of the sneak
rebalance. Sneaking should be *appropriately* more difficult in non-ideal
situations. In truly ideal circumstances, it will actually be slightly
easier to remain undetected. Boot (armor) weight, actions with sounds
(like reloading), light value, and line-of-sight now have much stronger
implications. As stated about the "rare drugs ammo" esp: numbers do not
equal "feel," so let me know how this rebalance feels. I've tried to test
it, but testing takes a lot of time.
Also now included
is a preconfigured "full" overhaul esp. DO NOT use it with any of the
other esps -- it includes all of my recommended tweaks and values.
v065b is mostly a
hotfix for bugs in v06b: the perks now WORK. Bah :P Also included is
a "fix" of the ammo rarity esp, marked "V2", and I've pulled the food changes
out of the drug/ammo esp.
For those who want to
see where I'm headed with perks, check out the gunslinger preview. I have
much cooler ideas in mind that will go along with pushing apart the different
"subclasses."
v07bLots of changes, but scripting came out
earlier today and I've been playing around with it for at least 12 solid hours
-- so most of the changes I wanted haven't come through, but that also means
that my abilities for modding have been HUGELY increased! :D
First, I made several
separations and new files: cripple effects, gore fixes, and degradation fixes
(now including hugely decreased weapon degradation) have been separated from the
misc file, and a few new misc tweaks have been added. The VATSdmg files
now have significantly reduced "lag" (delay) at the end of the VATS sequence,
proportional to the one you pick (ie, there's zero lag for the 100% esp!), and
weapon damage in VATS now scales with which one you pick, as well. Rare
drugs and ammo have been fixed, thoroughly revamped, and are now scalable!
The remaining bugs in the perk rebalance have been squished! Running now
negatively affects accuracy - no more kiting! v075b: Under-the-hood changes and
bugfixes: Drug/ammo rarity mods have been substantially revamped AGAIN -- I got
it this time, I swear! I went through EVERY container in the game, so
nothing escaped my wrath! :P The damage formulas for the "weapskill" mods
have also been extensively revamped, retested, and rebalanced. Should be a
lot more even for melee/unarmed now. Oh, and there should be fewer 0xp
bugs now!
Also, for fun,
I included a preview of where I'm going. New "Pistoleer" perks (compatible
with the other perk esp) include the following: Gunslinger has five ranks, each
of which give +20AP for use with pistols only (about 1 extra shot per rank);
Dance! a perk which requires Gunslinger, 8 Agi, and level 10, it allows
you to deal double damage to opponents' legs (great with the changed cripple
speeds!); Trick Shot, 10Agi, level 16, requires Dance!, give hugely increased
accuracy when aiming at opponents' weapons in VATS! Now you can be an
old-west-style gunslinger! Shoot the gun out of their hands, blow out
their legs, blow the smoke off your barrel, and holster your pistol, then walk
away whistling ;) These are the very tip of the iceberg, I promise.
v075b: Mostly bugfixes again, some formula
tweaks.
v076b:
Melee dropped back down to "reasonable" levels. LOTS of "under-the-hood"
changes, including a bugfix for those pesky "mirage" stimpaks. You should
also notice some accuracy changes. I spent some time with a graphing
calculator to discover that my previous accuracy changes were WAY too strong, on
the positive side. You will now be less accurate below skill-level 50
(than in Vanilla), and increasingly more accurate above 50. Condition now
has a lesser effect on accuracy, in order to even things out. For those
who like math, the Vanilla formula is (0.5 - 0.005x) and mine is now (0.7 -
0.009x) where "x" is your skill level, and positive amounts increase bullet
"spread" (decrease accuracy), and negative amounts increase accuracy. For
reference, the modifier for crouching is -0.4, so the -0.2 you will get from a
skill level of 100 isn't as ridiculous as before, but is still nicer than the
"0" from Vanilla. And you start at 0.7 instead of 0.5; you will cross at
SL 50 @ 0.25. Obviously, the "spread" units are ambiguous, which is why I
had to play around a bit.
Oh yeah, and this nifty HTML
readme is included now. Hopefully, this makes it a BIT easier on the eyes
and the brain, but it still needs cleaning up! :O
v077b: *Sigh*
Why do I never make a clean release? Well, I screwed up the misc tweaks
esp and never bundled a new Standalone. They're both in here, now, and the
sneak rebalances are fixed (messages will appear again in the "mild"
version). There are reports of CTDs (Crash To Desktop). This could
be from improper mod-mixing, but most likely, there's a value in one of my
records that's causing it. Please read the "bug report" section of the
"how" FAQ, and submit CTD reports with proper specificity. Fixing
this is my top priority.
v078b: Included was an important bugfix. For
users of versions previous to v078b, its readme includes how to use the bugfix,
but the crash should no longer be a problem in my mod. I am working on a
"Save Cleaner" mod, and it should be out soon. v082b-ish.
v080b: There are so many changes here that I
will inevitably leave something out. The Immersion "Necessities" mod is
new, as is the barter fix, and the Enemy Rebalance; the sneak rebalance has
been substantially remade and rethought, the Perk mods got some new friends,
including Perk Paths, Perk Flaws, and DnD style SPECIAL growth; the rarity mods
have been split and are currently receiving a lot of work (not yet implemented)
including going through external "placed" objects. I've also added a
recommended mods section. I can't too highly recommend Darn's UI mod, even
if it is in alpha.
As I've mentioned in several other
places, I no longer have a means of testing my mods. This is just a
temporary setback until I fix my computer. But this means that I'm looking
for a lot of feedback.
v081b: Sorry all! I see people weren't
too happy with that new sneak rebalance. It's changed to a formula much
like the old one, but still highly reworked according to the full formula that
Beth has now released. It's important to realize a few things about how
"sneak" works. It's a misnomer, really, because the process occurs on the
OTHER actor in a two-actor check -- that is, what's really taking place is a
DETECTION check, not a sneak check. You and everyone else are constantly
making detection checks on your surroundings. Also, that detection is
ALWAYS happening, whether you/they are standing, running, sleeping, or
sneaking. All sneaking does is applies a big negative (based on skill) to
the detection formula. Being alert (IE, looking for you actively) will
apply a positive modifier to their detection check. But detection is a
process that occurs with success or failure regardless of your sneak
state. This happens for you, too, and manifests as compass markers.
For them, it manifests as "aggro." This is why, by making a much more wide
and comprehensive sneak system, people were experiencing SO much more
aggro. When your gun was shooting, everyone who heard it went into an
alert state, seeking out the sound with hostility. That would likely mean,
say, every Raider in Springvale Elementary once you fired your first shot.
Unfortunately, while this seems realistic AND balanced to me, it also makes
sense that getting 20 Raiders or Mutants jumping on you at once whenever your
position is revealed within sight/sound proximity... is too hard.
Also featured in v0.81 is some reworking and tweaking for
the Necessities mod, including corrected sleeping health-regen values and NOW...
non-factioned beds in the Megaton Common House. Coming soon will be a
portable bedroll.
Keep letting me know what's up, but
just so you know: I'm at my girlfriend's parent's place for the next week or so,
and she has dial-up. I don't know how anyone survives on dialup, as it
takes seriously about 10 minutes just to load a forum page. So I'll likely
be offline 99% of the time...
v082: I said I
was going to take a break, but I felt terrible -- v081b was a very shaky
release, and people's Christmas Breaks are coming up. At the very least, I
not only feel bad about the "omnipotent enemies" (the sneak rebalance problem of
too-easy detection), but also the fact that crashes are still happening when
updating the Standalone or removing the Perk additions. This is only
partially my fault, but I'll explain in more detail as I flesh out this major
bugfix update. Be sure to at least skip down to the Uninstall Files
section -- it's REQUIRED READING for everyone! :)
First, the sneak rebalances; they were a priority. I've
started from scratch and re-evaluated my intentions with them. Now,
instead of changing anything about the detection process itself, I've only made
a few highly-conditional changes. The main change from Vanilla is that
line-of-sight is, itself, 3x more effective at spotting you. It really
bothered me that I could walk up to someone IN FRONT OF them and still be
unseen. On that same note, *moving* within someone's line-of-sight (and
visual distance) will almost certainly get you spotted. With a high sneak,
you may be able to stay still when they turn around, especially if you're
partially obstructed by an object, but you won't be able to continue to move
towards them! Second, the effect of armor weight has been tripled, BUT the
BASE armor rate has been reduced. The Vanilla formula for the sound you
make while moving was (12 + (ArmorWeight * 0.4)); it is now (1 + (ArmorWeight *
1.5)). This crosses over at an Armor Weight of 10, so under 10lbs, you
will be sneakier than in Vanilla; over 10lbs, you will be less
sneaky. Third, the sound made by a gunshot is much louder than
Vanilla (though MUCH quieter than in the fubar'ed v080b). I did make slight
changes to the detection base: aside from the line-of-sight changes, it will be
significantly easier to "properly" sneak up on someone in the mild rebalance,
and a bit harder in the harder version. Just don't plan on walking up to
someone from the front, sneaking in heavy armor, or remaining unseen after a
gunshot!
Second, the stat changes. It finally occurred to me how
to easily balance SPECIAL stats and make them all very important. It will
now be very difficult for you to choose amongst them! The main changes are
that PERception now has a very strong influence on ranged accuracy. From
about -30% to +30%, crossing Vanilla at a PER of 5. Also, CHArisma now has
a major effect DIRECTLY on prices everywhere; again from about -30% to +30%,
crossing at 5 (of course, higher CHA gives lower prices). Combined with
the painful barter fixes, this makes Charisma very attractive to
*anyone.* It still has its previous indirect effect on prices (via
disposition), as well as all of its other previous abilities. AP now has a
higher multiplier per point of AGI (than previous releases; MUCH higher than
Vanilla); and base encumbrance has been lowered, though STR has a higher
multiplier than Vanilla, as well. END and INT never needed any help ;)
Third, the new enemy rebalance and MMMF esps. The new enemy rebalance includes
some popular requests. Super-Mutant HP is slightly lowered for standards
and brutes, and greatly lowered for Masters and Behemoths (the latter of which
is still a God to you). Also, Raiders now have a much wider range of
armors they might be found wearing, and a bit more logical of a gun choice and
loot list. Many more changes in that vein are yet to come.
The MMMF esp is
basically a difficulty mod for using XFO with MMMF (Increased Spawns).
Specifically, enemies will do less damage, your actions will take 1/3 less AP
(to account for more targets), your VATS damage will be lowered (to 30%), and
your limbs will take 1/3 less damage. If this doesn't fix the "feel" for
you, there's a difficulty setting ingame! ;) NOTE: this file
should be loaded last among my files, so that it can overwrite VATS damage
amounts and limb damage modifiers. It also is NOT included in the
Standalone.
Fourth, the Uninstall Files. FINALLY, you can uninstall
my program. I promise I wasn't trying to force people to stick with
it! :-P This will, however, require a bit of explanation, as I've
fucked up a few things in the past -- take my word that I'll be much more
careful from now on. Okay, the two options (read both to get a better idea
of how this works!):
1) To Update to a newer version: Previously,
updating to newer versions of the standalone had been causing problems.
This is the same problem for uninstalling or updating: if Fallout can't find a
perk when it tries to pull it up, it crashes. This is, frankly, stupid and
unnecessary, and I hope Bethesda fixes it. This affects updates because
when you change the name of a plugin, it changes the way Fallout references the
subrecords in that plugin, breaking the perks just as if you had straight-up
removed the file. As such, the easiest way to update to a newer version is
to take any RENAMED files (like the standalone) that contain perks, and rename
the new one to the same name as the old one. For example: you have v080
installed, and you are using the file "XFO_Full_Preconfig_STANDALONE_v080b.esp"
while the new version (I won't be renaming them anymore) is named
"XFO_Full_Preconfig_STANDALONE.esp" -- just move or delete the old one (with
_v080b in the name), copy over the new one, and ADD "_v080b" to the end of the
name, giving it the same name as the file it's replacing. Unfortunately, I
made a few mistakes in the old versions, and so the process may not be so
simple. But now you can uninstall the old files and install the new ones;
read on for how to do that. In fact, this may be your best option, since
it will mean you'll have the "correctly named" version of the file and won't
have to overwrite it anymore after today.
2) To Uninstall (ie, remove) XFO: Currently, this
is ONLY necessary for Perk_Paths and STANDALONE files. I have fixed all
other files to create clean saves. NOTE: this only works if you manually
save a new file, not for quicksaves or autosaves, as the script checks for when
you are in the save menu.
2a) To uninstall the old
files, go into the Uninstall folder and find the appropriate uninstall
file. For the v081b standalone, you will have to overwrite the old
standalone file with the new one in the uninstall folder. You must use the
appropriate uninstall file WITH the file you want to uninstall (make sure both
are checked). Then, with both of them active, save a game manually.
Now that file is uninstalled and you can remove it or replace it with a file of
a different name. Because "XFO_Perk_Paths" never changed its name, you
don't need to use the uninstall folder for anything but the 80 and 81
standalones. If you want to REMOVE (permanently) the perk paths esp, keep
reading.
2b) To uninstall the new files, use the
included uninstall files: either "XFO_Uninstall_Standalone.esp" or
"XFO_Uninstall_Perk_Paths.esp"
Either of these options
will REMOVE all new perks from XFO from your character. There's just no
way around this. If you are using this from v081 or v080 in order to
replace them with the newer files, you may want to RE-add the perks you
lost. To do this, you'll need the EDID of the perks you want. Since
they're different in different files (yes, I know, I'm an idiot, and this won't
happen anymore either!), you will have to go into either the GECK, the plugin
editor of FOMM (TESSnip), or FO3Edit, and look under the PERK category.
There you'll see the EDID (or Editor IDs) for each perk. Write down the
ones you want, then go into the game, use the ~ key to open the console, and
type "player.addperk ########" without quotes, where ######## is the 8-digit
hexadecimal "number" of the perk you want. Multiple ranks just require you
to add that perk multiple times.
NOTE: There were a few
subrecords with duplicate FormIDs in v081b. I don't know if those perks
would even be possible to acquire in that case, but if you did get one, the game
may crash when you load the replacement file for v081b in the uninstall
folder. In that case, you'll have to use the trick above for adding perks,
but this time look up the perks you HAVE and type "player.removeperk ########"
and save the game with no perks from that file. Again, sorry for all the
confusion, but this will all contribute towards making future releases a lot
cleaner. I won't rename the standalone file, I'll check for duplicate
FormIDs, and I'll bundle uninstall files!
Fifth, I've done some MORE work on the Necessities
esp. I still can't reproduce any of the problems others are having, but I
did find some foods that weren't listed. Now junk foods also fill you
up. This will be made much more dynamic once I figure out what has been
going wrong with people eating! Let me know if it still isn't working for
you, but let me know, too, if it IS now working for you! It's working for
me, and I can't find a problem with the script. *Crossing my fingers that
this was the problem* ;)
Sixth, by popular demand, the Power Armor revamp now
includes even MORE powerful Power Armor. For one, it now offers FAR more
DR than any other armor -- up to 50% more than it did in Vanilla! It also
mostly covers its own weight -- WHEN you're wearing it. Don't plan on
sneaking in it -- in fact, even when you aren't sneaking, power armor will
basically give away your position to NPCs. They do have ears, after
all. Still, it now degrades more slowly, is looted in MUCH higher
condition, provides much more DR, and weighs almost nothing while equipped.
Finally, just for a few kicks
(because it was fast and easy), I included a couple immersion-helping "nomsg"
files. One removes the [HIDDEN], etc., messages while sneaking (I
definitely prefer this, esp now that sneaking is a lot easier); the other
removes the [EMPTY] message for empty boxes, in case you don't like having your
hand held (I do like having my hand held, so I won't be putting this in the
Standalone; the sneak messages will be removed, though).
Whew! I spent a lot of time
on this, so I'm sure there are a lot of things I forgot to mention. Over
the next few days, I plan on (1) responding to new forum/comment posts, (2)
Finishing up three or four more perk paths, (3) making an optional file to
seriously buff up your companions, and (4) something else I'm forgetting
now. :-p
v0.83b: Sorry
about the month away, all, but I'm finally back, and after a few days of my nose
to the grindstone, I've got some serious changes and fixes. For the most
part, consider 0.83 a "hotfix" -- it's mostly here for squashing bugs. I'm
fully aware that several aspects still need to be added or tweaked, like a
massive MMMF compatibility suite, as well as the rest of the perk paths promised
a very long time ago, and a few important follower mods. In the meantime,
please be sure to check the Recommended Mods section for some mods to fill the
gaps I haven't yet closed up, and if you're curious, browse through the Plans
section to see some of my ideas for v0.90. As for this version, here are
some of the changes:
* The VATS multiplier in the 50%
mod is fixed (it was erroneously 100!)
* The switched
Commando levels are switched (though VATS perks are FUBAR right now, so it won't
matter until Bethesda does their job).
* The Molerat
quest for Moira is UN-broken :P Finally...
* There
is now a CAP on thirst time. Previously, thirst would continue to add up
for as long as you went without thirst. This had a tendency to result in
players "stuck" at "Extreme Thirst." Now you will only continue to add
thirst for 24 hours. At four hours recouped per drink, you shouldn't ever
have to take more than 8 or 9 drinks to return to quenched. Be sure you
(a) aren't trying to quench yourself with Nuka Cola or standing bodies of water,
and (b) activate external sources repeatedly (instead of holding on your
activation button/key).
* SP_Fix2 has been Fixed.
I don't know what I did, but it was basically an empty file before...
* Greatly lowered Unarmed Damage per skill point.
High levels of UA skill were returning ridiculous amounts of damage. It
should now be balanced for use with PlayStyles.
* Fixed
the medicine skill multiplier, which was causing stimpaks to be too
powerful. Checked, tested, and balanced -- meds should now heal for the
correct amount!
* Removed limb healing during sleep (in
the Necessities mod).
* Fixed the bug that would cause
people to "bleed out" and die in their sleep if they went to sleep at very low
health (in Necessities).
* Fixed instant-sleep (waking
up immediately from trying to sleep with too high an energy level) sometimes
causing "Extreme Hunger."
* Alcohol and Med-X now
have stronger sedative effects when the player is at an energy level too high to
sleep. Now you will always be able to go to sleep after drinking or
shooting up.
* Added an extensive, but only just
started, mod called "PlayStyles." Please read the appropriate section
under "Mods" for information.
* Went nuts on the
Recommended Mods section, added a couple entries to the FAQ (yes, I know, it
needs a LOT more), rewrote the Plans section, and cleaned up a bit of the readme
(also needs some serious help)
* I'm sure I did some
other stuff, but I'm pretty inconsistent about documenting. :P
v0.84b
This really kept
getting pushed back, and with FOOK on the edge of revamping to go CALIBR, I'm
sure I'll need to release another one very soon. Here are the big changes
to this version:
* Compatibility: Check the compatibility section up
top for info on working with XFO, MMM, and FOOK together!
* Necessities: I feel terrible for such a bizarre
oversight, but it appears that I packaged an old, buggy, trial version of
Necessities in 0.83b by accident. I was for a long time bewildered by the
reports that were coming in that not only had old bugs remained, but new bugs
were coming up. I kept looking at my script and thinking that the reports
were impossible. Then I downloaded 0.83 from the Nexus to see some file
info, and noticed that the packaged Necessities was the wrong esp! In
addition to putting the fixed file in, many, many fixes have been made.
While Necessities may look similar ingame, the script is almost entirely
rewritten. Major changes include: sleeping will no longer heal limbs;
eating while full will no longer heal the player; players will not die while
sleeping; thirst time has a cap at 24 hours; more water sources will count
towards thirst; messages come up sooner and are displayed for less time; you can
now sleep in a bit; requirements for sleep are a bit more lenient (you can
always go to sleep when you're on Med-X, and usually with Alcohol); swapping
food/drink through containers, followers, etc., should no longer count as
eating/drinking. Some obnoxious things left over: standing water (puddles,
rivers, etc.) does not quench thirst; you must still activate external water
sources separately each time you want a drink to count (can't hold on the
activate button); food added in MMM does not satisfy hunger (new radroach meat
is all I can think of).
*
Extra Levels!: I've come up with a way to
add extra levels to gameplay while avoiding any imbalance. You can now use
extra levels with epic pacing to have a nearly open-ended, almost MMO-like RPing
experience :) Check the Pacing section under Mods for a full chart and
explanation.
* Paths: Path of the Ninja has been implemented, and
work has begun on: The Medic, The Tank (big weaps, Power Armor), the Explorer,
the Merchant, the Charmer, and the Survivor. Compatibility is taking up
all my time, but I'm excited to get on added a LOT more perk paths. :)
* Bugs: Numerous bugs
have been squashed! The peskiest were in Necessities, but playstyles also
had a bug where having one leg crippled would lead to full movement speed either
forward or backward depending on the leg. Shame on all you cheaters for
not telling me ;)
* Readme: It needs a LOT of work, I know, but I
think that I've fixed a few errors. There are lots more. The only
way to get the truth is to read this changelog. Some things here don't
make it up there. And sometimes I lie :P
*
Standalone: Every time I rebuild the standalone (I rebuild it
from scratch each time), I discover a huge host of things I've been doing
wrong. Improved practices here mean that I not only squashed a LOT of bugs
from all previous versions, but that screwy Perk Paths should work again!
Top
FAQ
How?s
Why?s
Much more coming, of course. ;)
Top
Using the Mod:
"How do I install/use this
mod?"
"How does the mod work?"
"What can/can't I do with your mod?"
"Can I use XYZ with your mod?"
"I
like the way PQR does XYZ better."
"Oh crap, I can't
load my savegame without crashing! Help!"
First thing's first: you'll need winrar (free on
the web). I recommend double-clicking the XFO.rar file so that you can see
the files inside like a normal window. Now open your Data folder
(typically C:\Program Files\Bethesda Softworks\Fallout3\Data) and drag the esps
that you want into the data folder. You can extract them all, or you can
pick and choose. If you plan on just using the Standalone, then that's all
you need to extract.
Secondly: I *strongly* recommend that you download
and use Timeslip's Fallout Mod Manager (FOMM), which can be found at http://timeslip.chorrol.com/fomm.html. (It's also
available now at fallout3nexus.com) It will allow you to drag-and-drop
mods in its window in order to alter their load order, which can be important
(lower mods are loaded later, which causes them to "overwrite" mods above them
when the two conflict in some record or value). It also will fix the
uncheck/recheck bugs that occur with the original built-in mod manager.
Just unzip it into your game's main folder (...\Fallout3).
Finally: Simply check the esps that you want to
use (then click "Launch Fallout"). Above in the mod descriptions are
warnings as to what mods you can and can't use together; basically, just don't
use two of my esps of the same type (like two "Weapskill" esps).
Save
Games, New Games: You don't need to start a new game, though it's
recommended, especially recommended that you use it with a somewhat new-ish game
so you can see and take advantage of the changes made, like new perks and SP
formula tweaks. Whenever you DEselect a mod (esp) that you saved a game
with, the game will tell you that your savegame depends on files that aren't
loaded. In general, ignore this. There is a procedure for "clean
saves" that Oblivion fans will know well, but it shouldn't be necessary with any
of my mods. In general, the game recalculates formula tweaks
instantly. There are some caveats, of course. First off, if you pick
new perks from my perks files, then deselect my perk files and load a game, the
new perks won't function anymore (in fact, as of writing this, a bug in Fallout3
will cause your game to crash-on-load -- read "Uninstall" above!). Also,
pacing does some weird things if you mess around with it mid-game. It
changes the experience required to level, but doesn't change your current
experience. So say you have 4k experience and you're level five and you'd
need 5k to get to level six. Then you load up my medium Pacing esp.
Now you'll still have 4k experience, which might normally put you at level two
with medium pacing, but you'll stay level four. Still, you might need,
say, 10k experience to get to level six. So until you "catch up" with the
new pacing, you won't see your XP bar move. You will see correct
experience values in your pipboy, though. Similarly, if you then get to
9,900xp, just short of that level five, and you UNcheck my pacing mod, then when
you load the game, you might instantly gain a few levels, until you "catch up"
with Vanilla pacing. Other than perks and pacing, though, you should have
no problem switching your options whenever you feel like it. Just ignore
the warning.
Mod Changes: Not only can you change your mod
options at your whim, but you can also replace existing mods with my updates at
your whim (no need for special procedures, just overwrite). You can't
deactivate a perk-bearing mod You can also rename my mods to your heart's
content, if that fits your organizational needs better. Also, my mods have
no required load order internally, so you can re-sort them as you wish, to make
it easier on the eyes or easier to remember, or whatever. Except that if
you are trying to use the Standalone with another of my mods (unsupported), then
you have to load the Standalone first.
Replacing Mods and
Compatibility: This gets trickier as more mods come out, and as I
expand my mod. For replacement issues, it's generally pretty simple.
Say you like someone else's take on pacing more than mine. Just don't
check mine; check his/hers instead. The beauty of modularity isn't just
that you can pick and choose your options, but also that you can mix and match
them (with others). Same goes for damage, skill points, whatever.
Some things don't mesh, though. Game settings combine and replace well,
but record values don't. One example might be my food changes. Say
you like my health and radiation values, but you prefer someone else's
weights. Well, they both edit values within the same records, so you have
to pick one or the other. The same is true of my weapon rebalance, though
it is (very) unfinished, so you might as well replace it with another one, if
you find a good one. My "weapskill" damage mods are game settings, so
just load them after someone else's weapon rebalance (in case they also
modify game settings), and they'll work together nicely. My perks should
play nice with other perk mods. I know they do with QZ's, since he is
smart enough to introduce new perks instead of editing old ones. When
possible, I try to introduce a new version of a perk by making a new perk with
the same name as the old one, then disabling the old one. Then if someone
does something to the old one, you can load their perk mod AFTER mine, and it
will re-enable it, though you may get multiple perks in your perk list with the
same name. I will eventually replace ALL of my perk changes with new
formIDs, so it will play nice with all other perk mods. When the SDK comes
out, I will clean up my mod to be incredibly compatible.
Bug
Reports: You wouldn't believe how often I hear something like, "I
unchecked some of your mods and then I couldn't load my game without
crashing! Help!" While I don't need to know anything about your
system, specifics are important. The quote I just mentioned does me no
good. Try something like this: "I had a level 10 character chilling in
Little Lamplight with her gun holstered and wearing combat armor. Then
before I reloaded the game, I unchecked XFO_Weapskills_accuracy_not_dmg_mild.esp
and Sneak_rebalance_mild.esp, and checked
XFO_Weapskills_accuracy_not_dmg_med.esp. When I try to load that game, I
get loading screens, but the game crashes to the desktop before actually
displaying anything from the save. I'm also using INSERT MOD NAMES HERE
and INSERT GRAPHICS CHANGES HERE, but I didn't change any of them." Oh,
man, that feels good to hear. Even if I just made it up. :)
See, I've come to understand a lot about how esm's and
esp's work, but I didn't make the game engine, and I've never pulled apart the
executable. I have no idea what goes on at game load, and I don't know for
sure what changes I make can cause a CTD. Bethesda's engines are also
notorious for LOVING to crash to the desktop. They even do it with no
mods, on a simple quit and close. So the way I can find out what kinds of
changes cause a CTD is to hear from you.
On this note, please check the v082b changelog for
uninstallation instructions. This readme will be extensively updated in
the near future to make these changes much easier to find and to do.
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Why I do what I do:
"In real life, blah blah blah..."
"I shot a guy in the head; why didn't he die?"
"Your esp, XYZ, isn't realistic - shouldn't it be like
PQR?"
"I keep dying, why do you hate me?"
"OMG, Why are my melee weapons doing crazy damage?!"
Realism vs.
Balance:
From a response I made on the
forums:
"1) In REAL life: Everyone would be dead from the secondary effects of
fallout; you can't reload; things don't spawn or randomly generate; healing is a
slow, slow, and usually ultimately incomplete process (no stims or heal spells,
and food doesn't wipe away a bullet wound); one bullet usually kills (please
see: "you can't reload"); and no one ever wins the game.
2) Realism is neither balanced nor fun. One character type would exist in a realistic FO3: the
sneaky sniper. That's it. The idea of running at someone with your fists when
they have a hunting rifle would be stupid, and since you can't reload or heal,
well, duh. Since your character doesn't have super powers, a horde of mutants
would kill you - there's no
question. Every time. So that
ultimate goal? That main quest? Forget about them. You're in realism now: so sit down on that crappy bed in your
new megaton home and think about a job you can get to manage a bite to eat.
3) Realism is not even countered by the complaints made.
Supermutants, for example, are a physical invention by the devs. So it's
perfectly within the bounds of realism that their skulls are super hard. Maybe
they don't need brains to even live (like cockroaches). It's a fictional
universe. For all you know, the humans are much hardier in the hard world
they now live in. We've made it through ice ages, even though that would also kill the average now-living
human. Maybe these ones can take a few bullets and shrug them off.
4) FO3 is an R.P.G. Stands for role-playing game. The "tank" (for example) is a
vital, interesting, and for many, fun, role. For
it to be viable for the player, it should also be embraced (successfully) by
some NPCs.
5) What's a boss fight with one sneak-attack
headshot from 300 meters? Oh yeah, dumb.
:-p
6) Sorry for the numbered rant. It isn't angry or
intended to be condescending, just meant to be logical and thorough."
This is even better expressed by a
more particular quote and my response to it:
User: "Now
while i'm starting even vanilla FO3, I make heavy use of tactics and shotguns.
The overall tactic is simple. Draw attention, hide behind something, and let fly
with a shotgun shell or two to the head at point blank. It tends to work. I fire
a few 10mm in the air to draw attention, then hide behind a corner and wait. It
works, but sometimes they survive two or more headshots at point blank range.
Irritating."
Me: "Awesome. How lame would a level-one
foolproof strategy be?" IE -- this is the beginning of the game.
Don't fight a tough group; you're young, weak, and, well, you're a noob in the
Wasteland! It's not "irritating" that they survive more than a shot.
You're outnumbered. If your strategy worked, I'd have to FIX that!
:-p
There are realism overhauls
on Nexus (Jaynus' looks good; so does Welcome to the Wasteland); this is the
Fallout 3 Balance Overhaul.
;) This is why I recommend the damage esps, where weaponskills make
guns do more damage. I also prefer VATS over realtime/realspace.
Because I want F3 to be an RPG with some FPS elements, not the other way
around. So I balance tactics and damage for appropriate difficulty.
Speaking of...
Difficulty:
Fallout 3 was ridiculously easy. It didn't occur to
me until after I kept losing a battle while playtesting my mods that I never had
to run away in Vanilla Fallout 3.
Shouldn't you have to run away often in a
world like this? What kind of nutbag runs into the middle of a group of minigun-wielding
supermutants? I never needed tactics, either. Why shoot them in the
legs when I can shoot them in the head for double damage? Now the legs
make sense, as do the arms.
The point here is that
decent difficulty adds fun and flavor. It quickly and simply adds far more
dimension to the game that a few number changes intuitively should. But
before you come to the comments page and complain that you fought the same group
of Talon Mercs five times and just couldn't beat them, remember that they're
well-trained assassins, intending to kill a hero of the wastelands. How
well are you equipped? What level are you? Do you have a
companion? What's the terrain like? Did they assault you after an
unwise fast-travel? Could they be avoided? You may have to think
differently now.
On the other hand, the same thing that
makes Talon Mercs tough is making Super Mutants wuss (increased damage).
This will be fixed when I get an SDK, I promise (Bethesda says, "Sometime
in December).
Melee
Damage:
First off, before I even get to
rationales for increasing melee damage, let me explain a difference in
mechanics. For guns, the damage is NOT based on any of your SPECIAL stats,
so the damage either stays the same throughout the game (in the case of a
"accuracy_not_damage" esp), or gradually increases as you level up and your
skills increase. However, melee damage is highly dependent on
Strength. SPECIAL stats are different from skills in that they can start
the game very high (and not increase from there). Thus, melee weapons may
appear to do ridiculous damage in the early-game if you are a high-STR
character. It would be the equivalent of starting the game with 100 in
small guns! However, this will even out as the game goes on and skills
increase, bringing guns up towards melee.
Secondly, I
*want* melee to do MORE damage. Lots of damage. Even for the realism
crowd, I'd rather be shot in the arm IRL than swung at with a
pneumatically-powered sledgehammer. Hell, I think I'd rather take a
grenade at my feet than a flaming chinese war-sword in my chest -- or a
mini-chainsaw (ripper)! But for balance, it's equally important.
Again, I quote from forums:
"This is quite intentional,
and has to do with a lot of factors, playtesting, and a coherent vision for the
mod in general. First off, the damage across the board has been raised -- should
be about 2x - 3x in the esp you speak of [ed: that is "mild"]. As such, bullets
kill often with one shot (especially, say, a sneak crit to the head!); if not
one, then few. Melee characters, both PC and NPC, have to close that distance
WHILE being shot at! With fewer HP and much stronger bullets, they SHOULD be
rewarded once they close to melee. That reward is serious damage. That also
provides the PC with incentive to shoot the meleers that are closing in: they
can't be ignored while you have sniper fights. This is balanced and makes sense
from both sides of the equation. Secondly, though, is that SPECIAL was
underpowered relative to skills; now strength has a MUCH stronger effect on
melee damage -- you have seven, which is high-ish. Thirdly, I have begun to give
more distinct roles to combat styles. Melee is the highest-damage combat style
(besides, maybe, explosives and some big guns; but higher than regular guns and
unarmed); again, this makes sense: it is the most vulnerable combat style. So
while the numbers on their own may look big, in the whole picture, it's
even." I think that, furthermore, strength is the best way to implement
another important factor of both balance and realism. You see that
gigantic, muscle-clad supermutant master running at you with a
sledgehammer? You want to know what happens when that thing connects with
your head? You die. I don't care if you're wearing God's own power
armor. But what if Moira popped you in the head with that same
sledgehammer? You chuckle and ask her not to do that again. It
doesn't matter if Moira's level 20 and the supermutant is level 1...
Finally, it's again important to take differences in
systems into account. Skill damage evens across a complex equation.
However, STR damage is just a straight muliplier added onto your damage.
STR*X added to your base damage. {X| Mild = 2, Med = 5, High = 10}
The Necessities:
This sure seems like a realism mod, which may look strange
to many, especially after I spent a chunk of this very FAQ explaining that this
mod is all about balance and not realism.
However, Necessities is actually a balance mod masquerading as a realism mod; it
uses realism as the implementation for some much-needed balance. For
example, I made stimpaks rare and expensive, because healing -- especially
mid-battle -- was far too easy and far too tempting, to the point of a bad
imbalance, in Vanilla. But with stimpaks rare like gold, the natural next
tier is to go to food for health. Food is plentiful and in my food
rebalance, it heals a fair amount of health (albeit at the "balancing" cost of
rads). I still don't want it to be an in-battle cure, nor to be a pile of
"weak stimpaks" to carry around. So realism gives me an excuse for
"nerfing" food: realistically, you can't eat mid-battle and you can only cram so
much food down your mouth every few hours. That's exactly the balance
needed, and when balance coincides with realism,
it has an in-world reasoning for its existence: win-win. Similarly, sleep
was "overpowered," in the sense that you could sleep whenever you wanted, it
healed you completely even after one hour, and it healed your limbs. So
instead of hoarding those stimpaks, you might travel home and back over and over
again. Or fight from one bed to another! This "energy level" also
gives a drawback to fast-travel, which was much-needed for balance (though you
should get the awesome fast-travel spawn mod listed below in recommended
mods!).
What I don't want
is tedious juggling; in fact, I would like the player to barely notice this
layer of change. As a result, I will endeavor to continue to make the
Necessities mod more intuitive and subtle. If it feels like you are having
to eat, drink, and/or sleep too often, change the Timescale. I have made
Timescale mods, but it's also easy enough to open up the console (the ~ key
ingame) and type "Set TimeScale to X" without quotes, where X is the multiplier
to real time. That means that the games default, 30, is 30 times faster
than real life. If you set the TimeScale to 1, you will only have to eat
or drink every REAL LIFE four hours (some events, like fast travel, will cause
game time to jump forward, still).
If you would prefer
another "basic needs" mod, by all means, use it instead! There are some
great ones out there, too. I will continue development on this to ensure
that it fits into my vision and my balance, to eliminate potential
incompatibilities, and to be able to expand it into/with the rest of my mods
(and the standalone) freely.
Nuka
Cola:
It seems to strangely annoy people that
in what appears to be a realism mod, I have made a drink that is surely somewhat hydrating into a drink that does not factor
into player hydration. Again, however, balance > realism, and Nuka Cola
already increases Energy and adds to health.
Ice Cold Nuka Cola even has few rads. For some entertaining reading, feel
free to browse http://www.bethsoft.com/bgsforums/index.php?s=&showtopic=935879&view=findpost&p=13762640,
and a few posts later (150 and 151) for some fun arguing on the topic.
Either way, "there are no phoenix downs here" -- so no OP "potions" ;)
Top
Plans: (Missing letters are from things
accomplished in 0.83b) (Not updated for 0.84)
1) Fix:
d) Unarmed pansy mutants?
f) Add trade/swap menus to Immersion (like with Barter)
h) Add "standing water" to thirst
i) Fix SP_Fix2 (recompile scripts and check TAG desc)
k) Look into Wasteland Wisdom and Educated (new version)
m) Fix/expand the FAQs in the readme!
2) Tweak:
a) Change END HP mult to 10
d) Sneak rebalance? (reports: too easy in power
armor, too hard in middle skills, too easy in high skills)
e) Nerf Bobbleheads. Skill = 3sp; Stat bobbleheads =
1 SPECIAL point when all are found.
f) Remove outcast
stimpak reward and replace with more fun options
h)
lower per-pack numbers for railway spikes and darts
i)
Lower Scoundrel level to 2
j) Tweak, extend, revamp loot
lists, esp for raiders
k) Make companions essential (and
raise incap time to one minute)
l) Move mods around so
they show up in the right order in FOMM
p) Find and
adjust armor effect on movement speed
3) Extend:
a) Revamp readme, make it simpler and easier,
and extend it beyond the mod
b) Add a portable bedroll,
with chance of spawning appropriate enemies during sleep
c) Add "merits," add additional flaws, fix and clean up
this whole system
d) Conditional accuracy modifiers for
(hurting) NPCs? IE -- their acc in low-light, while you're crouching,
etc. (*If I can figure this out, this would be a more "fun" option for
lowering difficulty in MMMF3)
e) Finish first phase of
perk paths -- add second set:
* STR: Heavy Weapons
Basic: Each level reduces the weight of Big Guns and Power
Armor in your Inventory (or equipped)
Expert: Steadfast:
While wearing Power Armor and wielding a "Big Gun," your damage in VATS (or
while constant-firing and standing still) is halved.
Master: ???
* PER: ???
* END: The Survivor
Basic: Each level increases HP and some regen
Expert: Conditioning: Rad regen, no addiction, other
stuff??
Master: Immortal: Max DR = 95
* CHA: The Commander
Basic: Each level increases the number of followers you can
have
Expert: Karma Chameleon: Karma doesn't limit your
follower choice(s)
Master: ???
* INT: The Tinkerer
Basic: ??? (Ammo reduction for EWs added to playstyles)
Expert: Universal Remote: Allied to robots and turrets
Master: (???): Can repair above 100% (?)
* AGI: The Ninja
Basic: Each level improves sneaking when unarmored and
<50% encumbrance
Expert: As the Wind: Increases AP
and speed when unarmored and <50% encumbrance
Master:
Master Assassin: Instant kill with melee/unarmed while in sneak mode (+ no alert
to nearby)
* LCK: Depends on what I can do with FOSE...
f) Make a LITE Standalone
g) MORE MORE MORE work on Necessities. This is the
least favorite part of the mod, but essential for balance and integration, as
well as immersion. It needs to be UNobtrusive, intuitive, simple, and NOT
difficult! It needs a lot of work to blend in and stay well under the
hood. Lower penalties? Subtler feel...
h)
Remove in-world stimpaks (there are almost 300!)
i)
MMMF3 compatibility patch
4) Invent:
a) Make an ingame-modifiable
standalone. It'll kill compatibility, but I can use QZ Keys to hotkey an
ingame menu and make all values modifiable from within.
b) Create a complex and fun addiction system, with levels
of each drug and varying effects, withdrawals, and serious addictions.
c) Create an optional "class" system based on perk paths,
but "on top of" the perk system, like the flaws. Pick a class and instead
of wasting perks on it, you'll gain levels in that class as you gain
levels, gaining slowly the abilities of the same perk path, with bonuses
relative to your appropriate SPECIAL stat.
d)
Plenty of other ideas in this category, but I don't want to risk getting people
excited over things that I don't know are possible...
Uninstallation:
For all mods: Only
"manual" saves will be clean -- that means that quicksaves and autosaves will
likely crash your game if you try to load them without the mods with which they
were saved. This is because FO3 will crash if a mod includes a perk that
the game can no longer find. To work around this, I delete all mod-based
perks whenever you bring up the save menu, and re-add them when you leave that
menu. This way, the perks aren't in the manual saves; they are "clean."
Only "Perk Paths" and "Standalone"
should need to be manually unistalled. For this, I've included
"XFO_Uninstall_Standalone.esp" and "XFO_Uninstall_Perk_Paths.esp."
Both of these uninstall esps "clean" your saves in a way much like the
above. They will delete all mod-based perks you
have gained. You must activate the uninstall esp WITH the appropriate
esp to be installed, then save the game. Now you may de-activate the
appropriate esp: Perk Paths or Standalone.
For more details, see the 0.82b changelog section, under
Uninstall.
* v0.84 will introduce an uninstaller for Necessities, to
ensure that you don't get the "stuck" modifiers.
Top
RECOMMENDED
MODS!
THANKS!:
Thanks SO much to
Martigen. He's been an incredible help in revealing to me
previously-unknown abilities of FO3Edit that will become major
time-savers. He is to recent editions of XFO what qzilla was to early
editions:
Thanks to qzilla for helping me sort out my
FormID mess in my perk mod, and for his awesome work on the wikia record
structure XML. His help in general has been crucial to this mod!
Thanks to everyone who has made suggestions and criticism
to help me better my mod for all.
Thanks to my fellow
modders at the forums for their patience with me in trying to figure out how to
implement my ideas and fix my errors.
Thanks to everyone
who rated me up.
And, of course, thanks to you, and
everyone else who has downloaded this, for giving it a try, and for being the
whole reason this was made! ;)
I hope you enjoy the mod!
Top