Fallout 3

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Krymzon

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Krymzon

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11 comments

  1. MattyDienhoff
    MattyDienhoff
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    I've been using all three of the packages from this mod on my last three playthroughs, and I haven't encountered any bugs, so your first mod appears to be perfectly stable. Congratulations!
  2. MattyDienhoff
    MattyDienhoff
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    Thank you so much for this. I did the quest where you have to help M.A.R.Go.T's bots clear out the subway tunnel, and holy crap it was harsh. I was playing on hard difficulty (which had been challenging under normal circumstances) and Cross was backing me up, and at one point I had to contend with three of those damn reavers in one go. I'm surprised I only died three times.

    This is my first playthrough and I haven't touched upon many of the sidequests or any of the DLC (besides Broken Steel) yet, and I was really daunted by the idea that these overpowered mutant types would be showing up everywhere from now on. So daunted, in fact, that I was thinking of starting the game over from scratch so I wouldn't run into them so much. I just don't want to be forced to take power armor and huge quantities of heavy weapons everywhere I go, it puts a cramp in my style.
  3. Mikako
    Mikako
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    Thanks a million, I really hated the Broken Steel Added NPCs. Now if you can lower the chance they randomly spawn on the map because when I was last level 30 I badly missed running into packs of giant rad scorpions... always albino Scorpions. T.T
  4. rad666a
    rad666a
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    Very nice, now I can see what I'm getting without using the GECK <img class=">.

    Thanks!
  5. Krymzon
    Krymzon
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    @Wolfiefang

    No it doesn't solve the spawning problems. For some reason the Overlords, Albinos, and the Ghoul Reavers can spawn anywhere normal Super Mutant, Radscorpions, or Ghouls can spawn. It's just like a percentage chance that it will be the Broken Steel DLC npc's over the normal ones.

    I'm not too sure that Bethesda intended for it to be like that or whether they even have control over it. But it just started annoying me when I was getting Overlords at like level 5 outside the GNR building. Maybe Bethesda wanted them to spawn at later levels possibly after level 20? Make the game a little more challenging for those that have maxed out skills and stuff.

    So, no they will still spawn on you but this mod will hopefully make them easier (but not too easy =P) to eradicate them.


    @Rad666a

    I updated the file description here on fallout3nexus instead of the actual read-me in the download. What you're looking for is in the introduction.
  6. Wolfiefang
    Wolfiefang
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    Nice! plain and simple. Let me understand though, it doesn't fix the spawning issues, correct? They'll still spawn too much, right?
  7. Krymzon
    Krymzon
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    @Rad666a

    Thanks for the kind words. Sure I'll update the readme.
  8. rad666a
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    If you could in your description, add the old vs new health values for the 3 altered critters, and the health values of the Glowing One, Supermutant Master, and the Giant Radscorpion for comparison?
  9. rad666a
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    I was going to make one of these myself. I'll try yours out before I do. Thanks for doing the work and uploading!
  10. Krymzon
    Krymzon
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    Ah I see. I didn't know Marts Mutant Mod did that lol,kind of strange that increasing spawns would stop something from spawning. I tried it once but actually didn't like it because it added the Night Ghouls. That's the only reason I didn't like it really.