FALLOUT 3
FPS Run n Gun for FO3 by fatrap
Fallout 3 » Gameplay Effects and Changes
Added: 21/03/2010 - 02:12PM
Updated: 23/03/2010 - 12:29AM

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Uploaded by fatrap

Description

Last updated at 0:29, 23 Mar 2010 Uploaded at 14:12, 21 Mar 2010

Some of you may be familiar with the mods I did for S.T.A.L.K.E.R. Shadow of Chernobyl... if so, this mod is similar to what I did for that game. It is meant to retain as much of the "vanilla" gameplay as possible while giving the player a new experience for the game... and making it a lot more fun, too!

The base mod is for Fallout3 only... to be used if you DO NOT have all 5 DLC packs. If you DO have all of the DLC Packs then you can also use the add-on to this mod for enhancements in the DLC's. You need to load it AFTER loading the base mod. The list of features for the add-on is at the bottom of this read-me file.

This mod is meant for the player who likes to play as a "good guy" and who likes to scrounge up ALL the stuff laying around the Wasteland... it is meant to increase the "fun factor" of the game!

It makes many changes to the game, and as a result it will probably NOT be compatible with many other mods. Mods that deal with just sounds and graphics should be compatible...

I highly recommend starting a new game... this mod might work with your current saved games, but to get the S.P.E.C.I.A.L. stats maxed out you need to follow the guide at the bottom of this page.

Some of the changes make the game easier while other changes make it harder. It seems to be well balanced for the average player... and a lot more fun!

Be sure to read this file carefully... some of these changes can be fatal to your game! For instance, the health hit due to rad poisoning!!!!

Install
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1. Extract the files in the download to a empty folder.
2. Copy FPSRunNGun.esp to ..\Fallout 3\Data\ folder
3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside "FPSRunNGun.esp".


Uninstall
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1. Delete the FPSRunNGun.esp file from ..\Fallout 3\Data\ folder.


Here are some of the changes the mod makes:


CHEMS, ALCOHOL, AND FOOD ITEMS:
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Most chems have different benefits with no risk of addiction or withdrawal. The benefits are all temporary and last about 4 game hours:

Mentats will add 25 points to your Speech, Repair, Lockpick and Barter skills. The "flavored" Mentats last 2x longer than the normal ones.

Buffout adds an additional 750 pounds of carrying capacity and lasts about 8 game hours.

Jet increases your Energy Weapons, Small Guns, Explosives, and Big Guns skills by 25 points.

Psycho increases your Melee Skill, Small Guns, and Sneak Skill by 25 points and does not change the original setting of 25% for Psycho Damage.

Rad-X will double your Rad Resistance from the original base of 25 (now 50.)

Med-X increases your Science, Medicine, Lockpick and Repair Skills by 25 points.

Ultrajet adds an additional 2500 pounds of carrying capacity and increases your Small Guns and Big Guns Skills by 25 points. The effects last 16 game hours.

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Most alcohol items have different benefits with no risk of addiction or withdrawal. The benefits are all temporary and last about 4 game hours:

Beer will increase your Lockpick, Repair and Explosives Skills by 10 points.

Scotch will increase your Lockpick, Repair and Explosives Skills by 20 points.

Vodka will increase your Sneak, Speech and Barter Skills by 10 points.

Whiskey will increase your Science and Medicine Skills by 10 points.

Wine will increase your Science and Medicine Skills by 20 points.

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Some food items have different benefits with no risk of addiction or withdrawal. The benefits are all temporary and last about 4 game hours:

Ant Nectar will increase your Melee Damage and Unarmed Damage ability by 10% and will add 10 points to your Melee Weapons and Unarmed Skills.

Ant Queen Pheromones will increase your Sneak and Speech skills by 10 points.

Bloatfly Meat will give similar effects as the Stealth Boy does... just not as strong and shorter lasting.

Fire Ant Nectar will increase your Fire Resistance by 25 points and add 300 pounds of additional carrying capacity. The effects last 8 game hours.

Miss. Quantum Pie will increase your Small Guns and Big Guns Skills by 10 points and retain the Action Points boost it had originally.

The Stealth Boy lasts 2X longer... (now 4 game hours).

Yao Guai Meat will increase your health by 20 points and the increased damage effect will last 2X longer. It will not increase your Rad Level.

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WEAPONS AND ARMOR:

All weapons and armors are much more resistant to damage and all weapons are more powerful and accurate.

The "Zoom" feature of most weapons has been increased. This will help offset the lack of binoculars in the game.

Many of the "Unique" weapons are stronger and some use different ammo.

Most of the ammo will have a faster velocity when fired... for instance the Dart Gun, the Alien Blaster, the Fat Boy and the Plasma weapons.

The Chinese Assault Rifle, the Combat Shotgun, the Sniper rifles and the Alien Blaster are now repairable with a larger variety of weapons. Most of the "Unique" weapons also are repairable with a larger variety of weapons.

The Armored Vault 101 Jumpsuit is now the FPS Armored Vault Suit. It will now add 25 points to your Rad Resistance and allow an additional 100 pounds of carrying capacity. It is repairable with many different armors... it is very versatile but not so much as to make it the players ONLY armor of choice.

In fact, most of the "high end" armors such as the Power Armors, Tesla Armors, Combat Armors, etc., have been reworked to have any negative effects taken away and have increased carrying capacities. They are repairable from a wide source of armors just like the FPS Armored Vault 101 Suit. The carrying capacities vary for each of these armors... from an additional 100 pounds on the low-end models to a high of 350 pounds on the T-51b Power Armor.

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PLAYER, NPC's and MISCELLANEOUS:

Your base carrying capacity increased to 250 pounds (was 150).

Pip Boy light is much brighter and has increased radius.

Leveling-up has been slowed down slightly to prolong gameplay.

The Lawbringer Perk is available to you at a lower level.

Power Armor Training is now available as a standard Perk... it becomes available at Level 5.

The Bloody Mess Perk is now called the Combat Master Perk and it does away with the gibs effect to eliminate FPS drop / lag. However, it now adds a 10% damage increase to your weapons!

The Ant Sight and Ant Might Perks have the exact same value... either one will add 1 point to your Strength, Perception, Intelligence and Agility levels!

The Strong Back Perk now has 3 levels... each will add an additional 50 pounds of carrying capacity.

Vendors have more caps. The amount will increase with each level-up.

Most Ammunition cans, Footlockers, Toolboxes and Medical Supply containers will respawn their contents if they are in a area where NPC's respawn and most cells will now reset in about 3 game days to give the player more trigger time.

The "Karma Gifts" you get in Megaton are much, much better!

Caravan traders are now marked essential and will respawn if killed.

The weights of all the miscellaneous junk (tin cans, forks, plates, etc.) have been adjusted to more practical levels.

The Lucky 8 Ball is now the FPS Lucky Charm and it adds 1 point to each of your Strength, Perception, Endurance, Agility and Luck levels. It also adds 4 points to your Charisma level. It is a permanent increase and cannot be removed from your inventory. This is a very important item to get!!!

There is an obscure side quest given by Dr. Lasko to bring him Fire Ant Nectar. You can get this quest by speaking to him AFTER the Those! quest is done... he will be in his shack in Grayditch. You MUST have Fire Ant Nectar in your inventory to trigger the dialog. In the dialog there is reference to Fire Ants still being alive in the Marigold Tunnels... in the existing game this will not occur, so I added 8 Fire Ants to the level that will respawn every 3 days so that this can be a repeatable quest. Makes sense to me, anyhow! The bad news is that you will now have to deal with 24 Fire Ants in the Marigold Tunnels instead
of the original 16 when you first start the Those! quest!!!!

The mutilated body parts found in Gore Bags now have a caps value.

Centaurs will now drop items all the time... very good items!

The Pre-War Books that vendors sell are now the good ones that can be turned in at the Arlington Library.

The Megaton Armory is now available to the player and has been redesigned inside. No more pesky robot (Deputy Steel) to annoy you, either! Lots of goodies await you... but you need the Megaton Armory key to get in. Just start the "mini quest" to find it by reading the note on top of the bar in front of Gob... (by the radio).

There is also a special key inside the Megaton Armory for the Weapons Cache at Hamilton's Hideaway... just in case you did not get it from Three Dog!

The Concussion effects have been minimized and the negative factors have been taken away to prevent wrecking your S.P.E.C.I.A.L. levels... this prevents the famous "Concussion Bug"!!!

Radiation poisoning can be very dangerous to the player... your health slowly degrades if you get any level over 200 of rads. While this is happening, you cannot sleep, wait or fast travel! Be prepared and ALWAYS carry some RadAway
with you!!!

A note about the Chem, Alcohol and Food item changes... these changes enable the player to give his skill levels a temporary boost. You can combine some of the items if you need a larger boost. For instance, drink a Beer and take a Mentat and you will boost your Lockpick Skill by 35 points! Could come in handy if you run into a locked door or container that has a high level of skill required to pick it!

Fixed the "ownership" of Dashwood's safe in Tenpenny Towers so that there is no negative karma for looting it once Dashwood gives you the key.

Your "Sneak Speed" is slightly faster.

You can run faster now if your weapon is holstered.


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A "special" note about your S.P.E.C.I.A.L. stats:

This mod is designed to allow the player to maximize their S.P.E.C.I.A.L. stats
but to do so, you need to follow these guidelines:

At the start of the game, set your stats with the "Baby Book" to this:
S6, P6, E6, C3, I6, A6, L7

By acquiring all the S.P.E.C.I.A.L. Bobbleheads your stats will be this:
S7, P7, E7, C4, I7, A7, L8

The Ant Sight OR Ant Might Perk will make your stats this:
S8, P8, E7, C4, I8, A8, L8

When you get the FPS Lucky Charm (Lucky 8 Ball) your stats will be this:
S9, P9, E8, C8, I8, A9, L9

And finally, by using all 10 levels of the Intensive Training Perk, your
stats will be this:

S increase by 1 for a total of 10
P increase by 1 for a total of 10
E increase by 2 for a total of 10
C increase by 2 for a total of 10
I increase by 2 for a total of 10
A increase by 1 for a total of 10
L increase by 1 for a total of 10

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Add-on for FPS Run 'n Gun if all 5 DLC's are installed:

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This add-on will change many things in the DLC's. Here is a list of changes:

The Holy Water effects have been changed. Now it will only damage your Rad Level
and increase your Health.

Moonshine is now non-addictive and will give a temporary 10 point boost to your Melee Weapons Skill, Unarmed Skill, Melee Damage and Unarmed Damage.

The safe in the Apartment building in the Pitt now contains keys for both the Friday and Harris vendor chests. This is the safe with the Chinese stuff in it. This change was made because Friday and Harris were hard to locate once you declared war on Ashur.

Enclave Hellfire Armor is now repairable with all other Power Armors.

The Feral Ghoul Reaver and the Albino Radscorpion are much easier to kill.

The game levels have been increased to 35.

The Rad Absorption, Party Boy, Party Girl, and Rad Tolerance Perks have been removed to prevent conflicts with effects of the base mod.

Weapons are more cross-repairable just like in the base mod.

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CREDITS:

I used ideas and concepts from the following mods to make this mod. I would
like to thank these folks for all their hard work!

buddah for the Ammo Box Respawn Mod
Claw for the Claw's Power Armor Training Mod
WillieSea for the Container Replenishment Mod
Neclipse for the Cross-Repair Weapons Mod
Rafahil for the Increased Holster Speed Mod
Kryztof for the Interior Cells Respawn Mod
Facistinabag for the Less Useless Karma Gifts Mod
Koldorn for the Slower Leveling Mod
Slayerjerman for the Super Jump Mod
The Flash for the More Merchant Money Mod
SpaceAlex for the Slower Item Degradation Mod

Hopefully I have listed everyone... my sincere apologies if I have not!

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LICENSING/LEGAL

Feel free to use any part of this mod... all I ask is that you give credit to the mods / modders listed above if you use or distribute any part of this mod. Use this mod at your own risk... I am not responsible if it blows up your PC or makes your dog pregnant or allows your mother-in-law to move in your house... or any other such kind of global disaster!!! :)

Enjoy!