Fallout 3

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About this mod

This overhaul mod fixes many of the issues that pervade Fallout 3, removes a lot of the game's fridge logic and adds a number of new features. REQUIRES a custom race fix for Broken Steel. Seriously, I mean it.

Feedback welcome.

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If you've played the mod, please comment. Seriously, I rely on feedback to make adjustments. Images are also welcome. I'll add my own images later, but knowing me I probably won't get to it for another couple months.

The mod changes Fallout 3's pace and rebuilds the game's balance so all choices are balanced and their differences are meaningful. The goal is to make the game faster, more fun, more believable and more intuitive.

Armour: This is the biggest change, so I'm going to cover it first. Armour is HUGE in this mod, and condition is the biggest factor in your armour's protection. Armour's base values are MUCH higher, so high it's pretty silly at face value, the cap on armour rating is removed and armour even gives you a health boost when worn. However, the DR provided by armour is scaled, and this is the important part, DIRECTLY to the armour's condition and armour breaks down much faster. Armour at half condition only provides half as much DR, and broken armour provides no DR. DR is the single most important defensive trait in the game by far, and a T-51b at 10% condition is less protective than a nightgown at 100%, so make sure you maintain your armour and carry a backup. You also shouldn't assume an enemy doing no damage will keep doing no damage, they're still damaging your armour and will likely carry it under that 100% mark. If all else fails, your vault suit starts at 100% condition and is actually the most protective non-armour apparal in the game, so don't get rid of it.

Unstoppable damage: Some weapons do some amount of unstoppable health damage that always works regardless of armour, hit location and blocking. This damage is health damage only and doesn't increase on crit for most weapons, so armour can completely stop limb and critical damage, but frequently some health damage will get through any thickness of armour. The more a weapon should be effective against armour, the more unstoppable damage it deals. Gauge the weapon your enemy is using to determine how well they'll do against you, and remember that if they're using a rifle you'd better duck. This also works for you. If your assault rifle say -18hp. that means it damages their health 18 extra points per shot regardless of hit location, armour and blocking. That makes it more effective against a well-armoured enemy than a different weapon. If a weapon doesn't say anything, it doesn't skip armour at all and will be ineffective (perhaps even ineffectual) against a well-armoured enemy.

Melee: Doesn't suck anymore. Melee weapons are powerful, some are fairly fast too, and many have some degree of unstoppable damage. There are three basic varieties: Slashing, piercing and bludgeoning. Bludgeoning weapons do the least overall damage, but the most unstoppable damage so they're the best against armoured enemies and at low condition or skill levels as the armour-skipping damage is not scaled by condition or skill. Slashing weapons do the most overall damage, but the least unstoppable damage, so they're the best against unarmoured enemies and at high condition or skill levels as almost all of their damage is scaled to condition and skill. Piercing weapons are somewhere inbetween. Knives and police batons are additionally special. Knives are sub-par normally but deal double critical damage, making them the deadliest in a sneak attack. Police batons are THE weakest melee weapons in the game but have a critical effect that knocks enemies unconscious for one minute and lowers their armour rating during that time by 100 so they're easier to finish. Against the player this just causes the concussion effect, but still lowers their armour rating. Any weapon that does electrical damage (which skips armour) also stuns robots for a couple seconds, and the shishkebab is a powerhouse against non fire retardant enemies because of its very high fire damage. "Unarmed" weapons are basically the same.

Blocking: A side note on melee is that blocking, which as far as I know only works on melee, unarmed and creature attacks, completely stops all regular damage if done with a melee weapon, and reduces it 80% if using an "unarmed" weapon. Unstoppable damage still gets through to damage your health. Creatures, since they don't deal unstoppable damage, are unable to harm a blocking melee character until their weapon breaks (I checked, weapons are still damaged by blocking).

Guns: Are now the pinnacle of boring, but practical. First off, bullets have a travel time and fall in-flight. If you're aiming directly at an enemy a hundred metres away, especially a moving one, it's your own fault you're missing. They're much more accurate, fire faster, and deal respectable damage per shot (if usually less than other weapons) which ensures they're useful at all skill levels as long as you have ammo. But there's several varieties to keep in mind. Pistols do little, if any, unstoppable damage but are fairly powerful against unarmoured targets and have decent range and speed. Submachine guns are faster and more powerful with more unstoppable damage. Shotguns are slower, have shorter range, aren't as accurate, and don't do any unstoppable damage at all, but are damned powerful per shot, have abundant ammunition and are very efficient with that ammunition. Rifles vary in power and generally do less against an unarmoured target than most other guns, but have long range, great accuracy and do the most unstoppable damage. So use a shotgun to blast apart that mole rat or centaur, use a rifle to punch holes in that mirelurk or robot.

Energy weapons: Are now the pinnacle of awesome, but impractical. Lasers are perfectly accurate and completely hitscan, do good damage which is (for the higher power ones) mostly unstoppable, and are efficient with their ammo. On critical hit, lasers set enemies on fire instead of doing extra damage, and no longer disintegrate targets because that's fucking ridiculous. However, lasers are extremely unreliable. Plasma weapons are inaccurate, slow moving, have a heavy arc and use twice as much energy per shot, but are more powerful, always light enemies on fire, do just as much (more if the fire damage DOT counts) unstoppable damage, deal robot-stunning electric damage on crit and are more reliable. Alien weapons are fast and accurate, but not hitscan, are plenty powerful with plenty of unstoppable damage but the blaster is not an instant kill anymore, they also stun robots and get both critical damage and fire.

Explosives: Hit a HUGE radius, do heavy damage, but regular explosives don't have any unstoppable damage. Plasma weapons set things on fire, so are better at skipping armour and at killing farther from the centre of the blast, flamers and incinerators work about the same in that regard. Missiles do phenomenal amounts of unstoppable damage, instantly cripple all limbs on the target and are extremely powerful in regular damage as well, but have a tiny radius. Nukes do an insane amount of regular damage in a massive radius, do decent unstoppable damage, irradiate everything to high hell and in fact are SO powerful that actually using them is exceptionally difficult to do without killing yourself.

Stimpaks: Very strong and fast, takes one second per stimpak, but doesn't do much at all for limb condition unless injected directly into a particular limb, and most of the healing is only temporary. Fast metabolism only impacts the permanent healing, but doubles it. Stimpaks are addictive, the addiction effect lowers your DR, but it's a rather low chance unless you're popping them every five min... Oh, right.

Radaway: Takes a couple seconds, and is addictive. Again, low chance, withdrawal only lowers your rad resistance. Just don't abuse it.

Rad-x: Also addictive, same as radaway, just don't abuse it and you probably won't get addicted.

Chems: Most return to working the way they did in Fallout 1 and 2 for immediate effects and withdrawal, and all last longer.

Alcohol: Most special alcohols have unique effects. Because I wanted some difference between them.

Food: Takes a couple seconds, also restores limb condition very slightly.

Radiation: No longer insta-kills you at 1000, but can start damaging your health long before that and its effects are always more severe.

SPECIAL: All are more important to the things they impact. Too much to go into detail on, just trust me.

Levelling: Nothing scales to your level anymore. At all. I changed the levelling system to level slower early on and slow down less at the game goes on. There isn't a cap, but at 100 the game crashes. And if you hit 100, you're either cheating or you spent way too much time on this game, and either way you deserve the crash and need to go outside.

Enemies: Radscorpion venom now damages your torso, as does the dart gun you make with it. Many, many creatures have some amount of armour rating. Robots take very little health damage on extremities and have very obvious weak spots that take massive damage, except of course for when you are using unstoppable damage. Most enemies can be handled, if all else fails use an assault rifle or something else really powerful, but since those kinds of weapons are very limited don't use them unless you're sure you can't handle it without them.

Craftable weapons: The railway rifle is a straight-forward powerhouse with high limb damage, but its speed, range and accuracy suck. The rock-it launcher is potent at close range and useless at long range. The shishkebab is mostly just a slow sword, but the fire damage is excellent. The deathclaw gauntlet is just a slashing weapon with high damage, but it's the only "unarmed" weapon to be so. The nuka-grenade is an incendiary with tonnes of power but isn't exactly a nuke. The bottlecap mine hits like a frag mine with a bigger radius and is mostly just easy to craft en masse and pretty potent.

Karma: The karma modifiers have been altered. But I don't like them and the next patch will change them into something stricter.
Killing evil actor: +25
Killing non-evil creature: -5
Killing non-evil NPC: -125
Stealing: 0 (The game thinks 0 is a positive karma shift for some bullshit reason. So it gives you the "karma gained" message when stealing, but you aren't actually gaining any.)
The maximum on karma is 1,000. The minimum is 1,000,000. You can never become so good that a quick killing spree can't make you evil, but you can become so evil that becoming good again is essentially impossible.

Dad problem: Fixed. James is no longer using "matchrace" on you, so he will not change race and custom races don't crash the game. It also means that his face and his voice will always match. Just assuming any incongruous traits come from Catherine, since she's never shown.

EDIT: Or... I thought it was. If you have a custom race fix for the beginning of the game, don't get rid of it. Because this whole thing is acting weird.

Children: Playable. And don't worry, you're not invincible as a child. Unfortunately, you ARE slower than normal and I don't have any of the child-specific perks in, so they're a bit underpowered as of the moment.

The Pitt: Slop is now a useful healing item due to sheer volume, get as much as you can. Just keep in mind it's the most radioactive food in the game. Like, it will make you sick. Trogs are still weak as hell. There's nothing here that's a serious threat but the wildmen and pitt raiders, and both of those aren't any more challenging than regular raiders.
Difficulty: It's a cakewalk.
Recommended level: If you aren't there by level 10 it'll be pretty dull.

Operation Anchorage: This whole DLC is just for fun, don't take it too seriously. I did everything I did as a joke about video game tropes. Assume everything silly in the sim is General Chase being an idiot if you need that consistency, because he is an idiot, but the DLC is mostly just a joke. You regenerate health, can carry anything, can kill a tank with a rifle, anything you kill splatters into little pieces, your armour and weapons never fail, your stimpaks (yes, there's stimpaks now) never wear off and you can't get addicted to them or psycho. All weapons crit like hell and get more critical damage and melee is as useless as it was in vanilla. I also weakened armour to make up for it being unbreakable. Dogs are furry little tanks that deal  almostas much damage as a hand grenade and have an absurd amount of health and armour. However, you can't tank injuries like they're butterfly kisses, rifles can penetrate armour, and you can't fully and instantly heal yourself with a health dispenser, (health dispensers don't affect limb condition anymore, just health) so the game is still challenging enough to be fun.
Difficulty: Not really a challenge.
Recommended level: Level 20 at the very most.

Broken Steel: The tesla cannon kicks ass, but it's not an insta-kill machine anymore. It takes a lot of energy to fire and needs a reload after each shot, but does a lot of damage and a lot of it is unstoppable. It does massive electric DOT and stuns robots. It's hitscan, accurate and definitely works at long range. It's a powerhouse, just as it should be, but it's not the end-all be-all of heavy weapons anymore. The laser shotgun is less effective against armour than other lasers and has shorter range, but it's still better than a regular shotgun in both regards. The albino radscorpion isn't as irritating since the health scale is higher, but it's still nasty as hell.
Difficulty: You'd better know what you're doing.
Recommended level: Level 30 is about right.

Point Lookout: Swamp folk and animals regenerate, have good resistances (except to fire, which deals full damage to everything living in this add-on) and have a lot of health. The extra 35 damage most enemies did is removed, and all weapons they have are usable now. The mercs have good weapons and armour, and are of a good level. Everything here is very strong, but their equipment is of low-mid quality. Though, I like the double-barrel shotgun as you can fire each shot seperately now and it's pretty accurate (though overall it's still massively inferior to the combat shotgun at close range), and the lever-action is now a .44 with all the power a .44 rifle should have so it's a personal favourite of mine. The shovel is only decent (breaks quickly, heavy crits), but the fertilizer shovel is a good way to dispose of high-armour enemies with no poison resistance.
Difficulty: Challenging, to say the least.
Recommended level: Coming here before level 40 is reserved for the brave and the foolish.

Mothership Zeta: Aliens have VERY strong resistances and fortified regenerating health. Many also have an overshield that makes them immune to regular damage until it falls. (Their shield will fall if you deal enough unstoppable damage to reduce their health to 100%.) Nuclear explosives and missiles are too powerful to be stopped by their shields. Their weapons are fast, accurate and powerful with plenty of unstoppable damage, but they're immune to most of the special effects of the alien weapons and take reduced damage from them (reduced more for shielded ones, whether the shield is up or not). Their robots are also immune to most of the effects, and are very powerful. The alien weapons are still usable against the aliens and their robots, but less so than most of the weapons from the wasteland, so bring your own weapons or this DLC will make you cry. The healing items here are good, but they feel pretty underpowered since the enemies can all powerbomb you like a champ. That said, the rewards of this DLC are stellar and the difficulty is quite pleasing once you're properly equipped and in the zone.
Difficulty: Your feeling of helplessness is your best friend, savage. (Let me know if anybody gets this reference. I got odds on a bet nobody does.)
Recommended level: If you're here too far before level 50 you'll find the experience rather a lot like trying to break down a cement wall with your forehead.