Fallout 3
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Sheldonnn

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Sheldonnn

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About this mod

Changes to stats, buffs, item spawns, HP, weapons and more. Makes it survival oriented and more difficult.

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This here mod does a ton of stuff, all humans have the same HP, ghouls have HP based more on armor than level, and the combat is much less forgiving.

REQUIRES ALL DLC.

Most interesting changes:

Ads some previously cut content. Some in the game world, some on NPCs. All relevant to the item.

More ammo and goodies in the Outcasts Bunker after completing Operation Anchorage, including ammunition and all pre-war variants of the weapons, so you don't have to use an exploit in the simulation to get them.

Power Armor has lore friendly names. Instead of Brotherhood Power Armor, you'll have Brotherhood T-45d.

The Assault Rifle, CAR, and other weapons have lore appropriate names. For example, the AR is the R91, the Laser Pistol is an AEP7, the 10mm Pistol is an N99 etc.

The R91 and CAR have been accurized and their fire rates are based on the G33 and AK-74 respectively. The 10mm SMG fires as fast as an MP5k. The Minigun has been renamed and fires at an appropriate 60 rounds per second.

Blood splatters and spent casings last until the cell is reloaded.

Power armors and combat armors are based more on lore than balance and gameplay. When you engage an Enclave soldier in APA MkII while wearing T-45d and using anything less than a plasma, laser, or something else powerful, you'll be at a disadvantage.

Power armors have been reworked. Their DR is higher, they offer HP bonuses to simulate Damage Threshold (if wounded to the point of hurting your base HP, un-equip and re-equip the armor to restore the bonus), are extremely heavy and have increased carry bonuses to enable the use of heavy weapons.

Perks have been changed to accommodate the mod better, like not exceeding the max DR when using power armor.

Food and drink are the main ways to recover HP (I feel this adds a sort of survival aspect to it), whereas stimpacks' main use is to heal limbs.

Please enjoy.