Mentils guns overhaul
Fallout 3 » Gameplay Effects and Changes
Fallout 3 » Gameplay Effects and Changes
Added: 03/01/2009 - 07:14AM
Updated: 03/01/2009 - 07:17AM
Description
Last updated at 7:17, 3 Jan 2009 Uploaded at 7:14, 3 Jan 2009
Mentil's guns overhaul mod
v0.1 First release
There are multiple other weapon rebalancing mods out there, but I don't like their philosophy. The ones
I've seen have the philosophy of making every weapon useful in certain situations. Unfortunately, this
leads to the problem of having to carry every weapon in order to handle every situation (which is difficult
due to weight limitations.) It's also not how prior Fallout games worked, where certain weapons outclassed
and replaced weapons that were accessible earlier in the game. Notice how Nuka grenades are the best, then
Plasma grenades, then Frag grenades? I made it so that other weapons are clear upgrades like that.
Specifics:
All guns are now better able to hit things at long range in VATS (no more 0% to hit, if your skill is good enough)
but doing this changed the way accuracy in VATS is calculated. Most things are more accurate now at all ranges,
although I tried to offset this by lowering base VATS accuracy.
Edit: My testing suggests that 'base VATS accuracy'
has no impact on VATS accuracy. That means I can't lower VATS accuracy aside from increasing the 'VATS spread
multiplier' game setting, which affects all weapons and can't be changed via scripts. Or I could change a weapon's
spread variables, which affects its spread when shooting in realtime also.
Hunting Rifle is now less accurate, and uses .308 rounds. It is an early 'sniping' weapon, useful before
the player has much .556 ammo, and is outclassed by the sniper rifle.
Sniper rifle is now much more accurate, and uses .32 rounds. Ammo is no longer so rare that you never
use it.
Assault Rifle is now more accurate, especially in VATS. High skill makes this a very useful weapon
in medium-range combat.
Chinese assault rifle is easier to find, and so has slightly inferior stats to the stock assault
rifle. Now no reason to carry both.
10mm pistol is now much less accurate.
SMG is now a bit more accurate.
Minigun, Flamer and Missile Launcher now do more damage.
Combat Shotgun now fires slugs and is more accurate, especially in VATS.
Laser and plasma weapons are about the same. Plasma does more damage but is less accurate than laser.
Gatling laser now does much more damage.
Railway Rifle is as accurate as the rebalanced 10mm pistol, but is silent and does more damage.
It's actually worth constructing now.
Dart gun's cripple effect is no longer instantaneous, damage over time is greatly increased.
Most unique weapons are now clear upgrades from the non-unique versions.
.32 pistol and chinese 10mm pistol are left alone, as they were already nearly useless.
This mod needs lots of play-testing. I suggest using it with my VATS and AP changes mod available
here: http://www.fallout3nexus.com/downloads/file.php?id=1491
v0.1 First release
There are multiple other weapon rebalancing mods out there, but I don't like their philosophy. The ones
I've seen have the philosophy of making every weapon useful in certain situations. Unfortunately, this
leads to the problem of having to carry every weapon in order to handle every situation (which is difficult
due to weight limitations.) It's also not how prior Fallout games worked, where certain weapons outclassed
and replaced weapons that were accessible earlier in the game. Notice how Nuka grenades are the best, then
Plasma grenades, then Frag grenades? I made it so that other weapons are clear upgrades like that.
Specifics:
All guns are now better able to hit things at long range in VATS (no more 0% to hit, if your skill is good enough)
but doing this changed the way accuracy in VATS is calculated. Most things are more accurate now at all ranges,
although I tried to offset this by lowering base VATS accuracy.
Edit: My testing suggests that 'base VATS accuracy'
has no impact on VATS accuracy. That means I can't lower VATS accuracy aside from increasing the 'VATS spread
multiplier' game setting, which affects all weapons and can't be changed via scripts. Or I could change a weapon's
spread variables, which affects its spread when shooting in realtime also.
Hunting Rifle is now less accurate, and uses .308 rounds. It is an early 'sniping' weapon, useful before
the player has much .556 ammo, and is outclassed by the sniper rifle.
Sniper rifle is now much more accurate, and uses .32 rounds. Ammo is no longer so rare that you never
use it.
Assault Rifle is now more accurate, especially in VATS. High skill makes this a very useful weapon
in medium-range combat.
Chinese assault rifle is easier to find, and so has slightly inferior stats to the stock assault
rifle. Now no reason to carry both.
10mm pistol is now much less accurate.
SMG is now a bit more accurate.
Minigun, Flamer and Missile Launcher now do more damage.
Combat Shotgun now fires slugs and is more accurate, especially in VATS.
Laser and plasma weapons are about the same. Plasma does more damage but is less accurate than laser.
Gatling laser now does much more damage.
Railway Rifle is as accurate as the rebalanced 10mm pistol, but is silent and does more damage.
It's actually worth constructing now.
Dart gun's cripple effect is no longer instantaneous, damage over time is greatly increased.
Most unique weapons are now clear upgrades from the non-unique versions.
.32 pistol and chinese 10mm pistol are left alone, as they were already nearly useless.
This mod needs lots of play-testing. I suggest using it with my VATS and AP changes mod available
here: http://www.fallout3nexus.com/downloads/file.php?id=1491



