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Fallout 3 » Gameplay Effects and Changes
Fallout 3 » Gameplay Effects and Changes
Added: 02/09/2009 - 06:25AM
Updated: 09/01/2010 - 01:46AM
Description
Last updated at 1:46, 9 Jan 2010 Uploaded at 6:25, 2 Sep 2009
The basic premise of this mod is a full out re-balancing of the game done with game play in mind before realism.
Requirements and some details to note....
First and foremost you no longer need any DLC to play this mod. As of version 3.1 you now have the option of loading support for all 5 DLC.
This mod Touches just about everything in the game from all weapons, armor, foods, weapons, chems for all content. This mod is for anyone who wants a much tighter experience while playing fallout 3 but doesn't want the game to completely depart from its original vision.
When loading this mod Make sure to load in this order.
CT_FalloutAdvanced.ESM
CT_FalloutAdvanced - DLC Anchorage.esp ( Optional )
CT_FalloutAdvanced - DLC Broken Steel.esp ( Optional )
CT_FalloutAdvanced - DLC Point Lookout.esp ( Optional )
CT_FalloutAdvanced - DLC The Pitt.esp ( Optional )
CT_FalloutAdvanced - DLC Zeta.esp ( Optional )
CT_FalloutAdvanced - AAOFF.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All Enhanced Weather modules go here
CT_FalloutAdvanced - Enhanced Weather.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All MMM modules go here
CT_FalloutAdvanced - MMM.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All Phalanx modules go here
CT_FalloutAdvanced - Phalanx.esp ( Optional )
CT_FalloutAdvanced - Casual.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All RH_IronSights - FOSE modules go here ( Very Good Work Deathtard )
RH_IronSights_Basic - FO3A Plugin.esp ( Optional )
RH_IronSights_Basic - FO3A Plugin - Anchorage.esp ( Optional )
RH_IronSights_Basic - FO3A Plugin - Point Lookout.esp ( Optional )
RH_IronSights_Basic - FO3A Plugin - The Pitt.esp ( Optional )
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(Changes from Version 3.1 to 3.2 )
-Tesla armor adjustments to bring it back down to more normal standards
-Some dirty water sources now cause a poisoning effect
-Damage dealt from poison has been reduced considerably
-You can now sleep in random beds regardless of how hungry you are
-Radiation system now works more logically with rad diffusion taking you below 200 rads
-If you crouch down and stand still your radiation level will go down more quickly when above 300-400 rads
-The weight levels of hand to hand, 2 hand, and one handed melee weapons have all been adjusted
-Well fed effect of damage resistance has been changed from 5% damage resistance to +1 endurance
-Stat boosts from survivors confidence have been reduced considerably
-A bug was addressed with night ghoul eyes ( MMM Support )
-All DLC is now properly supported with separate plugin files
-Optional Full support for Phalanx
-Weapon Adjustments with ranges have been made compatible with FO3A ( This will most likely be kept even after EVE and Iron sight support down the road )
-Health of followers raised. ( K-9 had to be given higher initial health and no PC Level Mult because of the higher damage in FO3A )
-Optional Full support for Enhanced Weather. ( In FO3A the rads from weather effects like rain and snow are more acceptable and are adjusted to fit core balance )
-Radiation from Weather effects never radiates you above 600 rads
-Radiation from weather effects can be canceled out if your rad resistance is above 30.
-Stim potency raised for NPCs only ( Stims are meant only for emergency combat healing in FO3A )
-Optional Casual plugin has been created. ( FO3A is much tougher than the standard game in a number of ways. I intend to make sure that people can still jump in and
enjoy the new mechanics and features without having to be godly )
-Stimpaks heal for more and reduce hunger by -5.
-You and your limbs take less damage from enemy attacks.
-Ammo is still more rare than standard Fallout 3 but is considerably more plentiful than default FO3A
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(Changes from Version 3.0 to 3.1 )
-Dog meat and Mole rat meat no longer cause food poisoning
-Bug with Fatman and flamer no longer using ammo fixed
-Poison system bug when at zero poison resist fixed
-Full support for all DLC added in a single Optional plugin
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(Changes from Version 2.2 to 3.0 )
Tier 1 ( 100% chance to be included in 3.0 )
-Auto-Aim optional module
-Remove new name convention from all items in the game
-Fix Tesla cannon damage (Should be much higher)
-Remove Fatman ammo upgrades and force a larger penalty for going over 2 fatman missiles ( Sell your fatman ammo upgrades before installing new version )
-Anchorage DLC will no longer be subject to ammo limitation penalties
-Unique new power fist called the DeathTardinator hidden somewhere in the world. ( Inside the Capitol building. )
-Revised Radiation system. No longer become irradiated from eating foods or dealing with maintaining a bar of death that slowly fills up over time. Instead radiation will automatically slowly leave your body when over 200 rads. In turn, However, radiation will be much more deadly when encountered in the world requiring you to have to use radiation suits and heavy use of rad-x to stay alive long enough to get through some of the tougher locations in the game.
-Revised Poison system. A single sting from a radscorpion can leave you grasping for an antidote. Food poisoning and venom alike now make the wasteland a much less friendly place. Take care to note that your poison resistance will be the difference between life and death. Complete with a new but subtle screen effect this new poison system adds a new dimension to the game. But is also carefully tweaked to not feel frustrating or cheap.
-Small re-balance of the basic pistols 10mm, .32 and Chinese pistol. The .32 pistol now packs the highest base damage, of the 3 with the lowest health and clip capacity while the chinese pistol does the lowest damage with the highest clip capacity. The 10mm pistol is middle of the road now but is no longer the best starting pistol.
-Stripped down version of the overhaul that requires no DLC. ( This will allow more people to enjoy the features )
-Raised level cap from 20 to 30
-Med-X now enhances the effects of auto healing.
============================================================
(Changes from Version 2.1 to 2.2)
All versions of the fatman launcher have been made considerably lighter. ( 20-28 WG Down from 32-38 WG )
All Variations of the Flamer or Heavy incinerator are considerably lighter. ( 28 WG down from 38 WG )
Gauss Rifles base damage has been reduced to be more in line with other sniper style Weapons.
Ol' Painless now consumes ammo when used. ( Not sure how I missed this )
Unmodified maximum number of fatman missiles you can carry has been increased to 2 ( Old limit was 1 )
Unmodified maximum number of Small Energy cells you can carry has been reduced to 100 ( Old limit was 250 )
Improper health adjustments for creatures such as wild dogs and Mole rats have been reversed.
Health for specific monsters in the MMM compatibility patch have been adjusted more carefully.
Hunger System now properly functions with MMM foods (Food did nothing when consumed)
The speed at which you level has been decreased when playing with MMM support loaded. (Increased spawns ect really rack up xp)
Nuka Cola and Ice Cold Nuka Cola have had the following adjustments
*60-80% reduction in radiation received from drinking a Nuka Cola
*Nuka Cola now always reduces hunger as though you have the food sanitizer equipped.
*The Food sanitizer now only further reduces rads you receive from drinking by roughly 20%.
*Nuka Cola now have a static but fairly small reduction to radiation resistance for 2 minutes after drinking.
*Very small reduction in the value of nuka cola. ( I know I said I wouldn't do this but I feel a small reduction is in order. Feel free to let me know if you disagree )
Extra Fail safe coded into the ammo upgrade system to prevent potential miscalculations
The first two tiers of the corresponding ammo penalties have been reduced across the board.
Example:
Default ammo limit for 10mm bullets is 100
101 10mm bullets now gives -3 to max carry weight ( Was 10 )
151 10mm bullets now gives -10 to max carry weight ( was 30 )
201 10mm bullets now gives -65 to max carry weight ( was 75 )
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(Version 2.1 Additions)
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Fallout 3 Advanced
Version 2.1
================================
Change list includes
.44 ammo was not being accounted for in ammo system
Full support for MMM has been added with an optional esp
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(Version 2.0 Additions)
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=============================================================
Fallout 3 Advanced
Version 2.0
================================
Change list includes
Normalized xp gain for all difficulties. ( All difficulties will level you at an equal speed )
New Ammo system with roughly 27 new ammo upgrade container items. ( See above post for details )
Addiction for alcohol has been fixed. ( beer and wine still are not addicting but you can become addicted to others )
3 batteries per transmigration device usage. ( Was 1 before )
Boosted creature HP. ( This adjustment came about as a result of highly increased damage for all types of weapons making creatures very weak )
You can now sleep in random beds. ( Was impossible in version 1.0 )
Help for new players in low level areas added. ( New players are hit too hard with high radiation in food )
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More detailed breakdown of the new changes.
============================================================
( Please make a save before installing the mod just in case)
*New ammo system
First thing to keep in mind is that the new ammo system takes awhile to finally set up properly when you load the mod.
There will be countless messages for awhile. Just let it do its thing and wait for it to finish. You have to look at the names of each ammo type
You will see a number that indicates that max amount of that ammo type you can carry when you do not have any upgrades. As of now
because of limitations I cannot update the name of the ammo based on what upgrades you are holding. So you will have to sometimes remember
"Hey I have an item that says +100 10mm that means I can go over the base limit by 100 points"
Basic rule of thumb is Keep your ammo below the number in the ammo name and you are safe. if you get an upgrade you can carry above that value.
Also keep in mind that ammo penalty will show up in your EFF listing.
Important: Going over max ammo results in lowered max carry weight rather than additional weight added.
Ammo Penalty breakdown.
==================================
Lets take 10mm for example
default max 10mm you carry is 100.
If you have 101 10mm then your max carry weight is decreased by 10.
if you go above 150 10mm this penalty is raised to 30
if you go above 200 10mm this penalty is raised to a whopping reduction of max carry wight of 75
This works out mathematically for all ammo types
so 5mm
501 == -10 carry weight
751 == -30 carry weight
1000 == -75 carry weight
Base Ammo limits
==================================
AmmoBB------------------Max 250
Ammo10mm--------------Max 100
Ammo32Caliber----------Max 50
AmmoShotgunShell------Max 50
Ammo556mm-------------Max 100
Ammo5mm----------------Max 500
Ammo308Caliber---------Max 50
Ammo44magnum---------Max 50
Unique Ammo
==================================
AmmoDart-----------------Max 50
AmmoRailwaySpikes------Max 50
Fuel Ammo
==================================
AmmoFlamerFuel---------Max 500
Energy weapon Ammo
==================================
AmmoSmallEnergyCell-------Max 250
AmmoMicroFusionCell--------Max 250
AmmoElectronChargePack---Max 500
Alien Ammo
==================================
DLC05AmmoAlien------------Max 250
AmmoAlienPowerCell--------Max 100
Explosive projectiles
==================================
AmmoMissile-----------------Max 8
AmmoFatMan-----------------Max 1
Ammo container types
==================================
Each ammo category gets a special type of canister.
Standard Ammo / Case
Unique Ammo / Belt
Fuel Ammo / Canister
Energy weapon Ammo / Battery
Alien Ammo / Gizmo
Explosive projectiles / Box
(LQ) - is a low quality upgrade
(MQ) - Medium quality upgrade
(HQ) - High Quality upgrade
*All ammo types / Backpack ( These will be heavier and kind of be the power armor of ammunition storage )
First version of this system will not include backpacks.
This version does not have the full variety of ammo upgrade items
Later versions will have more added to the game.
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*Sleeping on random beds is now allowed in version 2.0
However doing so causes your hunger to increase by a static value of 15. If your hunger is above 45 then you will be too hungry to rest however.
I have not changed the effects of sleeping in a bed so it is another way to heal all limbs and hp to full just as it did before.
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*I will continue to place rad-X and Rad Away around vault 101 to help new players get a foothold of the higher radiation received from food.
A stash of rad away and rad-X have been placed in Springvale. This is meant to help you get a foothold because the game is much more dangerous in this respect now so be careful!
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(Version 1.0 below)
(Damage and Vats related changes)
Goal of the below changes are to make head shots both harder to get and more rewarding in addition to making weapon damage feel much more virulent. It raises the strategy in combat a lot considering how simple these changes are. You will find yourself often shooting legs and guns rather than aiming for the head every single time.
* Decreased Vats accuracy on head shots for all humanoids considerably... ( Highest unmodified value at point blank is 60% chance to hit)
* Doubled Sometimes tripled the damage that the head takes when hit with a weapon.
* Increased accuracy for the torso on all humanoids making the torso the new easiest location to hit. This comes with higher damage resistance on this part of the body. One can argue that the torso is the most armored part of the body on a humanoid but that's not why I made the change. This change was made to introduce a greater risk vs reward when choosing combat targets.
* All Weapons do 3x more damage for both you and your enemies.
* Land mines and frag grenades have been bumped up considerably in damage. When playing this mod explosives are the highest DPS potential over all weapons by far with frag mines now trailing behind bottle cap mines by only a little bit.
* All player limbs take double damage.
* All "Fake damage" adjustments such as the kinds viewed in point lookout are disabled because it is not necessary when everything is already doing 3x damage anyway.
* *Adjusted*Auto-Aim has been modified to be less intrusive without being removed entirely from the game.
(Healing, Radiation, vendors, sleeping, durability)
* I cut the cost of repairing items at a vendor considerably. I am not afraid to trivialize the importance of repair skill in this case because repair skill still has considerable advantages. For one the ability to repair things in the field almost for free. Repairing items at a vendor is now nothing more than a simple small cap sink on par with armor repairs in a game like WoW.
* I have cut the potency of Stimpaks, rad away, rad-X and greatly increased radiation uncured when eating various foods by a factor of 4x. Healing limbs with stimpaks is a more costly venture now and going to a doctor to heal radiation is now often a necessary part of the game.
* Increased Going rate of items on a vendor and decreased how much you can sell items to them for.
* You cannot sleep in any beds other than the ones you either have rented or personally own. (The deep sleep Perk was adjusted to accommodate this change.) This counteracts the problem with healing 4 broken limbs and hp to full in one hour for free. This has a tendency to make damaged limbs a greater problem if you do not own a house because stimpaks are weaker potency now so going to a doctor might be a more affordable option in this case.
* If you receive treatment from a doctor it provides a potent buff that increases your endurance, health, and radiation resistance for roughly 2 hours.
* Well Rested bonus now increases your xp gain by 100% and increases your carry weight by 15 for 2 hours. ( 3 hours and carry weight goes up by 25 if you have "deep sleep". Keep in mind that pacing has been completely revised so the 100% xp bonus makes more sense.)
* *NEW*Durability of all armor in the game has been modified to make weaker armor last much longer while expensive armor degrades much more quickly. Basically what this means is that a suit of T51b power armor will require constant maintenance while leather armor basically never breaks down. ( Higher quality armor in the game has the least amount of health while the weakest armor in the game has the most. The better the armor the more quickly it degrades. )
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Out of Combat Auto-Healing
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Food and stimpak disparities caused one of the larger changes to the game. An entirely new system has been added to the game to accommodate a feature called "Out of combat Auto-Healing". Food no longer directly heals your hp, instead it decreases your hunger value. This value is an integer that goes between 0 (Full stomach) to 60 (Very Hungry). When ever you are not in combat, your hp is not full, and you have food in your stomach a message appears in the top left portion of the screen stating that auto-healing has begun. You see how it effects your current hunger value and how much per tick is healing.
Out of combat auto-healing quickly increases your hunger. It starts off slowly then begins to accelerate based on various factors such as your endurance, how full you are, if you have alcohol in your system, if you are well rested, if you are sneaking. (Yes if you are crouched down it accelerates slightly faster) Your goal is to try and help your auto-healing accelerate as quickly as possible to get as much as you can out of eating food.
If you manage to keep your hunger value below 30 you gain a well fed bonus that increases max carry weight by 15 among other small things.
This system makes food the absolutely most efficient form of healing in the game however it only works when you are not in combat. You cannot survive on a diet of stimpaks alone but stimpaks are your only main form of healing during an encounter. You will not suffer any negative effects if you allow yourself to go hungry other than no out of combat auto-healing or well fed bonus.
*Restaurants in Megaton, Tenpenny Tower, and Rivet City offer a new option to buy full meals that fill your stomach to full for 25 caps.
*Hunger does Increase slowly on its own but does not go down while waiting, sleeping, or fast traveling.
*Health bubbles in the anchorage expansion fill your stomach to full in addition to fully healing you.
**NEW*Auto-Healing in the anchorage expansion is greatly boosted to much more closely mimic auto-Healing in a standard first person shooter like Call of Duty, or Halo. While in the anchorage expansion your hp acceleration is essentially maxed out.
**NEW*If you have alcohol in your system then your hunger will not increase over time.
*Food sanitizer is fully supported.
*Cannibal perk is VERY useful now for keeping yourself full.
*Known issue, when starting a fresh game apparently babies start off with full stomachs lol... Hunger poses no problems in vault 101 other than the funny message that is displayed when you are first born.
===========================
(Inventory Capacity)
* The weight of all weapons have been increased by 4x with a soft cap above 40. This increase makes it so that weapons are by far the heaviest items you carry other than power armor. This actually ends up making inventory management easier because you always know that if you drop one more gun you free up tons of space for other items. It was a very easy way to simplify and streamline the entire inventory management system while making it impossible for the player to become a one man arsenal.
* Healing items such as stimpaks are no longer weightless. You cannot carry 100+ stimpaks without giving up considerable amounts of other items. Stimpaks also heal far less than what they did before.
* Both the Tenpenny, and Megaton homes have a new feature inside of them that offers you the ability to remote access a transportation locker. This locker can be accessed remotely from any location in the world with the use of a small weightless device. This provides you with a powerful option for storage and safe keeping of various important items. The catch is that this device requires and consumes single charge battery cells that can only be bought at a vendor for a small price. This feature was introduced to prevent you from ever losing a cool weapon or item because of the new much harsher weight constraints with weapons. Cannot be used during combat.
* *Adjusted*Power armor now averages at around 150 WG but offers a large carry weight bonus when the armor is equipped.
(Leveling, Pacing, Skill points, Perks, All new class system)
* I seek a balance in the correct leveling speed not the impossible feat of reaching the level cap. Keep in mind that my goal here is not to arbitrarily slow leveling down by some huge factor like most other mods seem to do but rather it is to find the correct leveling speed. So What I am saying here is that while it does naturally take longer to level you can still reach level 20 and things only begin to *really* slow down between levels 20-30. I want it to take longer but I do not want it to become impossible to reach the level cap through natural progression either.
* Your intelligence no longer modifies skill points per level and the number of skill points you gain per level without perks is 6. ( This feature caused a natural tension with the class system )
* Books provide a temporary skill bonus with their corresponding skill and are not consumed on use. It is now functionally impossible for you to max every skill to 100%. The comprehension Perk has been adjusted to accommodate this change. Books are heavier but still very useful for reference. The bonus they provide is 30-60 minutes long and you can read one book every 5 minutes. (I had to crack open a copy of duck and cover to disarm the megaton bomb lol)
* The order and potency of all level related perks, including the broken steel perks, have been adjusted adjusted to be more logical. Weaker perks are lower level while stronger ones are much higher level.
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All New character Class system!
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I have introduced a completely new class system to the game. After you gain your first level you will have the option to choose between becoming a tier one Soldier, Trader, or Rogue. Like in most games with similar systems each one of these choices provides a completely different list of perks only available to that class. There is also a misc 4rth perk list that is available no matter what class you are.
Stat list breakdown of the 3 new classes....
Soldier=============
Strength
Endurance
Luck
Melee Weapons Strength
Big Guns Endurance
Unarmed Endurance
Secondary stat--Perception
Energy Weapons Perception
Explosives Perception
Lockpick Perception
anti-stats
intelligence and charisma
Trader==============
Charisma
Intelligence
Luck
Speech Charisma
Barter Charisma
Repair Intelligence
Science Intelligence
Medicine Intelligence
Secondary stat--Perception
Energy Weapons Perception
Explosives Perception
Lockpick Perception
anti-stats
strength and agility
Rogue===============
Perception
Agility
Luck
Energy Weapons Perception
Explosives Perception
Lockpick Perception
Small Guns Agility
Sneak Agility
Secondary stat--Strength
Melee Weapons Strength
anti-stats
intelligence and endurance
===============
The first 2 two tiers of each class will modify your special attributes slightly in both positive and negative ways. You will gain 1 point each for your classes corresponding stats and lose one point each for that classes anti-stats. A secondary stat is the one that is not changed by the first 2 tiers of the class or is the one that remains unmodified or "Neutral". The importance of these stats and their table of correspondences is to let you know also what skills will be easiest to raise when playing any particular class.
Keep in mind that you are limited in what you can do with this system. It is possible to mix classes together to get different results but you are limited by how far you can traverse each tree. For example you can be a tier 2 of every class at once. Or you can be a tier 3 of one class and tier 1 of the other two. Or you can be a pure tier 4 class.
A perk breakdown for each class.....
====================
Soldier=============
Tier 1 (lvl 2/5 *5) title: Brawler
//--Adamantium Skeleton (lvl 5)
//--Iron Fist 3 (lvl 2)
//--Life Giver (lvl 3)
tier 2 (lvl 6/11 *3) (3 points ) title: Hunter
//--Bloody Mess (lvl 9)
//--Action Boy/Action Girl (lvl 7)
//--Size Matters 3 (lvl 11)
tier 3 (lvl 12/19 *8) (6 points ) title: Warrior
//--Gun Nut 3 (lvl 12)
//--Pyromaniac (lvl 13)
//--Strong Back (lvl 18)
tier 4 (lvl 20/30 *7) (16 points ) title: Star Paladin
//--Concentrated Fire (lvl 25) --> Nerves of Steel (lvl 30)
//--Commando (lvl 22)
//--Toughness (lvl 28)
//--Intense Training 10 (lvl 20)
====================
Trader==============
Tier 1 (lvl 2/5 *9) title: Drifter
//--Swift Learner 3 (lvl 2)
//--Lead Belly (lvl 2) --> Rad Tolerance (lvl 3) --> Rad Resistance (lvl 4)--> Rad Absorption (lvl 5)
//--Computer Whiz (lvl 4)
//--Scoundrel 3 (lvl 4)
tier 2 (lvl 6/11 *5) (3 points ) title: Adventurer
//--Fortune Finder (lvl 8)
//--Party Boy/Party Girl (lvl 6)--> Fast Metabolism (lvl 10)
//--Comprehension (lvl 11)
//--Educated (lvl 7)
tier 3 (lvl 12/19 *6) (6 points ) title: Survivalist
//--Here and Now (lvl 19)
//--Quantum Chemist (lvl 10) --> Chemist (lvl 12) --> Chem Resistant (lvl 14)
//--Tag! (lvl 15)
//--Entomologist (lvl 20)
//--Robotics Expert (lvl 20)
tier 4 (lvl 20/30 *16) (16 points ) title: Scholar
//--Scrounger (lvl 22) --> Master Trader (lvl 20)
//--Cyborg (lvl 22) --> Nerd Rage! (lvl 28)
//--Solar Powered (lvl 20)
//--No Weaknesses (lvl 25) --> Almost Perfect (lvl 30)
====================
Rogue===============
Tier 1 (lvl 2/5 *7) title: lurker
//--Infiltrator (lvl 2)
//--Thief 3 (lvl 3)
//--Deep Sleep (lvl 5)
tier 2 (lvl 6/11 *5) (3 thf points ) title: Stalker
//--Gunslinger (lvl 6)
//--Paralyzing Palm (lvl 7)
//--Little Leaguer 3 (lvl 8)
//--Finesse (lvl 10)
tier 3 (lvl 12/19 *6) (6 thf points ) title: Assasin
//--Demolition Expert 3 (lvl 12)
//--Mister Sandman (lvl 14) --> Cannibal (lvl 16)
//--Night Person (lvl 18)
tier 4 (lvl 20/30 *6) (16 thf points ) title: Dark Elite
//--Better Criticals 20 --> Sniper 24 --> Grim Reaper's Sprint 30
//--Light Step 20 --> Silent Running 22 --> Ninja 28
====================
allThree============
Can only pick one or the other in this list.
Tier 1 (lvl 2/5 *2)
//--Daddy's Boy/Daddy's Girl 3 (lvl 2) || Child at Heart (lvl 2)
//--Puppies! (lvl 3) || Animal Friend 2 (lvl 3)
Tier 2 (lvl 6/11 *1) (2 points needed)
//--Black Widow/Lady Killer (lvl 6) || Impartial Mediation (lvl 6)
//--Contract Killer (lvl 8) || Lawbringer (lvl 8)
Tier 3 (lvl 12/19 *1) (3 points needed)
//--Devil's Highway (lvl 16)
//--Escalator to Heaven (lvl 16)
//--Karmic Rebalance (lvl 16)
Tier 4 (lvl 20/30 *3) (4 points needed)
//--Mysterious Stranger (lvl 25) || Warmonger (lvl 25)
//--Explorer (lvl 20) || Nuclear Anomaly (lvl 20)
==================================
All 3 of these classes play differently because of potent bonuses you receive merely for choosing the class itself. Keep in mind that all of the perks pretty much had to be adjusted and balanced to work properly in this new system.
Pulled from the Geck a description of each tier one class perk.
Rogue (lvl 1)
Title: Lurker
(Unlocks all Rogue Tier 1 perks)
AGI/PER +1, END/INT -1. Tactical Advantage boosts critical hit and weapon damage in addition to shifting your AP to an active state when over 90% hp.
By active state on your AP pool I mean that your physical AP pool is smaller but when your HP is above 90% your AP pool is greatly boosted.
Role play information: Rogues are master thieves and are generally the best at tactical combat. Your ability to catch your enemy off guard is your greatest asset. Rogues are fantastic for getting the jump on the enemy. You are agile and generally the most apt class when it comes to hand to hand combat. Actually since perception is your top stat you are also a bit of an explosives expert. Since strength is your neutral stat it is also well know that you are quite apt at wielding melee weapons.
Soldier (lvl 1)
Title: Brawler
(Unlocks all Soldier Tier 1 perks)
STR/END +1, CHR/INT -1 HP and carry weight increased. Combat focus slowly increases weapon damage, accuracy and damage resistance during combat.
Combat focus also encourages you to fight without using vats because a latent advantage to this ability is that the world seems to slow down the longer you are fighting. But using vats will pull you out of this effect briefly.
Role play information: You are a trained and effective fighter who is most in his element when in direct combat with the enemy. You grow more focused and feel most at home during long battles but you are much more clumsy in the wastes and you have a harder time dealing with radiation and such. You are a master of melee combat and big guns. But you are extremely effective with most any type of weapons in the wasteland. However you are not amiable person to be around either.
Trader (lvl 1)
Title: Drifter
(Unlocks all Trader Tier 1 perks)
CHR/INT +1, STR/AGI -1, Critical hit chance, attack power decreased. Survivors confidence increases DR based on HP percentage and charisma.
As master survivalist your wits are usually your greatest defense against the harsh wasteland. Your confidence is directly proportional to your hp pool and you are quite tough when at 100% hp.
Role play information: You are an adventurer and a scientist like your father. You are by no means a great fighter but you can throw a punch when you need to. The best example of what kind of person this class is most like would be like the classic Indiana Jones. You have access to the most potent skill increasing perks and you are versatile in many ways. I recommend that you enlist help when dealing with any kind of heavy combat. But make no mistakes you can handle a fight, and survive the wastes just as well, if not better, than the other two classes in your own ways. Due to your confidence boost at tier 4 just about any standard armor will provide just as much protection as a well geared Soldier. You are an extremely tanky class however you also deal much less damage than Rogues or Soldiers.
===========================
(Alcohol, Drugs, addiction)
* All drugs currently have a more potent version of themselves in exactly the same way Jet and ultrajet have had. (These drugs are very rare)
* All Alcohol now provides a small heal over time effect.
* Toxic build up and dissipation from drug and alcohol use has been greatly modified. It takes roughly 3 hours for toxic reset of any one particular drug or alcohol. Addiction has always been a very tricky aspect of fallout 3 from a balance standpoint to me. However when I discovered that it does indeed use a toxic build up system I was shocked to see that the reason I never noticed was because of the massive time frame that it takes for drugs to leave your system in game. I never knew the system even existed because it takes a massive amount of time with absolutely zero feedback to go with it.
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*Revised* Follower system
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New 3 strikes and you are out follower death system.
All Followers now utilize a new death system by default. If your follower dies 3 times in 6 minutes he actually dies. Basically they are all initially set essential but after they are knocked down I place a debuff on them that lowers confidence and stats greatly. If this debuff stacks more than once a message will appear on screen stating that your follower is weakened and can be killed. When this message appears the next time your follower is knocked down to zero hp he/she/it will actually die. This debuff goes away after roughly 3-6 minutes and your follower can be once again pummeled. Much like with the Phalanx mod Followers take a beating they become useless for awhile afterwords.
I also revised followers so that they all get a damage bonus when you give them proper ammo for their unique guns. And I set it up so that they have a limited pool of ammo for their unique guns per encounter that replenishes after a fight automatically. I also made sure that all followers have a main weapon, a sidearm and a melee weapon to fall back on that use this system. So its not uncommon to see fawkes run out of ammo for his main gun then pull out his super sledge or see charon pull out his custom .32 pistol mid fire fight because he ran out of ammo for his shot gun.
Clover actually uses a cross bow and fires it to weaken or slow down targets then pulls out her double barrel shotgun and finishes targets off while star paladin cross has a unique Gauss Rifle with roughly 5 shots before she switches to her laser pistol. Its cool to see in action and definitely makes followers much less powerful.
Two new Perks for followers become available at level 10.
You Got Gifted
With this perk a new Dialog option appears on hired followers to give them 6 of their favorite items greatly increasing moral allowing them to light foes on fire and do increased damage for a short time!
A Friend In Need
With this perk any hired follower will not become vulnerable to death if you have 3 or more of their favorite items in your inventory! However, these items are consumed so watch out!
(Indestructable Follower Bug)
* I also fixed Dogmeat, Fawkes and RL3 so that they are no longer effected by the invincible bug and adjusted various stats with followers so that they are more balanced in general.
===========================
(Misc Changes)
* Your father brandishes a unique Infiltrator during main quests
* Outcasts quest rewards are greatly reduced
* Sawed off shotgun fires both barrels at the same time now
* All items in the game have a prefix in their names now so sorting alphabetically in the pip boy or looting bodies is MUCH less annoying.
* Ammo and chems are all much more rare now.
* Some DLC weapons and armor will make appearances in the capitol waste land. Talon company commonly use infiltrators, and you might find a raider with a double barrel shotgun from time to time.
* Fixed the bugs and balanced some perks from point lookout that were implemented incorrectly.
Well that is pretty much everything. I am enjoying the game a lot more now myself. I hope that someone out there can enjoy this mod. I know I like it.
Requirements and some details to note....
First and foremost you no longer need any DLC to play this mod. As of version 3.1 you now have the option of loading support for all 5 DLC.
This mod Touches just about everything in the game from all weapons, armor, foods, weapons, chems for all content. This mod is for anyone who wants a much tighter experience while playing fallout 3 but doesn't want the game to completely depart from its original vision.
When loading this mod Make sure to load in this order.
CT_FalloutAdvanced.ESM
CT_FalloutAdvanced - DLC Anchorage.esp ( Optional )
CT_FalloutAdvanced - DLC Broken Steel.esp ( Optional )
CT_FalloutAdvanced - DLC Point Lookout.esp ( Optional )
CT_FalloutAdvanced - DLC The Pitt.esp ( Optional )
CT_FalloutAdvanced - DLC Zeta.esp ( Optional )
CT_FalloutAdvanced - AAOFF.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All Enhanced Weather modules go here
CT_FalloutAdvanced - Enhanced Weather.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All MMM modules go here
CT_FalloutAdvanced - MMM.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All Phalanx modules go here
CT_FalloutAdvanced - Phalanx.esp ( Optional )
CT_FalloutAdvanced - Casual.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All RH_IronSights - FOSE modules go here ( Very Good Work Deathtard )
RH_IronSights_Basic - FO3A Plugin.esp ( Optional )
RH_IronSights_Basic - FO3A Plugin - Anchorage.esp ( Optional )
RH_IronSights_Basic - FO3A Plugin - Point Lookout.esp ( Optional )
RH_IronSights_Basic - FO3A Plugin - The Pitt.esp ( Optional )
============================================================
(Changes from Version 3.1 to 3.2 )
-Tesla armor adjustments to bring it back down to more normal standards
-Some dirty water sources now cause a poisoning effect
-Damage dealt from poison has been reduced considerably
-You can now sleep in random beds regardless of how hungry you are
-Radiation system now works more logically with rad diffusion taking you below 200 rads
-If you crouch down and stand still your radiation level will go down more quickly when above 300-400 rads
-The weight levels of hand to hand, 2 hand, and one handed melee weapons have all been adjusted
-Well fed effect of damage resistance has been changed from 5% damage resistance to +1 endurance
-Stat boosts from survivors confidence have been reduced considerably
-A bug was addressed with night ghoul eyes ( MMM Support )
-All DLC is now properly supported with separate plugin files
-Optional Full support for Phalanx
-Weapon Adjustments with ranges have been made compatible with FO3A ( This will most likely be kept even after EVE and Iron sight support down the road )
-Health of followers raised. ( K-9 had to be given higher initial health and no PC Level Mult because of the higher damage in FO3A )
-Optional Full support for Enhanced Weather. ( In FO3A the rads from weather effects like rain and snow are more acceptable and are adjusted to fit core balance )
-Radiation from Weather effects never radiates you above 600 rads
-Radiation from weather effects can be canceled out if your rad resistance is above 30.
-Stim potency raised for NPCs only ( Stims are meant only for emergency combat healing in FO3A )
-Optional Casual plugin has been created. ( FO3A is much tougher than the standard game in a number of ways. I intend to make sure that people can still jump in and
enjoy the new mechanics and features without having to be godly )
-Stimpaks heal for more and reduce hunger by -5.
-You and your limbs take less damage from enemy attacks.
-Ammo is still more rare than standard Fallout 3 but is considerably more plentiful than default FO3A
============================================================
(Changes from Version 3.0 to 3.1 )
-Dog meat and Mole rat meat no longer cause food poisoning
-Bug with Fatman and flamer no longer using ammo fixed
-Poison system bug when at zero poison resist fixed
-Full support for all DLC added in a single Optional plugin
============================================================
(Changes from Version 2.2 to 3.0 )
Tier 1 ( 100% chance to be included in 3.0 )
-Auto-Aim optional module
-Remove new name convention from all items in the game
-Fix Tesla cannon damage (Should be much higher)
-Remove Fatman ammo upgrades and force a larger penalty for going over 2 fatman missiles ( Sell your fatman ammo upgrades before installing new version )
-Anchorage DLC will no longer be subject to ammo limitation penalties
-Unique new power fist called the DeathTardinator hidden somewhere in the world. ( Inside the Capitol building. )
-Revised Radiation system. No longer become irradiated from eating foods or dealing with maintaining a bar of death that slowly fills up over time. Instead radiation will automatically slowly leave your body when over 200 rads. In turn, However, radiation will be much more deadly when encountered in the world requiring you to have to use radiation suits and heavy use of rad-x to stay alive long enough to get through some of the tougher locations in the game.
-Revised Poison system. A single sting from a radscorpion can leave you grasping for an antidote. Food poisoning and venom alike now make the wasteland a much less friendly place. Take care to note that your poison resistance will be the difference between life and death. Complete with a new but subtle screen effect this new poison system adds a new dimension to the game. But is also carefully tweaked to not feel frustrating or cheap.
-Small re-balance of the basic pistols 10mm, .32 and Chinese pistol. The .32 pistol now packs the highest base damage, of the 3 with the lowest health and clip capacity while the chinese pistol does the lowest damage with the highest clip capacity. The 10mm pistol is middle of the road now but is no longer the best starting pistol.
-Stripped down version of the overhaul that requires no DLC. ( This will allow more people to enjoy the features )
-Raised level cap from 20 to 30
-Med-X now enhances the effects of auto healing.
============================================================
(Changes from Version 2.1 to 2.2)
All versions of the fatman launcher have been made considerably lighter. ( 20-28 WG Down from 32-38 WG )
All Variations of the Flamer or Heavy incinerator are considerably lighter. ( 28 WG down from 38 WG )
Gauss Rifles base damage has been reduced to be more in line with other sniper style Weapons.
Ol' Painless now consumes ammo when used. ( Not sure how I missed this )
Unmodified maximum number of fatman missiles you can carry has been increased to 2 ( Old limit was 1 )
Unmodified maximum number of Small Energy cells you can carry has been reduced to 100 ( Old limit was 250 )
Improper health adjustments for creatures such as wild dogs and Mole rats have been reversed.
Health for specific monsters in the MMM compatibility patch have been adjusted more carefully.
Hunger System now properly functions with MMM foods (Food did nothing when consumed)
The speed at which you level has been decreased when playing with MMM support loaded. (Increased spawns ect really rack up xp)
Nuka Cola and Ice Cold Nuka Cola have had the following adjustments
*60-80% reduction in radiation received from drinking a Nuka Cola
*Nuka Cola now always reduces hunger as though you have the food sanitizer equipped.
*The Food sanitizer now only further reduces rads you receive from drinking by roughly 20%.
*Nuka Cola now have a static but fairly small reduction to radiation resistance for 2 minutes after drinking.
*Very small reduction in the value of nuka cola. ( I know I said I wouldn't do this but I feel a small reduction is in order. Feel free to let me know if you disagree )
Extra Fail safe coded into the ammo upgrade system to prevent potential miscalculations
The first two tiers of the corresponding ammo penalties have been reduced across the board.
Example:
Default ammo limit for 10mm bullets is 100
101 10mm bullets now gives -3 to max carry weight ( Was 10 )
151 10mm bullets now gives -10 to max carry weight ( was 30 )
201 10mm bullets now gives -65 to max carry weight ( was 75 )
=============================================================
(Version 2.1 Additions)
============================================================
=============================================================
Fallout 3 Advanced
Version 2.1
================================
Change list includes
.44 ammo was not being accounted for in ammo system
Full support for MMM has been added with an optional esp
============================================================
(Version 2.0 Additions)
============================================================
=============================================================
Fallout 3 Advanced
Version 2.0
================================
Change list includes
Normalized xp gain for all difficulties. ( All difficulties will level you at an equal speed )
New Ammo system with roughly 27 new ammo upgrade container items. ( See above post for details )
Addiction for alcohol has been fixed. ( beer and wine still are not addicting but you can become addicted to others )
3 batteries per transmigration device usage. ( Was 1 before )
Boosted creature HP. ( This adjustment came about as a result of highly increased damage for all types of weapons making creatures very weak )
You can now sleep in random beds. ( Was impossible in version 1.0 )
Help for new players in low level areas added. ( New players are hit too hard with high radiation in food )
=============================================================
More detailed breakdown of the new changes.
============================================================
( Please make a save before installing the mod just in case)
*New ammo system
First thing to keep in mind is that the new ammo system takes awhile to finally set up properly when you load the mod.
There will be countless messages for awhile. Just let it do its thing and wait for it to finish. You have to look at the names of each ammo type
You will see a number that indicates that max amount of that ammo type you can carry when you do not have any upgrades. As of now
because of limitations I cannot update the name of the ammo based on what upgrades you are holding. So you will have to sometimes remember
"Hey I have an item that says +100 10mm that means I can go over the base limit by 100 points"
Basic rule of thumb is Keep your ammo below the number in the ammo name and you are safe. if you get an upgrade you can carry above that value.
Also keep in mind that ammo penalty will show up in your EFF listing.
Important: Going over max ammo results in lowered max carry weight rather than additional weight added.
Ammo Penalty breakdown.
==================================
Lets take 10mm for example
default max 10mm you carry is 100.
If you have 101 10mm then your max carry weight is decreased by 10.
if you go above 150 10mm this penalty is raised to 30
if you go above 200 10mm this penalty is raised to a whopping reduction of max carry wight of 75
This works out mathematically for all ammo types
so 5mm
501 == -10 carry weight
751 == -30 carry weight
1000 == -75 carry weight
Base Ammo limits
==================================
AmmoBB------------------Max 250
Ammo10mm--------------Max 100
Ammo32Caliber----------Max 50
AmmoShotgunShell------Max 50
Ammo556mm-------------Max 100
Ammo5mm----------------Max 500
Ammo308Caliber---------Max 50
Ammo44magnum---------Max 50
Unique Ammo
==================================
AmmoDart-----------------Max 50
AmmoRailwaySpikes------Max 50
Fuel Ammo
==================================
AmmoFlamerFuel---------Max 500
Energy weapon Ammo
==================================
AmmoSmallEnergyCell-------Max 250
AmmoMicroFusionCell--------Max 250
AmmoElectronChargePack---Max 500
Alien Ammo
==================================
DLC05AmmoAlien------------Max 250
AmmoAlienPowerCell--------Max 100
Explosive projectiles
==================================
AmmoMissile-----------------Max 8
AmmoFatMan-----------------Max 1
Ammo container types
==================================
Each ammo category gets a special type of canister.
Standard Ammo / Case
Unique Ammo / Belt
Fuel Ammo / Canister
Energy weapon Ammo / Battery
Alien Ammo / Gizmo
Explosive projectiles / Box
(LQ) - is a low quality upgrade
(MQ) - Medium quality upgrade
(HQ) - High Quality upgrade
*All ammo types / Backpack ( These will be heavier and kind of be the power armor of ammunition storage )
First version of this system will not include backpacks.
This version does not have the full variety of ammo upgrade items
Later versions will have more added to the game.
===================================
*Sleeping on random beds is now allowed in version 2.0
However doing so causes your hunger to increase by a static value of 15. If your hunger is above 45 then you will be too hungry to rest however.
I have not changed the effects of sleeping in a bed so it is another way to heal all limbs and hp to full just as it did before.
===================================
*I will continue to place rad-X and Rad Away around vault 101 to help new players get a foothold of the higher radiation received from food.
A stash of rad away and rad-X have been placed in Springvale. This is meant to help you get a foothold because the game is much more dangerous in this respect now so be careful!
============================================================
(Version 1.0 below)
(Damage and Vats related changes)
Goal of the below changes are to make head shots both harder to get and more rewarding in addition to making weapon damage feel much more virulent. It raises the strategy in combat a lot considering how simple these changes are. You will find yourself often shooting legs and guns rather than aiming for the head every single time.
* Decreased Vats accuracy on head shots for all humanoids considerably... ( Highest unmodified value at point blank is 60% chance to hit)
* Doubled Sometimes tripled the damage that the head takes when hit with a weapon.
* Increased accuracy for the torso on all humanoids making the torso the new easiest location to hit. This comes with higher damage resistance on this part of the body. One can argue that the torso is the most armored part of the body on a humanoid but that's not why I made the change. This change was made to introduce a greater risk vs reward when choosing combat targets.
* All Weapons do 3x more damage for both you and your enemies.
* Land mines and frag grenades have been bumped up considerably in damage. When playing this mod explosives are the highest DPS potential over all weapons by far with frag mines now trailing behind bottle cap mines by only a little bit.
* All player limbs take double damage.
* All "Fake damage" adjustments such as the kinds viewed in point lookout are disabled because it is not necessary when everything is already doing 3x damage anyway.
* *Adjusted*Auto-Aim has been modified to be less intrusive without being removed entirely from the game.
(Healing, Radiation, vendors, sleeping, durability)
* I cut the cost of repairing items at a vendor considerably. I am not afraid to trivialize the importance of repair skill in this case because repair skill still has considerable advantages. For one the ability to repair things in the field almost for free. Repairing items at a vendor is now nothing more than a simple small cap sink on par with armor repairs in a game like WoW.
* I have cut the potency of Stimpaks, rad away, rad-X and greatly increased radiation uncured when eating various foods by a factor of 4x. Healing limbs with stimpaks is a more costly venture now and going to a doctor to heal radiation is now often a necessary part of the game.
* Increased Going rate of items on a vendor and decreased how much you can sell items to them for.
* You cannot sleep in any beds other than the ones you either have rented or personally own. (The deep sleep Perk was adjusted to accommodate this change.) This counteracts the problem with healing 4 broken limbs and hp to full in one hour for free. This has a tendency to make damaged limbs a greater problem if you do not own a house because stimpaks are weaker potency now so going to a doctor might be a more affordable option in this case.
* If you receive treatment from a doctor it provides a potent buff that increases your endurance, health, and radiation resistance for roughly 2 hours.
* Well Rested bonus now increases your xp gain by 100% and increases your carry weight by 15 for 2 hours. ( 3 hours and carry weight goes up by 25 if you have "deep sleep". Keep in mind that pacing has been completely revised so the 100% xp bonus makes more sense.)
* *NEW*Durability of all armor in the game has been modified to make weaker armor last much longer while expensive armor degrades much more quickly. Basically what this means is that a suit of T51b power armor will require constant maintenance while leather armor basically never breaks down. ( Higher quality armor in the game has the least amount of health while the weakest armor in the game has the most. The better the armor the more quickly it degrades. )
=======================================
Out of Combat Auto-Healing
=======================================
Food and stimpak disparities caused one of the larger changes to the game. An entirely new system has been added to the game to accommodate a feature called "Out of combat Auto-Healing". Food no longer directly heals your hp, instead it decreases your hunger value. This value is an integer that goes between 0 (Full stomach) to 60 (Very Hungry). When ever you are not in combat, your hp is not full, and you have food in your stomach a message appears in the top left portion of the screen stating that auto-healing has begun. You see how it effects your current hunger value and how much per tick is healing.
Out of combat auto-healing quickly increases your hunger. It starts off slowly then begins to accelerate based on various factors such as your endurance, how full you are, if you have alcohol in your system, if you are well rested, if you are sneaking. (Yes if you are crouched down it accelerates slightly faster) Your goal is to try and help your auto-healing accelerate as quickly as possible to get as much as you can out of eating food.
If you manage to keep your hunger value below 30 you gain a well fed bonus that increases max carry weight by 15 among other small things.
This system makes food the absolutely most efficient form of healing in the game however it only works when you are not in combat. You cannot survive on a diet of stimpaks alone but stimpaks are your only main form of healing during an encounter. You will not suffer any negative effects if you allow yourself to go hungry other than no out of combat auto-healing or well fed bonus.
*Restaurants in Megaton, Tenpenny Tower, and Rivet City offer a new option to buy full meals that fill your stomach to full for 25 caps.
*Hunger does Increase slowly on its own but does not go down while waiting, sleeping, or fast traveling.
*Health bubbles in the anchorage expansion fill your stomach to full in addition to fully healing you.
**NEW*Auto-Healing in the anchorage expansion is greatly boosted to much more closely mimic auto-Healing in a standard first person shooter like Call of Duty, or Halo. While in the anchorage expansion your hp acceleration is essentially maxed out.
**NEW*If you have alcohol in your system then your hunger will not increase over time.
*Food sanitizer is fully supported.
*Cannibal perk is VERY useful now for keeping yourself full.
*Known issue, when starting a fresh game apparently babies start off with full stomachs lol... Hunger poses no problems in vault 101 other than the funny message that is displayed when you are first born.
===========================
(Inventory Capacity)
* The weight of all weapons have been increased by 4x with a soft cap above 40. This increase makes it so that weapons are by far the heaviest items you carry other than power armor. This actually ends up making inventory management easier because you always know that if you drop one more gun you free up tons of space for other items. It was a very easy way to simplify and streamline the entire inventory management system while making it impossible for the player to become a one man arsenal.
* Healing items such as stimpaks are no longer weightless. You cannot carry 100+ stimpaks without giving up considerable amounts of other items. Stimpaks also heal far less than what they did before.
* Both the Tenpenny, and Megaton homes have a new feature inside of them that offers you the ability to remote access a transportation locker. This locker can be accessed remotely from any location in the world with the use of a small weightless device. This provides you with a powerful option for storage and safe keeping of various important items. The catch is that this device requires and consumes single charge battery cells that can only be bought at a vendor for a small price. This feature was introduced to prevent you from ever losing a cool weapon or item because of the new much harsher weight constraints with weapons. Cannot be used during combat.
* *Adjusted*Power armor now averages at around 150 WG but offers a large carry weight bonus when the armor is equipped.
(Leveling, Pacing, Skill points, Perks, All new class system)
* I seek a balance in the correct leveling speed not the impossible feat of reaching the level cap. Keep in mind that my goal here is not to arbitrarily slow leveling down by some huge factor like most other mods seem to do but rather it is to find the correct leveling speed. So What I am saying here is that while it does naturally take longer to level you can still reach level 20 and things only begin to *really* slow down between levels 20-30. I want it to take longer but I do not want it to become impossible to reach the level cap through natural progression either.
* Your intelligence no longer modifies skill points per level and the number of skill points you gain per level without perks is 6. ( This feature caused a natural tension with the class system )
* Books provide a temporary skill bonus with their corresponding skill and are not consumed on use. It is now functionally impossible for you to max every skill to 100%. The comprehension Perk has been adjusted to accommodate this change. Books are heavier but still very useful for reference. The bonus they provide is 30-60 minutes long and you can read one book every 5 minutes. (I had to crack open a copy of duck and cover to disarm the megaton bomb lol)
* The order and potency of all level related perks, including the broken steel perks, have been adjusted adjusted to be more logical. Weaker perks are lower level while stronger ones are much higher level.
=======================================
All New character Class system!
=======================================
I have introduced a completely new class system to the game. After you gain your first level you will have the option to choose between becoming a tier one Soldier, Trader, or Rogue. Like in most games with similar systems each one of these choices provides a completely different list of perks only available to that class. There is also a misc 4rth perk list that is available no matter what class you are.
Stat list breakdown of the 3 new classes....
Soldier=============
Strength
Endurance
Luck
Melee Weapons Strength
Big Guns Endurance
Unarmed Endurance
Secondary stat--Perception
Energy Weapons Perception
Explosives Perception
Lockpick Perception
anti-stats
intelligence and charisma
Trader==============
Charisma
Intelligence
Luck
Speech Charisma
Barter Charisma
Repair Intelligence
Science Intelligence
Medicine Intelligence
Secondary stat--Perception
Energy Weapons Perception
Explosives Perception
Lockpick Perception
anti-stats
strength and agility
Rogue===============
Perception
Agility
Luck
Energy Weapons Perception
Explosives Perception
Lockpick Perception
Small Guns Agility
Sneak Agility
Secondary stat--Strength
Melee Weapons Strength
anti-stats
intelligence and endurance
===============
The first 2 two tiers of each class will modify your special attributes slightly in both positive and negative ways. You will gain 1 point each for your classes corresponding stats and lose one point each for that classes anti-stats. A secondary stat is the one that is not changed by the first 2 tiers of the class or is the one that remains unmodified or "Neutral". The importance of these stats and their table of correspondences is to let you know also what skills will be easiest to raise when playing any particular class.
Keep in mind that you are limited in what you can do with this system. It is possible to mix classes together to get different results but you are limited by how far you can traverse each tree. For example you can be a tier 2 of every class at once. Or you can be a tier 3 of one class and tier 1 of the other two. Or you can be a pure tier 4 class.
A perk breakdown for each class.....
====================
Soldier=============
Tier 1 (lvl 2/5 *5) title: Brawler
//--Adamantium Skeleton (lvl 5)
//--Iron Fist 3 (lvl 2)
//--Life Giver (lvl 3)
tier 2 (lvl 6/11 *3) (3 points ) title: Hunter
//--Bloody Mess (lvl 9)
//--Action Boy/Action Girl (lvl 7)
//--Size Matters 3 (lvl 11)
tier 3 (lvl 12/19 *8) (6 points ) title: Warrior
//--Gun Nut 3 (lvl 12)
//--Pyromaniac (lvl 13)
//--Strong Back (lvl 18)
tier 4 (lvl 20/30 *7) (16 points ) title: Star Paladin
//--Concentrated Fire (lvl 25) --> Nerves of Steel (lvl 30)
//--Commando (lvl 22)
//--Toughness (lvl 28)
//--Intense Training 10 (lvl 20)
====================
Trader==============
Tier 1 (lvl 2/5 *9) title: Drifter
//--Swift Learner 3 (lvl 2)
//--Lead Belly (lvl 2) --> Rad Tolerance (lvl 3) --> Rad Resistance (lvl 4)--> Rad Absorption (lvl 5)
//--Computer Whiz (lvl 4)
//--Scoundrel 3 (lvl 4)
tier 2 (lvl 6/11 *5) (3 points ) title: Adventurer
//--Fortune Finder (lvl 8)
//--Party Boy/Party Girl (lvl 6)--> Fast Metabolism (lvl 10)
//--Comprehension (lvl 11)
//--Educated (lvl 7)
tier 3 (lvl 12/19 *6) (6 points ) title: Survivalist
//--Here and Now (lvl 19)
//--Quantum Chemist (lvl 10) --> Chemist (lvl 12) --> Chem Resistant (lvl 14)
//--Tag! (lvl 15)
//--Entomologist (lvl 20)
//--Robotics Expert (lvl 20)
tier 4 (lvl 20/30 *16) (16 points ) title: Scholar
//--Scrounger (lvl 22) --> Master Trader (lvl 20)
//--Cyborg (lvl 22) --> Nerd Rage! (lvl 28)
//--Solar Powered (lvl 20)
//--No Weaknesses (lvl 25) --> Almost Perfect (lvl 30)
====================
Rogue===============
Tier 1 (lvl 2/5 *7) title: lurker
//--Infiltrator (lvl 2)
//--Thief 3 (lvl 3)
//--Deep Sleep (lvl 5)
tier 2 (lvl 6/11 *5) (3 thf points ) title: Stalker
//--Gunslinger (lvl 6)
//--Paralyzing Palm (lvl 7)
//--Little Leaguer 3 (lvl 8)
//--Finesse (lvl 10)
tier 3 (lvl 12/19 *6) (6 thf points ) title: Assasin
//--Demolition Expert 3 (lvl 12)
//--Mister Sandman (lvl 14) --> Cannibal (lvl 16)
//--Night Person (lvl 18)
tier 4 (lvl 20/30 *6) (16 thf points ) title: Dark Elite
//--Better Criticals 20 --> Sniper 24 --> Grim Reaper's Sprint 30
//--Light Step 20 --> Silent Running 22 --> Ninja 28
====================
allThree============
Can only pick one or the other in this list.
Tier 1 (lvl 2/5 *2)
//--Daddy's Boy/Daddy's Girl 3 (lvl 2) || Child at Heart (lvl 2)
//--Puppies! (lvl 3) || Animal Friend 2 (lvl 3)
Tier 2 (lvl 6/11 *1) (2 points needed)
//--Black Widow/Lady Killer (lvl 6) || Impartial Mediation (lvl 6)
//--Contract Killer (lvl 8) || Lawbringer (lvl 8)
Tier 3 (lvl 12/19 *1) (3 points needed)
//--Devil's Highway (lvl 16)
//--Escalator to Heaven (lvl 16)
//--Karmic Rebalance (lvl 16)
Tier 4 (lvl 20/30 *3) (4 points needed)
//--Mysterious Stranger (lvl 25) || Warmonger (lvl 25)
//--Explorer (lvl 20) || Nuclear Anomaly (lvl 20)
==================================
All 3 of these classes play differently because of potent bonuses you receive merely for choosing the class itself. Keep in mind that all of the perks pretty much had to be adjusted and balanced to work properly in this new system.
Pulled from the Geck a description of each tier one class perk.
Rogue (lvl 1)
Title: Lurker
(Unlocks all Rogue Tier 1 perks)
AGI/PER +1, END/INT -1. Tactical Advantage boosts critical hit and weapon damage in addition to shifting your AP to an active state when over 90% hp.
By active state on your AP pool I mean that your physical AP pool is smaller but when your HP is above 90% your AP pool is greatly boosted.
Role play information: Rogues are master thieves and are generally the best at tactical combat. Your ability to catch your enemy off guard is your greatest asset. Rogues are fantastic for getting the jump on the enemy. You are agile and generally the most apt class when it comes to hand to hand combat. Actually since perception is your top stat you are also a bit of an explosives expert. Since strength is your neutral stat it is also well know that you are quite apt at wielding melee weapons.
Soldier (lvl 1)
Title: Brawler
(Unlocks all Soldier Tier 1 perks)
STR/END +1, CHR/INT -1 HP and carry weight increased. Combat focus slowly increases weapon damage, accuracy and damage resistance during combat.
Combat focus also encourages you to fight without using vats because a latent advantage to this ability is that the world seems to slow down the longer you are fighting. But using vats will pull you out of this effect briefly.
Role play information: You are a trained and effective fighter who is most in his element when in direct combat with the enemy. You grow more focused and feel most at home during long battles but you are much more clumsy in the wastes and you have a harder time dealing with radiation and such. You are a master of melee combat and big guns. But you are extremely effective with most any type of weapons in the wasteland. However you are not amiable person to be around either.
Trader (lvl 1)
Title: Drifter
(Unlocks all Trader Tier 1 perks)
CHR/INT +1, STR/AGI -1, Critical hit chance, attack power decreased. Survivors confidence increases DR based on HP percentage and charisma.
As master survivalist your wits are usually your greatest defense against the harsh wasteland. Your confidence is directly proportional to your hp pool and you are quite tough when at 100% hp.
Role play information: You are an adventurer and a scientist like your father. You are by no means a great fighter but you can throw a punch when you need to. The best example of what kind of person this class is most like would be like the classic Indiana Jones. You have access to the most potent skill increasing perks and you are versatile in many ways. I recommend that you enlist help when dealing with any kind of heavy combat. But make no mistakes you can handle a fight, and survive the wastes just as well, if not better, than the other two classes in your own ways. Due to your confidence boost at tier 4 just about any standard armor will provide just as much protection as a well geared Soldier. You are an extremely tanky class however you also deal much less damage than Rogues or Soldiers.
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(Alcohol, Drugs, addiction)
* All drugs currently have a more potent version of themselves in exactly the same way Jet and ultrajet have had. (These drugs are very rare)
* All Alcohol now provides a small heal over time effect.
* Toxic build up and dissipation from drug and alcohol use has been greatly modified. It takes roughly 3 hours for toxic reset of any one particular drug or alcohol. Addiction has always been a very tricky aspect of fallout 3 from a balance standpoint to me. However when I discovered that it does indeed use a toxic build up system I was shocked to see that the reason I never noticed was because of the massive time frame that it takes for drugs to leave your system in game. I never knew the system even existed because it takes a massive amount of time with absolutely zero feedback to go with it.
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*Revised* Follower system
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New 3 strikes and you are out follower death system.
All Followers now utilize a new death system by default. If your follower dies 3 times in 6 minutes he actually dies. Basically they are all initially set essential but after they are knocked down I place a debuff on them that lowers confidence and stats greatly. If this debuff stacks more than once a message will appear on screen stating that your follower is weakened and can be killed. When this message appears the next time your follower is knocked down to zero hp he/she/it will actually die. This debuff goes away after roughly 3-6 minutes and your follower can be once again pummeled. Much like with the Phalanx mod Followers take a beating they become useless for awhile afterwords.
I also revised followers so that they all get a damage bonus when you give them proper ammo for their unique guns. And I set it up so that they have a limited pool of ammo for their unique guns per encounter that replenishes after a fight automatically. I also made sure that all followers have a main weapon, a sidearm and a melee weapon to fall back on that use this system. So its not uncommon to see fawkes run out of ammo for his main gun then pull out his super sledge or see charon pull out his custom .32 pistol mid fire fight because he ran out of ammo for his shot gun.
Clover actually uses a cross bow and fires it to weaken or slow down targets then pulls out her double barrel shotgun and finishes targets off while star paladin cross has a unique Gauss Rifle with roughly 5 shots before she switches to her laser pistol. Its cool to see in action and definitely makes followers much less powerful.
Two new Perks for followers become available at level 10.
You Got Gifted
With this perk a new Dialog option appears on hired followers to give them 6 of their favorite items greatly increasing moral allowing them to light foes on fire and do increased damage for a short time!
A Friend In Need
With this perk any hired follower will not become vulnerable to death if you have 3 or more of their favorite items in your inventory! However, these items are consumed so watch out!
(Indestructable Follower Bug)
* I also fixed Dogmeat, Fawkes and RL3 so that they are no longer effected by the invincible bug and adjusted various stats with followers so that they are more balanced in general.
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(Misc Changes)
* Your father brandishes a unique Infiltrator during main quests
* Outcasts quest rewards are greatly reduced
* Sawed off shotgun fires both barrels at the same time now
* All items in the game have a prefix in their names now so sorting alphabetically in the pip boy or looting bodies is MUCH less annoying.
* Ammo and chems are all much more rare now.
* Some DLC weapons and armor will make appearances in the capitol waste land. Talon company commonly use infiltrators, and you might find a raider with a double barrel shotgun from time to time.
* Fixed the bugs and balanced some perks from point lookout that were implemented incorrectly.
Well that is pretty much everything. I am enjoying the game a lot more now myself. I hope that someone out there can enjoy this mod. I know I like it.



