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Changelogs
Version 1.11
Fixed a missing chunk of the floor in the penn estate first floor Fixed a couple of stray fire ants in greyditch that caused issues with Those that I missed in the last fix
Version 1.10
Nerfed raiders in cooper's hotel Nerfed huge ants in springvale ant hive and disabled beast master Nerfed contents of springvale library Changed Palmer's loadout Handled nuka cola regional hq Added radscorpions around grayditch Reworked Murdoch's inventory Disabled a recipe note that I missed Fixed being able to walk through the black plane in the quarry Fixed was there a call for me not completing objective 1 when the radio broadcast comes in Added static and a message before the radio transmission comes in Added an xp reward for the first stage of the call for me quest
Version 1.091
Fixed a couple doors and inventories related to reward keycards Changed the name and removed bonus resistance from a handful of boss creatures Renamed reward boxes and removed their AWOP specific lvlis
Version 1.09
Fixed another issue with those quest
Version 1.08
Fixed issue with Those quest
Version 1.07
Fixed minor issue when using stars, packed in facegen
Version 1.06
Once again tried to fix the stupid fuckin air dropped crates - they were disabled on my end when I tested, but who knows
Version 1.05
Fixed broken onams, hopefully fixing the issue with air dropped crates showing up and other changes not showing up either
Version 1.04
Removed remaining level-based prompt of zeus' quest, fixed it to actually apply via the intended radio quest
Version 1.03
Fixed a sequencing bug with Copper Scorpion. Those who have already gone inside the Chasm and can't activate the ham radio will need to put SetStage CopperScorpion 10 into the console to progress
Version 1.02
Removed milgram shack keycard and notes Fixed festinger's chasm being inaccessible
Overview: This is a patch that overhauls things in A World Of Pain for Fallout 3 to be more appropriate for early and mid level play. A high priority is placed on lore-friendliness and balance.
Features:
The starter terminal has been disabled.
Every new added ingestible (fresh, old, etc.) has been replaced with a base game version.
All new recipes and their notes have been disabled.
All new weapons and almost all new armors have been replaced with base game ones.
All 4d storage has been disabled.
The Springvale Sewer main hatch has been given an Easy lock, with a key found on a body in the Springvale School Lower Level.
The loot and enemies of the Springvale Sewer cells have been rebalanced for low level engagement, but the armory has been given a more substantial selection of early game loot.
Pretty much all non-Beastmaster Lair Beast Masters/Mistresses/Tamers have been disabled, along with their packs of creatures.
The remaining Beastmasters have had a new mechanic added: they all have Psychic Nullifiers equipped, and if you hit them in the head five times, hit them with a pulse weapon once, or otherwise damage their headgear enough for it to hit 0 health, it will be unequipped and they will be removed from the Beast Master faction, rendering them attackable by their creatures. They also have new textures for their armor, so that they're not just using non-playable carbon copies of the Antagonizer armor.
The air-dropped crates have been disabled, and the Fort Detrick key is now in the Germantown Police Station's basement, near the Super Mutant jailers.
The entirety of the "Rumble Zones" context for many of the cells has been removed entirely and the spaces have been re-contextualized.
A short quest for Festinger's Chasm has been added. It will be started when you get close to the entrance door.
The Friendship Asylum interior has been disabled entirely. The arrangement and set dressing of the spaces is good, but I really, really don't like the time travel/spirit stuff, and the chaining between environments in that context is too complicated for me to want to bother trying to salvage it. You should still walk up to the door though!
Zeus' Vault has been re-contextualized. Instead of being unlocked via Rumble Zones, you are now provided a quest to investigate it by turning on all of the radio signals around the wasteland. The encounter inside has been made quite tough, but once you complete it, you will gain access to a machine which can use raw supplies (scrap metal/electronics, conductors, fission batteries) to synthesize weapon mods for any weapon which you have equipped.
Note: I may not have gotten to assess and tweak every location. I largely just made sure to hit every location with a map marker, and locations whose entrances were added inside vanilla locations may have been missed.
Installation: Regular installation. Not compatible with a mid-game installation.
Questions: Un-cut ___ dungeon, weapon, starter terminal, etc.? No. Can I use this with ___ other AWOP related patch? No. AWOP is supposed to make the game harder, why disable the Beast npcs and rebalance for lower level gameplay? I want a cohesive experience that fits in naturally with the game, in a lore and balance friendly way. A minigun toting hostile NPC outside Big Town or Megaton isn't balanced. There are still very dangerous areas, and many of them can be accessed at any time. I liked the "filmed fights" and Rumble Zones and the lore associated! I don't. I'm not restoring it.
Permissions:Do whatever.
Support: If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.