Fallout 3

New in CivisRomanus Unofficial Fallout 3 Fixes Optional version 1.3

Weapons tweaks
1. 100 less strain on battery consumption, if you use wireless controllers. For some unknown reasons, the vibrations are not deactivated, if you tick the "Vibration off" in game menu. Even if they are "off", the controller will still vibrate when you reload the last save.
2. Lucky Harith will sell (one time only) 1 Infiltrator and 1 Lever-action Rifle.
3. Doubled the damage, doubled the fun for 10mm pistols, .32 pistols, 10mm SMGs. A caveat though - if you deal x2 damage against them, they will also deal x2 damage against you.
4. The Kneecapper will deal critical damage (8 per pellet), will have fire rate increased +40% and will last longer until it breaks.
5. Infiltrator and Perforator will have fire rate increased +25% and +33% respectively.
6. Lever-action Rifle and Backwater Rifle fire rate doubled.
7. 10mm silenced pistols will deal the same damage as regular 10mm pistols.
8. Chinese Mausers will deal the same damage as 10mm pistols.
9. Zhu-Rong v418 Chinese Pistol = a beast. It will fire 4 super-heated pellets instead of 1 lame bullet, you'll have x4 higher chance of scoring critical hits, it'll have a slightly polished texture than a regular Mauser. Explosion projectile glitch fixed.
10. Sydney's Ultra SMG is silent and will deal x2 damage per shot.
11. Xuanlong Assault Rifle will have +25% fire rate and cleaner textures.
You can use it until you get FG-Wanda aka Paratrooper Assault Rifle, the best assault rifle in vanilla Fallout 3, IF you have installed the mod.
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NPC tweaks
12. The Paladins in Arlington Library will slowly heal and cure their crippled limbs over time.
13. The Wastelanders will be a bit tougher to kill. They will also slowly heal and cure their crippled limbs over time. If you can do it, they can do it too.
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Notes:
1. The Mighty Rolling Pin will be a very fun weapon to use. Not as lame as before.
2. The decreased weapons conditions after installing the new version 1.3 of the mod is NOT a bug. Weapon damage x2 <=> weapon decay x2, if you didn't know.
To maintain the ratio shots fired/weapon condition, I had to double the weapon condition too.
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All modifications in previous versions are included.

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