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Sage

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sage2

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About this mod

From the guy who did Sagerbliv.

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=== INSTALL ===

To install, put unrar to your fallout3\data directory. Use FOMM as a launcher, or use the 'datafiles' portion of the F03 Launcher.

You do not need to start a new game.

Put first in the mod order, or mods that modify GMST will be ignored. Use FOMM for this.

There are now three 'slow leveling' speed mods that can be used. You do not need to use one, and you can swap them at any time.

=== DESCRIPTION ===
I'd like to make the game world more challenging, less forgiving, and more inline with the original FO games.

My goal would be to end up with a mod roughly similar to SagerBliv, my Oblivion rebalance mod. This will be challenging without a CK, but we'll see how close I can get.

No promises on future support. I'm ina a warzone right now, and my time is not my own, so I'll do what I can!

Play balanced on "hard".

You are welcome to take any and all of my ideas into your mod; please credit me as 'Sage'.

=== New This Version ===

Skills now 2*INT per level, with no base bonus.

NPCs are a little tougher.

VATS Damage is now full, but there is no delay on leaving VATS.

VATS spread adjust from .3 to .4 (.5 is default).

On autofire, 10mm SMG is quite a bit less accurate, CAR a little less accurate and the AR is a little more accurate.

The AR now has a 20 round clip.

MiniGun Damage 5 to 7

MS18 MiniGun Damage 7 to 8


==== Leveling Changes ====
These esps are optional.

200 is slower leveling. 250 is very slow. 350 is very slow leveling.

Reaching level 20 takes 29450 on default.
Reaching level 20 takes 38950 on 200.
Reaching level 20 takes 48450 on 250.
Reaching level 20 takes 67450 on 350.


==== Weapon Balance Changes ====
SagerFOWEAP.esp is now included. It is optional.

The first round of tweaks include:
.32 pistol does 2 points more damage.

10mm SMG does 1 point more damage, but minbase spread is increased from 1.5 to 1.7. Max spread 5 to 7 (i.e. more 'recoil).

Chinese AR does 1 point less damage, is a little more accurate, cost decreased from 500 to 400, health increased from 400 to 450. Now holds 30 rounds.

Assault Rifle does 1 point more damage, is significantly more accurate, cost increased from 300 to 400. Now hold 30 rounds. 20 rd clip.

Miniguns do more damage.

Many more changes to come.

==== Gameplay Balance Changes ====

In VATs, you will be a little more accurate.

The effect of strength on melee combat is further increased. Melee weapons will do more damage.

Enemy limbs blow up less.

You are now a little more accurate when crouching. (-.4 to -.6)

XP reward for locks and computers is halved.

Small bonus to XP for hard and very hard opponents.

The bonus mult to XP for player on hard and very hard difficulty levels has been removed.

With 1 crippled leg, you and NPCs move a little slower. (75%)

With 2 crippled legs, you and NPCs move a lot slower. (40%)

A crippled arm will now make you and NPCs much less accurate. (200% less accurate).

Player will now suffer as many crippled limbs as should have. Previously they were at 50% of the rate.

All guns do 25% more damage.

Melee weapons do 25% more damage -- STR is much more important for weapon damage.

H2H attacks do 25% more damage.

STR now great effects your ability to carry stuff. At low STR, you will be able to carry much less. At high STR, you will be able to carry a little more.

Player Health is now significantly lower, and more goverened by END and Level. It was 10*LevelPastOne + 20*END + 100. It is now 10*Level+ 15*END. (so at level 2: 2 END = 50; 5 END = 95; 8 END = 140). This is about half of the default rate.

AP are now much more effected by your AGL. It was 65 + AGL*2. It is now 30 + AGL*6.

Healing and switching weapons in Combat now uses 3 times as many AP.

RADs accumulate faster, especially when swimming or wading in water.

In VATS mode you now take 65% damage, not 10%.

You now walk and sneak faster. Run speed will be the same as it was.

Tagged skills are now +25 from +15.

On level up, you receive a base of 7 skill points, from 10.

=== Changelist ====

fAVDHealthEnduranceOffset 0 to -8
- this mods your base HP IN LEVELs +10 per, negs work.

fAVDHealthLevelMult 10 to 10
fAVDHealthEnduranceMult 20 to 15
+ there is a base 100, don't know how to mod this

Health was (END*10 + 5*LevelPast1 + 100, so at level 2: 2 END = 125; 5 END = 155; 8 END = 185)
Health is now (END*10 + 5*LevelPast1 + 20, so at level 2: 2 END = 45; 5 END = 75; 8 END = 105)

fAVDNPCHealthEnduranceMult 5 to 7

fActionPointsSwitchWeapon 10 to 30

fVATSPlayerDamageMult from .1 to 1

fMoveRunMult 4 to 3
fMoveBaseSpeed 77 to 103

fAVDCarryWeightsBase from 150 to 50 (at 5 str, was 200, now is 175; 2 str was 170, now 100; 10 str was 250 now is 300)

fAVDCarryWeightMult from 10 to 25

fAVDMeleeDamageStrengthMult .5 to .75

fAVDActionPointsMult 2 to 6
fAVDActionPointsBase 65 to 30 (at 5 ag, was 75, now 60; at 10 ag was 85, now 90; at 2 ag was 69, now is 42)

fActionPointsHeal from 10 to 30

FCombatDamageBonusSneaking 2 to 3

fSwimRadiatonDamageMult .1 to .3
fWadeRadiatorDamagfeMult .1 to .2

fAVDHealRateEndurance reduced...

fRadiationAccumulationRate 1 to 5

fActionPointsRestore is 4

fAVDUnarmedDamageBase 0.5 to .575

fAVDHealthEnduranceOffset

fDiffMultXPH 1.25 to 1.0
fDiffMultXPVH 1.5 to 1.0

Calcs based on the old Obliv calcs, but not verified:
WeaponDamage = BaseWeaponDamage * fDamageWeaponMult *
( fDamageStrengthBase + Attribute/100 * fDamageStrengthMult ) *
( fDamageSkillBase + ModifiedSkill/100 * fDamageSkillMult ) *
( fDamageWeaponConditionBase + WeaponHealth/BaseWeaponHealth * fDamageWeaponConditionMult )

?fDamageSkillBase .5 to .6
fDamageSkillMult .5 stays

fAVDHealthLevelMult 10 to 5
fAVDHealthEnduranceMult 20 to 10
+ there is a base 100, don't know how to mod this

fRadiatonAccumulationRate 1 to 3

iLevelUpSkillPointsBase 11 to 8 (60 pt drop for level 20)
fAVDTagSkillBonus 15 to 25 (30pt plus)