Fallout 3

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lo-fi games

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spacejim

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35 comments

  1. gh0stwizard
    gh0stwizard
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    This is a great mod. One thing must be stated, it does not contain support for DLCs. After some hours you will notice that all spawns are missing Supermutant Overlords, Ghoul Reavers and Albino Scorpions. So, I've made a patch for this mod:
    https://www.nexusmods.com/fallout3/mods/23056
  2. KainPrimus
    KainPrimus
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    This is exactly what I was looking for. Never made any goddamn sense why the molerats, giant ants and bloatflies across the entire wasteland suddenly got exterminated because I reached level 21.

  3. xBamfo
    xBamfo
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    Love the mod... and also....

    Love your game Kenshi ! : D
  4. cryogen4000
    cryogen4000
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    Thank! you! ........... very good mod....
  5. ragnaroklucifer
    ragnaroklucifer
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    • 28 kudos
    Thanks for doing this. I hope you're still working on your mod. I haven't tried this mod yet as I just recently thought of playing this game again without level scaling this time hopefully. And I found this mod.

    Someone mentioned about how high leveled creatures spawned too much. I believe you have to put multiple instance of a creature to increase the chance of that creature spawning. I noticed this when going through the lists in Skyrim. Not sure if it's the same in Fallout.
  6. shiholude
    shiholude
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    @wARmAcH1n3
    I realize that a response now is mundane, but I figured that I could answer some of what was being asked in his post from April 2009:
    "NPC LEVELS (lo-fi_solidworld.esp)
    Certain NPCS and enemies that used to change level around the players level, are now set to fixed levels (based on their previous ranges)."
    what is mean with "certain enemies". do you mean quest-based / story-based enemies? and how will be their level calculated? have they min & max ranges and the level will be random calculated between the ranges?

    Okay, from what I've been able to decipher from looking at the data in FO3Edit, it appears that most of your quest NPCs have been given a specified level. This serves two purposes as i can see: 1) It places them at a logical level that is more realistic, 2) It prevents you from early situations that would otherwise not be possible. for example, without these changes you could kill off Arkansas much easier, as he would be in line with your level - however with the changes, he is level 15, so i wouldnt mess with him until later.

    As for the calculations, I dont see an obvious decernable pattern for his level choices. But I can see that they wont have a min/max per se, rather a static one. In the case of our friend Arkansas, he has a setting of level 15, with no check in the "PC Level Mult" box, meaning that the vanilla range of 3-12 will not be calculated. I must assume that this means that he will be level 15 forever (or until you off his old keester).

    how works the respawn thing in fallout 3? i read that usualy all 3 days the enemies respawn. means that that the monsters respawn all 3 days even i didnt meet them or didnt kill them, will they keep in the game after 3 days or will they be gone and just new random enemies will respawn and replace them or is a area only respawned when the urgin enemies get killed?

    and to the point that high level monster respawn more as low-level monster.
    just an idia, is there maybe a max-level of a monster too? (for example if the player level is over 10 then no level 3 monster respawns anymore)

    This one is a bit easier, as the basic game mechanics control this, but it requires more explanation. Essentially, when you enter into an area, or cell, all creatures are calculated and spawned, based on the parameters set forth by the values in the level lists. With this mod active, if you enter a cell at level 5, all the mobs will be level 5. No duh, right?

    Okay, following this logic then, if you kill off all those mobs and they are set to respawn (a whole other issue), then when you re-enter that area they will be at your new level. However, and here's the rub, if you DONT kill off those mobs, when you return they will still be the same level as the first time you came through, even if it has been 3 days.

    While it is true that both vanilla and this mod have it set to prevent low level NEW spawns once you reach a higher level, in vanilla this is also restricted by the level lists.

    Lets look at the Wasteland Molerat settings as an example: in vanilla FO3, the molerat will be the default random creature at lvl 1. When the PC reaches lvl 5, new respawns (remember that you need to kill off the molerats first to get higher level respawns) will be either Radscorps or weaker robots, at lvl 9 these two start to get replaced by Yao Guai, at lvl 12 Giant Radscorps start to appear, and finally at lvl 16 you will see Deathclaws and SentryBots.

    Now, with this mod active, starting at level 1, any of these will be spawned. This means that you could see a level 12 Deathclaw (level 12 is its unmodded base level), or a level 1 Molerat (molerat lvl = PC lvl). At level 14, you could again see a lvl 14 DC or a lvl 14 molerat. Nice eh?

    One last thing rgarding the respawn thing. In vanilla, once you clear out a dungeon (inside location), it will NOT respawn. However #1, if you use a mod like MartsMutantMod, then you will be able to respawn everything outside or inside every three days. However #2, if you use MMM settings, it will conflict with most all of the changes conducted here. FO3Edit will help solve these conflicts if you choose to learn to use it.

    Hopefully that answers most of the questiosn asked so long ago without any response.

    @Echelon117
    Linking your wuestion in with the one above about MMM - I think this could be done, but since MMM is updated reqpeatedly, it wouldbe hard to maintain a current version most likely. I "may" be doing this for my personal game, once I finish all my game tweaking. I will consider releasing something like that with my game tweaks once finished - with the understanding that it wont be very well maintained.

    -Shiholude
  7. Echelon117
    Echelon117
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    Would you be able to make a MMM version? One that makes all MMM mutants appear at level 1?
  8. ZuluFoxtrot
    ZuluFoxtrot
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    • 110 kudos
    wARmAcH1n3 nailed it. Downloading now.
  9. Sanguine420
    Sanguine420
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    Good effort! Still..

    I was just about to start the grueling task of modifying loot/creature lists myself when I thought 'Hell, I'll check if someone's already done it for me..' I made a no lvld gameplay mod myself with TES CS, and I can appreciate the amount of point-click-change value-close-point-click... work, which I dare say is pretty damn tedious.. There are just so damn many lists!! NEway, I played with only the level_lists.esp enabled for about an hour, and I must regrettably say I did not encounter ONE damn bloatfly. Saw a LOT of deathclaws, vicious dogs (good sign), centaurs, wayyy too many crazed raiders and a disturbing amount of robobrains/sentrybots and most of the scorpions I encountered were giant ones. Only once did I get far enough into the DC ruins periferia to see muties, but I didn't even have time to open VATS to see whether they were brutes or masters or whatnot b4 they gunned me down with rocket launchers. Obviously you get all the big baddies regadless of level, but what I wanna see are the occasional bloat flys, radroaches and mole rats even if I'm lvl 20. I really don't mind trying to outrun a yao-guai straight out of the Vault, and I'm not complaining about the difficulty factor (I actually managed to gun down TWO Mirelurk Kings (didn't see any regular Mirelurks, though, which kinda proves my point), though I do have XFO's condition/skillbased accuracy mod and one of my own which makes firearm CND have no effect on DMG, only accuracy), but still, I need the runts to kick around too, otherwise it's just like playing a lvl 20 character with lvl 5 stats..
    I'm going to start working on a re-tool, modifying the actual spawn lists instead of just lowering the reqlev of all creatures, making the chances favor the runts a bit more and maybe that'll take care of yet another one of Bethesda's failings as result of too much breastfeeding and handholding. So keep an eye out for SanguineMods, though I'm pretty swamped right now with an Ingestibles Re-tool. But after that (or simultaneously with it) I'm going to try and tackle this issue.
    We ARE going to make this game feel more like it's glorious predecessors did!

    Wasteland 4 Life, y'all,
    Sanguine
  10. spacejim
    spacejim
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    It looks like he did exactly the same thing as me, so the results might be identical. I would be interested if anyone has tried it.