Fallout 3

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Obscurum is a gameplay overhaul featuring a great deal of changes.
This mod breaks most/all quests on purpose, since the point is to
make a 100% persistent sandbox environment based entirely on survival.

PRIMARY CHANGES:

- Most vanilla characters are gone. So far only two companions remain.
More companions will be included in the future. This is a beta. So I
am still figuring out which ones that should remain.

- New enemies, as well as changes to current ones. For instance:
Some enemies are now insect-infested. Meaning that killing them
will result in a swarm of insects being spawned. Insects are very
small. So it's recommended to bring a flame weapon or explosives.

- Super Mutants are gone. Replaced with ghouls. Glowing Ones are
replaced with a standard ghoul. Only with an insect infestation.
They are more dangerous than you'd think.

- Raiders are gone. Replaced with paranormal enemies. Such as
anomalies and poltergeists. Heavily scripted enemies. Some which
can be killed, and others which should be evaded to survive.

- The Talon Company is gone. They are replaced with cannibal hunting
parties. More cannibal classes will come in future versions.

- Anomalies also roam the wasteland, as well as poltergeists. They
are very dangerous. Low-level characters will probably be killed
instantly if they try to fight.

- Weapons do six times the damage through a simple multiplier. This
is because it's a lot more realistic. Most enemies now fall after
about two or three rounds. Cannibals have fortified health to be
stronger in numbers. Anything with a gun in it's hand should now
be evaded if possible.

TWEAKS:

- Newspaper littering is replaced with blood stains. Makes it a bit
more creepy to visit the city.

- A few new items are added. Mostly generic things like a human skin
mask and a surgical mask.

- The Underworld and Megaton is now inhabited by cannibals.

FUTURE PLANS:

I will essentially just continue to expand on what I am doing right
now. More anomalies, more varied cannibals, more tweaks to make things
more unpleasant. Hopefully making hazards diverse enough so that the
player will need to take advantage of all his/her skills and abilities.
It bothered me how easy things were in vanilla Fallout.

COMPATABILITY:
Technically, it should be compatible with everything. However, it may
not work as intended. If it relies on vanilla NPCs: Then you might have
a problem. But the NPCs are removed by script. So just open this mod
in the GECK and remove the NPC script attached to them. I can't say
that will fix the mod, but it might work.

FOOK and FWE ought to work too. But you might not see that much of a
difference since all the encounters have been changed. I'll be sure to
add some vanilla levelled items in the future to various encounters so
that modded items can be more availible ingame.

GAMEPLAY:
- Anomalies are deadly, they use non-conventional combat. Emitting high
levels of radiation and can also sometimes rapidly incapacitate the
player, slowly cooking him or her alive. Best is to stay away unless
you have some very heavy weapons at hand.

- Cannibals are very strong in general. A low level player might get
lucky and pick off the occassional straggler. But in groups, they
will be very dangeous until you reach a higher level. That is the
point. Survival horror, remember?

- Enemies are not just gross-looking and unpleasant. They are
powerful. Sometimes more powerful than the player. That's the key
to a proper horror game. Having to run away sometimes..

- This mod is intended to run with all other hardcore mods you can
think of. XFO, RI, you name it. Get your hunger mods, your rarity mods,
your difficulty mods. Anything you can think of to make survival more
tricky. Then roam the wastes searching buldings, running from ghosts,
escaping cannibals and sneaking past anomalies.