Fallout 3
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TCLBJA

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TCLBJA

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About this mod

-Healing is over time and very slow.
-Reduction of max damage resistance for the player but magic damage that bypasses your armor greatly reduced or removed.
-Low level enemies have more health and deals more damage. High level enemies have less health.
-AI is more aggresive and dangerous.

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This mod seeks to make the game more interesting by giving a balanced challenge in combat. In the vanilla game alot of enemies deal almost no damage, have little health and some dlc enemies have absurd levels of health and magic damage that ignores all of your damage resistance. That has now all changed and the player can no longer instantly win by pausing time and healing to full etc. I love this mod and I have worked hard to keep all menus, load screens etc displaying all the correct information for it (including fixing some stuff Bethesda never did like Three Dog reporting on the water purifier being taken from the enclave before it happens etc).


Gameplay

-Stimpaks heal over 40 seconds (40-120 hp depending on medicine skill).
-Endurance gives 10 health per point but base health is now 200 for the player. It also gives 1 less rad resist than before per point.
-Food and drinks heal slowly. If a food gives +1 endurance then it will restore the 10 health from that point of endurance (1 hp per 20 seconds). 
-Sanitizer reduces rads from from eating a little (-1 rads from many food and drinks).
-Alien biogel no longer gives its random bonus and gets no bonus from medicine skill. It needs to be adapted to heal (same value as food). Same goes for bloodpacks (needs the perk).
-VATS reduces damage by 40% to the player (was 90%).
-AI is a little more aggresive and dangerous.
-Maximum damage resistance and radiation resistance is now 65%.
-Dogmeat, RL and Fawkes no longer have thousands of hp (600 hp for RL and Fawkes, Fawkes has 40 DR as well).
-The time for essential NPCs to get up is 80% longer. Dogmeat is now essential if you choose to recruit him (70 hp).
-Low level ghouls, raiders and super mutants have had their health and damage increased. Overlords have 600 health, reavers 240, albino radscorpions 550. Aliens damage resistance shield has been greatly reduced. Tribals had alot more health than other raiders and they have thus had their health reduced. Bruisers have 500 health (down from 700).
-Magic damage for Point Lookout enemies and overlords greatly reduced or removed. 
-Many low level npcs +40 health. Many higher level enemies like Hellfire troopers, operation anchorage troops etc have closer to their old health values or less to avoid making them bullet sponges.
-Humanoid followers now start around 200-250 health.
-Jingwei has less health, Autumn and Desmond more.
-Explosion fuel tank and gun battery in operation Anchorage deals less damage.
-Stacking action points from gear and consumables means alot less action points than before (reduction to all bonuses).
-All weapons deal more of their base damage with lower conditions (80% rather than 66% at minimum, goes up to 100% like in vanilla).
-Radiation poisoning no longer reduces endurance but agility first and final levels hurt charisma aswell as strength. Addictions no longer reduce endurance.
-Carry weight base down to 100 (was 150).
-If you have atleast 60% chance for speech check to be successful then it becomes 100% (in vanilla you need 90% for it to turn to 100% in dialogue). The speech challenge for getting extra caps for The Power of Atom is much easier to pass.
-Enclave radio returns when you do Death From Above (first BOS quest in broken steel dlc). Damm enclave wont stay down will they? (I love those songs just walking around DC blasting away to those tunes).


Perks

The following perks has changed: Ladykiller/Blackwidow now deals 5% extra damage vs all enemies (speech is still only for opposite sex, req: 4 charisma). Entomologist deals +6% damage to all targets (no extra against giant insects). Fast metabolism and puppies can not be selected. Solar powered heals a little slower (1 hp per 20 seconds but it always heals now, strength bonus still needs outside). Ghoul ecology now increases damage dealt by 1 (down from 5). Better criticals +25% damage (down from 50). Grim reaper restores 20 ap like in New Vegas. Superior defender now just gives +5 DR (always). Paralyzing palm lasts 10 seconds. Nuclear anom heals less. Party boy/girl needs level 4. Little leaguer now gives +4 DR per rank but 4 less skill points. Adamantium skeleton grants +8% DR and +25% fire resistance in addition to reducing limb damage by 70%. Cyborg also adds +10 to fire resistance but gives just +5 to energy weapon skill (lvl 16). You no longer gain power armor training from completing operation Anchorage. Action boy/girl +20 ap. Lead belly removes critical damage taken. 2 ranks of lifegiver.


Items

Fatman 600 explosive damage (and mirv works like a normal fatman with more health),  alien blaster (and firelance) x1 crit chance. Bottlecap mine 300 damage, mysterious strangers magnum reduced to 100 damage, nuka grenade 300 damage. Frag grenades and frag mines deal 150 damage (up from 100). Winterized T51b now degrades like normal T51b and they both have the same hp (helm has 1000 and armor 6000, they can be repaired with power armors). Power armors now grant +3 strength. Crit damage metalblaster and shotguns are now 33% (was 50% in vanilla per projectile). Jack (ripper) 10 crit damage (was 15). Chinese pistol, assault rifles, combat knives, miniguns, 10mm pistol, hunting rifle, batons, .32 pistol, laser pistols, laser rifles, nail boards, sawed off shotguns and baseball bats small buffs in damage. Sawed off and double barrel shotguns same spread as the normal combat shotgun. Armored vault suit a lot more health (6000) and can be repaired with raider armor. Sheriff duster same stats as the duster. Lincoln repeater has x5 crit, less spread and a little less base damage. Backwater rifle less spread and 15 round clip, 25 ap. Reservist rifle less spread, more health and 5 round clip. Blackhawk deals more damage and has less spread. Consumables are less powerful.


Experience

Experience for lockpicking and hacking have all been reduced to half. Xp for kills are now 1, 5, 10, 15, 20 going from very easy enemies to very hard enemies (translates to about half xp gained from kills).


Karma

Killing evil characters now give +20 karma (down from 100). Stealing -10 karma (was -5). Freeing captives 5/50 (50/75).

Difficulty settings

Damage dealt by the player (from VE to VH) 1,1/1,05/1,0/0,95/0,9. Damage dealt to the player unchanged.
 

Additions

-I have added the crowded citites (modified) to be used with my mod. It has been changed so that none of the new NPCs can repair your gear to max condition (these NPCs were also missing voice lines but this is no longer the case with my modification). Human NPCs are no longer spawned in Underworld (ghouls live there). Credit for crowded citites goes to Spiderpig and Volek. Slower backpedal is an optional mod original made by Lork all credit goes to Lork for it. Mine works a little different as I have changed it so that it does not add damage and removes damage to make you move slower (thus no longer showing you getting crippled sometimes when running backwards).


UPDATE: I have decided to stop the Mothership Zeta DLC quests to start both when leaving the vault and when going to the crashed UFO to collect the blaster). This is because I do not like the DLC and aliens were a joke in Fallout 1 and 2 (and added only in New Vegas when you have the wild wasteland trait, so again a joke). I have also added Enclave radio back in Broken Steel dlc, tweaked Reservist rifle, Backwater rifle, Lincoln repeater, Blackhawk to have less spread.