Gameplay rebalance in a single file to improve realism. Changes features of the Power Armors, Stealth, Carrying Weight, Hitpoints, VATS, Timeline, Items Degradation, Loot, Chems, Weapons, Supermutants, Eyebots and etc.
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Changelogs
Version v.2.0
- reduced the cost of repairs from sellers; - reduced the sensitivity of sleeping NPC; - increased health and rebalanced parameters of Protectrons; - dead Deathclaw contains 2 paws in loot
Version v.1.9.8.1
Changed the sound of firing from a 10 mm pistol. Slightly adjusted the parameters of the power armor. Further edits have been made to the LOOT system.
Version v.1.9.6
The weight and cost of many items and scrap have been changed. The caps now have their own weight (100 caps = 1 pound). The running speed is slightly reduced (use the Sprint Mod to compensate for the loss of speed).
Version v.1.9.3
Increased the cost of some clothes. + Further balancing of the LOOT system.
Version v.1.9.2
Update for alcohol: increased price and weight. Some changes in LOOT-system: the amount of loot in Vault 101 and in the surrounding area has been reduced.
Version v.1.9.1
Little update for explosives: - changed the weight (increased) and cost of some types of explosives
Version v.1.9
The file format has changed to esm (master). The properties of water and food have been edited: the treatment of food has been significantly reduced. Added some short-term bonuses for expensive food.
Added a plugin (Optional file) for DLC Point Lookout. Reduced stats (health, damage, attributes) for some creatures and factions: Swamp Folk, Tribals, Smugglers, Feral ghoul reaver, Swamplurk. Remove Extra Damage from enemy attacks. Reduced DR for Tribal garb (DR = 6). Reduced DMG from Double-barrel shotgun (45 instead of 85)
Version v.1.8
Complete overhaul of the Power Armor: - increase DR by 50% for armor and by 4 times for helmets, - increased weight up to 2 times (partially compensated by modified armor properties), - stats changed: increases strength, but decreases agility, - and etc.
Version v.1.7.1
-The cost of many types of armor has been increased by 2 times. -The LOOT system for containers has been slightly expanded. -Adjusted the properties of Psycho and RadAway. -The crosshair of the sight follows to the direction of the barrel of the weapon.
Version v.1.7.0.1
Weapon rebalance: dismemberment/exploding flags changed (example: you can 't take off the enemy 's head using a 10mm Pistol). Increased: cost, damage for some small/ energy weapons, bullet speed, impact force. Reduced spread. + Med-X fix DmgResist to 15
Version v.1.6.1.1
Head damage increased by 50% - Enemies will die faster from hits on the head. For some creatures the damage to the limbs has been also increased. + some fix for Chems Pack (the duration of the chems has been adjusted again)
Version v.1.6.0.1
"Less Loot" module included. Did you think someone was still loading Nuka-Cola into vending machines? + fix for Chems Pack (the duration of the chems has been adjusted)
Version v.1.5.3
Increase x2 in the durability of the body of some objects (cars, buses, trucks and motorcycles) so that they do not explode so quickly from the hits of several bullets. Rebalancing of some properties of explosions for different objects.
Version v.1.5.1
Some VATS changes: less spread bullets, slight increase camera speed, reduced level of weapon wear in Vats, less annoying sound level when entering and exiting Vats. ("Full player damage (100%)" has already been included in previous packs)
Version v.1.5
New Detection (sneak rebalance) mod include. More than 40 parameters have been rebalanced in the Combat Search, Visibility and Sound Perception categories. Enemies are now very active when searching for the protagonist. The fights have become more interesting and deadly.
Version v.1.4
"Eyebots_pro" module include. Rebalancing stats and combat skills of EyebotEnclave. From now on, the mole rats will not often prevail over the Eyebot. The explosion from the Eyebot will leave a radiation trail for a while
Version v.1.3
"Big Weapons for Big Guys (Supermutants)" module include. Replaces the weapon lists of Super Mutants: From now on and forever strong massive hands will squeeze Miniguns, Missile launchers and sledgehammers.
Version v.1.2
Ghouls rebalancing stats: Charisma and Intelligence are reduced. Perception is increased.
Version v.1.1
Chemicals and medicines have weight and increased cost. Now their effect is longer. Psycho is a real cocktail of Gods for lovers of invigorating substances.
Version v.1.01-fix
Fixed the relationship between the Ghoul and Feralghoul factions
I decided to make a simple mod that combines various aspects of the game. This is a preliminary version, which will gradually be supplemented and polished as far as my strength and capabilities. I've always been unhappy with the basic gameplay of Fallout 3, I wanted to change something at my discretion with an eye to a compromise version of realism.
War… War never changes.
What does this mod do?:
Less Hitpoints - new formula: (Endurance x 10) + (LVL-1) x 5. For example, with Endurance 10, you can have a maximum of 195 hp at level 20 without taking additional abilities (Vanila gameplay would allow you to gain 490 hp).
Less Carry Weight - new formula: (Strength x 15). Now you will think more often about how to dispose of your inventory.
Less Dismember and Explode part chances (10%) in comparison with Vanilla (50%/75%) - now the enemies heads will not fly off so often.
Less Degradation - Weapon and Armor are degrades 50% slower.
Less Loot - the amount of useful orphan goods has been reduced.
Less treatment from food and water - Do you want to be cured? Go to the doctor or use stimpacks.
New Detection (sneak rebalance) - mod changes the settings of stealth and combat AI behavior.
Big Weapons for Big Guys (Supermutants) - replaces the weapon lists of Super Mutants. From now on and forever strong massive hands will squeeze Miniguns, Missile launchers and Sledgehammers.
Timescale = 15. This will slow down global time. Now the days and nights will not change so quickly (Vanilla value was 30).
VATS some improves - Full Damage (100%) - Previously, you only received 10% of the possible damage in Vats - now everything is fair. Less spread bullets, slight increase camera speed, reduced level of weapon wear in Vats, less annoying sound level when entering and exiting Vats.
Crippled legs - If you fall from a height, you will cripple your legs more. The height for a safe fall has been reduced.
Factions war - Ants, Bloatfly, Dogs, Mole rats, Radroaches, Radscorpions, Mirelurks and others - now they will attack each other.
Chems pack - Chemicals now have increased value and changed properties (weight, duration of action, etc.). Stimpacks heal more slowly. "Psycho" - properties have been changed a lot.
Ghouls rebalancing stats - Charisma and Intelligence are reduced. Perception is increased.
Eyebots_pro - Rebalancing stats and combat skills of Eyebots. Now it will be a little more difficult to defeat him. Increased damage, durability, accuracy.
World Objects/Movable Static/Vehicles (cars, buses, trucks, motorcycles and etc) durability increase x2. Rebalancing of some properties of explosions for different objects.
Head damage increased by 50% - Enemies will die faster from headshots.
Weapon rebalance - dismemberment/exploding flags changed (example: you can 't take off the enemy 's head using a 10mm Pistol). Increased: cost, damage for some small/ energy weapons, bullet speed, impact force. Reduced spread. Increased the weight and cost of explosives.
Armor - the cost of many types of armor has been increased by 2 times. Complete overhaul of the Power Armor: increase DR by 50% for armor and by 4 times for helmets, increased weight up to 2 times (partially compensated by modified armor properties), stats changed: increases strength, but decreases agility and etc.
Rebalancing the weight and cost of many items, ammunition, scrap.
DLC Point Lookout fixes (Optional file) - Reduced stats for creatures and factions. Remove Extra Damage from enemy attacks. Reduced DMG from Double-barrel shotgun.
Note:
"Simple Set Pack (gameplay rebalance)" does not contain scripts, it just changes certain parameters of the vanilla game.
It is advisable to start a new game, as new hitpoints may be correctly calculated only at the beginning of a new game (but you can experiment). The same applies to the Timescale parameter (however, if you don`t want to start a new game, you can type the "Set Timescale to 15" command in the console and Save).
Installation:
use your favourite Mod Manager or download manually and put the file into your Fallout 3\Data folder
Other mods, patches and utilities to improve various aspects of Fallout 3:
show the value and weight for a whole stack of items while looting and indicate the weight in red if it would overencumber you
bBetterPickupPrompt = 1
show - and + on armor DT and DR relative to the equipped armors
bCompareArmorStats = 1
show - and + on weapon DPS/DAM relative to the equipped weapon
bCompareWeapjavascript-event-stripped 1
half the 500ms delay before allowing clicking in the dialogue menu
bDecreasedDialogueClickDelay = 1
allow deselecting of the active quest in the PipBoy quests tab
bDeselectQuests = 1
removes fog from interiors
bDisableInteriorFog = 1
prevents mirroring of VRAM textures in RAM to save memory
bDjavascript-event-stripped 1
decrease the delay after a successful hack by 2.5 seconds
bFasterHackingTransition = 1
remove the wait for the Fallout 3 logo to be at full alpha
bFasterTitleMenu = 1
add hotkeys ctrl and shift to transfer a single item or a stack of items when clicking in inventories
bFastTransferHotkeys = 1
hide NPC names on the prompt if they haven't spoken to the player
bHideUnknownNPCNames = 1
remove companions from VATS
bIgnoreCompanijavascript-event-stripped 1
use incremental save slots for autosave, optionally fullsaving every rotation
bImprovedAutoSave = 1
keep the container item description displayed when mousing over it
bKeepCjavascript-event-stripped 1
don't stop the current holotape when viewing other notes
bKeepHolotapePlayingWhenSelectingOtherNotes = 1
adds scrollwheel support when allocating skill points
bLevelUpScrollWheelSupport = 1
disallow use of the Pip-Boy during combat
bNoPipBoyInCombat = 1
prevent consumption of books if skill level is already at 100
bNoSkillBooksAbove100 = 1
delay XP popups till the end of combat
bNoXPBarInCombat = 1
enable running and jumping for Action Points while over-encumbered
bOverencumberedTweak = 1
increase the initial heap size (helps performance in containers)
bPatchHeapSize = 1
add an asterisk to the entrance prompt of unvisited interiors, and a plus for respawned interiors
bPatchUnseenCellName = 1
don't hide the quest/location added text while aiming
bQuestTextVisibleWhileAiming = 1
significantly improve semi-auto weapons by queueing a shot if clicking in the last 700ms of the anim, and fix a bug where they wouldn't fire if clicking at the end of the anim
bQueueSemiAutoShots = 1
show Caps in the PipBoy misc tab
bShowCurrencyInCjavascript-event-stripped 1
show the amount of ammo a weapon uses per shot, e.g. Tri-Beam MF Cell x 3
bShowWeapjavascript-event-stripped 1
make the player and companions collision box shorter when sneaking
bSneakBoundsFix = 1
fixes the 59hz microstutter bug
bTickFix = 1
add a * to the prompt for NPCs who haven't been spoken to
bUnspokenNPCIndicator = 1
always use the first person sound when attempting to fire with an empty clip
bUseFirstPersjavascript-event-stripped 1
allow use of WASD keys as arrows in menus, and E and space to accept
bUseWASDAsArrowKeys = 1
adds hotkeys Left-Alt or Right Mouse to instantly end the VATS killcam
bVatsExitKey = 1
show names on dead NPCs even if they haven't spoken to the player