Current Work: I’ve started manually cleaning up excess loot across the game’s cells and worldspace to better fit the post-apocalyptic setting. Main Tasks:
Removing unrealistic amounts of items (e.g., untouched food in abandoned stores and vending machines).
Disabling ad screens and other anachronisms that break immersion.
Reducing visual clutter (e.g., excessive smoke in interiors).
Note: The base mod’s LOOT module already handles some container balancing, but it’s not enough for full consistency with the intended survival realism. I don't know how much time it will take me, as the work will be done literally manually.
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Currently, global mod Simple Set Pack (Gameplay Rebalance) is available in 2 versions: 2.13 (ENG) and 2.3 (RUS). As soon as I finish the LOOT module, I will release the Russian and then the English full versions sequentially.
Additionally installed: - NMCs_Texture_Pack_for_FO3 - Interface Mod - Revelation (Classic Fallout UI) - Loot Menu - other patches and packages to improve the user experience (listed on the description page of the mod)
In principle, this is possible, but I am not ready to announce specific dates yet due to lack of time. Also, if you wish, you can use the Fo3edit program to cut out extra lines from my mod and leave only the ones you need. It has a very simple interface.
Also, I want to note that the "Loot" module mainly concerns mining in containers and various kinds of cabinets. However, there is still a lot of valuable junk scattered on the wastelands themselves, which must be cleaned manually in the editor in each location, which will take a huge amount of time.
I didn't know that locations needed to be cleaned manually from junk and loot - it's cruel...That's probably why there's no such fashion on the web - I searched and couldn't find it...Thank you for answering my question.
It is possible to upload (or tell me the name) to download separately this one: ?
Factions war - Ants, Bloatfly, Dogs, Mole rats, Radroaches, Radscorpions, Mirelurks and others - now they will attack each other.
See, i don't want all the mods included, i got myself big weapons for big guys and eyebots_pro. would be good to have the one i mentioned above separately
The module "Factions war" is part of a global mod and I have never made it a separate part. It is possible that someone else has done something similar, but I don't seem to have met such a mod separately.
Maybe I'll find time later and allocate the module to a separate mod.
At your request, I have allocated the module "Factions war" to a separate file. Files -- > Optional files: https://www.nexusmods.com/fallout3/mods/25474?tab=files Please test it.
Great mod, this is now my essential gameplay mod! Quick question, is there a way I can make the enemy's detection while sneaking a bit more forgiving? My companions get spotted instantly it seems lol
Hello! I am glad that you appreciated this modification. Unfortunately, I don't have the opportunity to make changes at the moment, but maybe other mods will help you:
New Detection (sneak and stealth rebalance) (https://www.nexusmods.com/fallout3/mods/25467)
You can try using a profile "NEW Detection (Normal)". Just install it at the bottom of your mods list.
"JIP Companions Command and Control" (https://www.nexusmods.com/fallout3/mods/20035/?tab=description)
This is a possible second way to adjust the management of your companions. In theory, with this mod you will be able to control the distance between you and your teammates.
Hello! Thank you for your feedback :) I didn't plan any changes to the perks.
If you type "perks" in the search bar, you can eventually see more than 60 different mods on this topic. I doubt that I could bring in anything new on the subject of perks.
Version 1.9 upload - 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. Do you want to be cured? Go to the doctor or use stimpacks. - Added some short-term bonuses for expensive food.
How this mod compares to Fallout Wanderers Edition? It seems to me that some of the features are the same, if so, how much better is your mod in comparison?
I haven't compared my mod with Wanderers Edition, but I suspect that any global mods will have certain intersections one way or another. As far as I can see, support for FO3 Wanderers Edition ended over 10 years ago. I do not presume to say that my mod is better than FWE. The fact is that I wanted to create this mod based on my ideas about in-game balance. The mod will be supplemented with new changes and balance polishing to the extent of my capabilities and the availability of time for testing. But I can definitely name the main difference for sure. I conceived this mod as something simple in terms of installation and maintenance of functions. An important point for me is the fact that I do not integrate any new third-party objects into the game (be it models, graphics, sounds, etc.), I only rebalance the basic built-in game functions. At the moment, my mod weighs only about 14kb (archive), but even with such a small volume, your gaming experience can be significantly different from vanilla.
Today there will be a small update related to the increase 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. While I plan to increase this indicator by 2 times. Also, the near-term plans include: - consideration of the possibility of rebalancing in the container LOOT system; - increase headshot damage; - increase damage from energy weapons and some pistols; - revision of all weapons for changing the settings for dismemberment and explosion of limbs (so that you will never be able to separate the head of a raider when fired from a pistol or hunting rifle) - this moment has always particularly surprised me in Vanilla game
22 comments
Main Tasks:
- Removing unrealistic amounts of items (e.g., untouched food in abandoned stores and vending machines).
- Disabling ad screens and other anachronisms that break immersion.
- Reducing visual clutter (e.g., excessive smoke in interiors).
Note: The base mod’s LOOT module already handles some container balancing, but it’s not enough for full consistency with the intended survival realism. I don't know how much time it will take me, as the work will be done literally manually.As soon as I finish the LOOT module, I will release the Russian and then the English full versions sequentially.
2. Anchorage.esm
3. ThePitt.esm
4. BrokenSteel.esm
5. PointLookout.esm
6. Zeta.esm
7. Unofficial Fallout 3 Patch.esm
8. Goodies.esm
9. Clean-Deluxe GOTY.esm
10. SSP (gameplay rebalance).esm
11. SimpleNeeds.esm
12. Simple Needs Expanded (fix and rebalance).esm
13. Simple Needs Expanded - Anchorage.esp
14. Simple Needs Expanded - The Pitt Beds.esp
15. Simple Needs Expanded - TL Patch.esp
16. SimpleNeeds Delay.esp
17. DelayDLCPlus.esp
18. Clarity.esp
19. MinuteMinder.esp
20. Flashlight-Performance.esp
21. Sprint Mod.esp
22. WeightAmmo.esp
23. DAV_weighted_ammoweight.esp
24. rmExtendedHotkeys.esp
Additionally installed:
- NMCs_Texture_Pack_for_FO3
- Interface Mod - Revelation (Classic Fallout UI)
- Loot Menu
- other patches and packages to improve the user experience (listed on the description page of the mod)
- Less Loot - the amount of useful orphan goods has been reduced.
Less medicines, food, chemicals (drugs)...Good evening.
Is there a way to create such a mod as a separate file?
Thank you in advance.
In principle, this is possible, but I am not ready to announce specific dates yet due to lack of time.
Also, if you wish, you can use the Fo3edit program to cut out extra lines from my mod and leave only the ones you need. It has a very simple interface.
Also, I want to note that the "Loot" module mainly concerns mining in containers and various kinds of cabinets. However, there is still a lot of valuable junk scattered on the wastelands themselves, which must be cleaned manually in the editor in each location, which will take a huge amount of time.
See, i don't want all the mods included, i got myself big weapons for big guys and eyebots_pro. would be good to have the one i mentioned above separately
It is possible that someone else has done something similar, but I don't seem to have met such a mod separately.
Maybe I'll find time later and allocate the module to a separate mod.
Files -- > Optional files: https://www.nexusmods.com/fallout3/mods/25474?tab=files
Please test it.
Unfortunately, I don't have the opportunity to make changes at the moment, but maybe other mods will help you:
- New Detection (sneak and stealth rebalance) (https://www.nexusmods.com/fallout3/mods/25467)
You can try using a profile "NEW Detection (Normal)". Just install it at the bottom of your mods list.
- "JIP Companions Command and Control" (https://www.nexusmods.com/fallout3/mods/20035/?tab=description)
This is a possible second way to adjust the management of your companions. In theory, with this mod you will be able to control the distance between you and your teammates.Thank you very much! I'll try these out!
I didn't plan any changes to the perks.
If you type "perks" in the search bar, you can eventually see more than 60 different mods on this topic. I doubt that I could bring in anything new on the subject of perks.
I recommend starting with the "Normal" difficulty level.
In any case, the difficulty level can be changed during the game.
Now the local creatures should not be as impenetrable as before.
- 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. Do you want to be cured? Go to the doctor or use stimpacks.
- Added some short-term bonuses for expensive food.
Power armor should stop being a tin can.
As far as I can see, support for FO3 Wanderers Edition ended over 10 years ago.
I do not presume to say that my mod is better than FWE. The fact is that I wanted to create this mod based on my ideas about in-game balance. The mod will be supplemented with new changes and balance polishing to the extent of my capabilities and the availability of time for testing.
But I can definitely name the main difference for sure. I conceived this mod as something simple in terms of installation and maintenance of functions.
An important point for me is the fact that I do not integrate any new third-party objects into the game (be it models, graphics, sounds, etc.), I only rebalance the basic built-in game functions.
At the moment, my mod weighs only about 14kb (archive), but even with such a small volume, your gaming experience can be significantly different from vanilla.
Also, the near-term plans include:
- consideration of the possibility of rebalancing in the container LOOT system;
- increase headshot damage;
- increase damage from energy weapons and some pistols;
- revision of all weapons for changing the settings for dismemberment and explosion of limbs (so that you will never be able to separate the head of a raider when fired from a pistol or hunting rifle) - this moment has always particularly surprised me in Vanilla game