Fallout 3

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[ ===== GAMEPLAY ===== ]

Decreased the restoration rate of AP from 4/s to 2/s.
Increased the auto-aim distance so that scoped weapons can actually be used at long distance.
Decreased the wobble of the scope crosshair, for the same reason as above.
Decreased the base carry weight from 150 to 100.
Decreased the player's base health from 100 to 50.
Decreased the health gained per level from 10 to 5.
Decreased the health gained per point of Endurance from 20 to 10. (These three changes match the health formula used in JSawyer Ultimate Edition.)
Decreased the damage taken by armour by approximately 30%.
Removed the multiplier applied to the health of low-level NPCs, meaning that raiders encountered early in the game will have more health.
Increased (tripled) the radiation gained from swimming in radioactive water.
Increased (doupled) the radiation gained from wading in radioactive water.
Increased the radiation from environmental sources by 25%.
Removed the increased damage to weapon condition when using VATS.
Removed the damage reduction to the player when using VATS.
Decreased the VATS critical chance bonus from 15% to 5%.
Decreased the accuracy of VATS slightly. (Together, these changes to VATS make the system work the same as in Fallout New Vegas.)
Decreased the chance of limb dismemberment slightly.
Increased the XP required to level up (using the JSawyer formula). This prevents you from becoming overpowered and rapidly reaching the level cap.
Decreased the base number of skill point available when leveling up from 11 to 8.
Decreased the number of SPECIAL points available to allocate by default from 40 to 35. (Bear in mind that there are Bobbleheads provide a free permanent boost to SPECIAL stats and there is ample opportunity to take the Intense Training perk in Fallout 3 due to the higher number of perks compared to Fallout New Vegas.)
Healing archways in Mothership Zeta will no longer activate if you don't need healing, which prevents a charge being consumed if it has been overcharged.
Decreased the display time of trap disarm messages from 10 or 6 seconds to 2 seconds (the default message time).
Disabled healing when sleeping.

[ ===== LOOT ===== ]

The loot changes make Stimpaks, Bobby Pins, alcohol, and chems rarer through a few minimal changes to their drop chances and removal of some guarenteed drops from generic containers. Purified Water is also much more rare, due to it being replaced with Dirty Water in the most common leveled list that it appeared in, which makes more sense given the game's story.

Decreased the count of Darts in the AmmoDartScrounger leveled list from 10 to 1. (The vanilla count of 10 was an error, and meant that players with Scrounger would find very high numbers of Darts.)
Decreased the guarenteed number of Darts in the LootAmmoDarts leveled list from 2 to 1.
Added the Whet Stone item to various clutter lists. (This item was very rare in the vanilla game.)
Corrected the Mercenary outfit leveled lists to use the default version of the outfits and not the 'Unique' versions of the outfits. This doesn't have any effect in the vanilla game, since the 'Unique' outfits are identical, but several mods make use of them as actual unique items.
Increased the rarity of stimpaks, chems, and Bobby Pins. (The rarity changes are: 75% -> 20%, 50% -> 10%, 25% -> 5%.)
Corrected to the LootLockpick25 leveled list to contain a Bobby Pin, rather than a nested chance-based leveled list.
Increased the rarity of Trog loot (100% -> 25%).
Removed the Bobby Pin entry from the Trog loot leveled list (there is still a small chance for one to appear, but it now no longer appears one-third of the time).
Increased the rarity of Swampfolk loot (75% -> 25%).
Rebalanced the LootChemsHealing75 leveled list so that each item has equal chance. Also added Med-X and removed the chance for Purified Water.
Rebalanced the LootChemsHealing75Clean leveled list to match LootChemsHealing75, but swapped Dirty Water for Purified Water.
Increased the rarity of Ghoul loot (100% -> 25%).
Decreased the number of Stimpaks, Bobby Pins, ammo, and chems available during the escape from Vault 101. (This makes the early game harder.)
Decreased the amount of alcohol items in some containers. (This are valuable vendor trash, and certain containers had very high counts in the vanilla game.)
Decreased the amount of loot in Point Lookout First Aid Boxes to match those in the base game. (For some reason, the Point Lookout containers had very high item counts.)
Removed the guarenteed Stimpaks from all First Aid Boxes. (This means all Stimpak drops are now chance-based, which increases their rarity.)
Changed the guarenteed Bobby Pin drops in some liquor cabinets to be chance-based.
Decreased the loot in all Point Lookout containers to be more similar to the rest of the game, but with the addition of Point Lookout loot lists.

[ ===== CREATURES ===== ]

The changes to creatures mainly make the DLC creatures more balanced compared to the base game creatures. In vanilla, they were all bullet sponges and got extra unblockable damage bonuses, which just made them frustrating to fight.

Albino Radscorpion: decreased health from 1500 to 600.
Brawler: decreased health from 250 to 150.
Bruiser: decreased health from 700 to 500.
Creeper: decreased health from 400 to 300.
Feral Ghoul Reaver: decreased health from 1100 to 480; decreased damage from 100 to 80.
Giant Radscorpion: decreased health from 350 to 300.
Scrapper: decreased health from 150 to 100.
Super Mutant Overlord: decreased health from 1250 to 600.
Tracker: decreased health from 600 to 400.
Removed the un-resistable damage bonuses that Swampfolk and Super Mutants get when using certain weapons.
Made the Radioactive Gore projectile weapon used by Feral Ghoul Reavers consume ammo, so they don't throw it repeatedly.
Balanced the stats of all three creature followers (Dogmeat, Fawkes, and Sergeant RL-3) so that they don't have insane stats at level 30. This is introduced by Broken Steel, which allows all three to scale up to level 30 (instead of having fixed levels) but didn't change their stats to account for the change.

[ ===== AID ===== ]

Ant Nectar: increased weight from 0.25 to 1.
Buffout: increased weight from 0 to 0.3.
Alien Biogel: increased weight from 0 to 0.2.
Adapted Biogel: increased weight from 0 to 0.2.
Alien Epoxy: increased weight from 0 to 0.5; removed Medicine flag.
Alien Squid Food: increased weight from 0 to 1; added Food flag.
Alien Worm Food: increased weight from 0 to 1; added Food flag; changed sound from none to 'chewy'.
Jet: increased weight from 0 to 0.1.
Mentats (including the cut varieties): increased weight from 0 to 0.2.
Med-X: increased weight from 0 to 0.1.
Ultrajet: increased weight from 0 to 0.1.
Psycho: increased weight from 0 to 0.3.
RadAway: increased weight from 0 to 0.5.
Rad-X: increased weight from 0 to 0.2.
Stimpak: increased weight from 0 to 0.2.

[ ===== APPAREL ===== ]

All-Nighter Nighterwear: changed repair list from RepairClothing to RepairClothingNegligee (the same used by Sleepwear and Sexy Sleepwear).
Apocolypse Gladiator Armor: marked as heavy armor; decreased weight from 30 to 22.
Armored Vault 101 Jumpsuit: decreased weight from 15 to 8.
Bandana: added repair list; added pickup and drop sounds.
Bombshell Armor: decreased weight from 15 to 8.
Boogyman's Hood: added repair list.
Chinese Stealth Armor: decreased weight from 20 to 7.
Colonel Autumn's Uniform: added repair list (RepairClothingEnclave).
Combat Armor: decreased weight from 25 to 12.
Commando Armor: decreased weight from 15 to 9.
Composite Recon Armor: decreased weight from 20 to 10.
Defender Armor: decreased weight from 15 to 9.
Enclave Hellfire Armor: added repair list (RepairEnclaveArmor).
Enclave Hellfire Helmet: added repair list (RepairEnclaveArmorHelmet).
Eulogy Jones' Hat: added repair list (RepairHatPrewarHat).
Eulogy Jones' Suit: added repair list (RepairClothingPrewarBusinessSuit).
Gamma Shield Armor: decreased weight from 45 to 30.
General Chase's Overcoat: increased weight from 4 to 8; changed repair list from RepairClothing to RepairClothingEnclave.
Hand-Me-Down Raider Armor: decreased weight from 15 to 8.
Highway Scar Armor: decreased weight from 15 to 8.
Lag-Bolt's Combat Armor: decreased weight from 30 to 14.
Leather Armor: decreased weight from 15 to 9.
Leather Rebel: decreased weight from 15 to 9.
Lincoln's Hat: added repair list (Pre-War Hat).
Maple's Garb: increased weight from 2 to 7.
Merc Adventurer Outfit, Reinforced: increased DR from 12 to 20.
Merc Charmer Outfit, Reinforced: increased DR from 12 to 20.
Merc Cruiser Outfit, Reinforced: increased DR from 12 to 20.
Merc Grunt Outfit, Reinforced: increased DR from 12 to 20.
Merc Troublemaker Outfit, Reinforced: increased DR from 12 to 20.
Metal Armor: decreased weight from 30 to 20.
Naughty Nightwear: changed repair list from RepairClothing to RepairClothingNegligee (the same used by Sleepwear and Sexy Sleepwear).
Neural Interface Suit: decreased weight from 10 to 6.
Oasis Druid Hood:changed repair list from RepairClothingOasis to RepairHatHeadwrap.
Oasis Robe: added Wasteland Outfit effect; changed repair list from RepairClothingOasis to RepairClothingWasteland.
Oasis Village Robe: added Wasteland Outfit effect; changed repair list from RepairClothingOasis to RepairClothingWasteland.
Outcast Recon Armor: decreased weight from 20 to 12.
Party Hat: added new repair list; added pickup and drop sounds.
Paulson's Outfit: added repair list (RepairClothingDuster).
Police Hat: changed repair list from RepairClothing to RepairHatEnclave (which has been update with various similar items).
Prototype Medic Armor: added +2 STR to the object effect (to match the normal Power Armor).
Raider Badlands Armor: decreased weight from 15 to 8.
Raider Blastmaster Armor: decreased weight from 15 to 8.
Raider Commando Armor: decreased weight from 15 to 8.
Raider Iconoclast Armor: decreased weight from 15 to 8.
Raider Ordinance Armor: decreased weight from 10 to 8.
Raider Paingiver Armor: decreased weight from 5 to 8.
Raider Painspike Armor: decreased weight from 15 to 8.
Raider Sadist Armor: decreased weight from 15 to 8.
Raider Throwdown Armor: decreased weight from 15 to 8.
Ranger Battle Armor: decreased weight from 27 to 13.
Recon Armor: decreased weight from 20 to 10.
Rivet City Security Armor: decreased weight from 20 to 10.
Road Rascal Leather Armor: decreased weight from 15 to 9.
Samurai Armor: decreased weight from 20 to 11.
Shady Hat: added repair list (RepairHatPrewarHat).
Sharp-Dressed Raider Armor: decreased weight from 15 to 8.
Shellshocked Combat Armor: decreased weight from 25 to 12.
Sheriff's Duster: added repair list (RepairClothingDuster).
Sheriff's Hat (inlcuding the item of the same name worn by Paulson): added repair list (RepairHatPrewarHat); added pickup and drop sounds.
T-51b Power Armor (all variants): added +1 STR to the object effect (to be more similar to other power armors).
Talon Combat Armor: decreased weight from 25 to 12.
Tesla Power Armor (including Tesla Resonance Armor): added +1 STR to the object effect (to be more similar to other power armors).
Tenpenny Security Armor: decreased weight from 20 to 10.
Tenpenny's Suit: added repair list (RepairClothingPrewarBusinessSuit).
The AntAgonizer's Costume: added repair list (Repair Leather Armor); decreased weight from 15 to 9.
The AntAgonizer's Helmet: added repair list (RepairRaiderHelemt1, which is the Raider Psycho-Tic Helmet).
The Mechanist's Costume: added repair list (RepairMetalArmor).
The Mechanist's Helmet: added repair list (RepairMetalArmorHelmet).
Vault 101 Security Armor: decreased weight from 15 to 9.
Wanderer's Leather Armor: decreased weight from 15 to 9.
Wasteland Legend Outfit (now Wasteland Legend Outfit, Reinforced): increased DR from 12 to 20.
Winterized Combat Armor: decreased weight from 25 to 12.
Winterized Medic Armor: decreased weight from 25 to 12.

[ ===== QUESTS AND ENCOUNTERS ===== ]

The skill required to disarm the Megaton bomb has been increased from 25 to 50, but Repair or Science can also be used in addition to Explosives.
The dialogue topics related to the Megaton bomb will not be available until you go near the bomb to learn about it (this is a reimplementation of a broken feature in vanilla).
Moira's dialogue topic about disarming the bomb will not be available if the bomb has been disarmed.
The other characters in the Mothership Zeta DLC are now essential. At the end of the DLC, a reward container appears in the ship bridge that contains all their unique items (similar to Honest Hearts in Fallout New Vegas).
After the completion of Mothership Zeta, Elliot will also give the player some Cryo Grenades and Mines along with his usual items, meaning that the supply of these weapons is no longer finite.
Decreased the number of items given as rewards at various stages of the Wasteland Survival Guide quest.
Decreased the number of food items given as a reward for Trouble on the Homefront.
The 10mm Pistol given by Amata during Escape! will now have lower condition. (This prevents you leaving the vault with a pistol that doesn't need repairing for a long time. It also means you may find use in the Chinese and .32 Pistols in th early game, since their parts are more readily available.)
Ben Canning, a water beggar in a unique encounter, will now accept Aqua Pura (link other beggars) and Aqua Cura (since, unlike other beggars, he also accepts Dirty Water).
All water beggars will now immediately drink any water you give them, preventing you from pickpocketing the item back.
Decreased the time taken to travel to Point Lookout from 1 month to 1 day. (More realistic considering the real-world distance.)

[ ===== PLAYER HOMES ===== ]

The My First Infirmary kit will consume items depending on the function used (Stimpak for healing, Med-X for limb restoration, and Rad-Away for radiation removal).
The My First Laboratory kit uses a new loot table when producing items, that does not include water and has an equal chance for each item.
The My First Laboratory kit will now also remove Ant Nectar and Ultrajet addictions.
After purchasing a home theme once, it will not reset in value if you change theme, allowing you to change back at no cost.
Removed a function that caused the quest delay time for the home quests to be changed from 5 seconds to 0.1 seconds, as refreshing that often is unnecassary.

[ ===== OTHER ITEMS ===== ]

Bent Tin Can: decreased weight from 1 to 0.1.
Big Spoon: decreased weight from 1 to 0.2.
Darts: decreased the number of Darts in placed boxes from 20 to 5.
Pre-War Book (that cannot be turned in at the Arlington Library): changed name to "Blank Journal" to avoid confusion; changed icon from junk to a book.
Butter Knife: decreased weight from 1 to 0.1.
Carton of Cigarettes: decreased value from 50 to 20.
Danielle's Book: changed icon from junk to a book.
Large Whiskey Bottle: changed name to "Empty Scotch Bottle"; decreased value from 5 to 2; decreased weight from 2 to 1.
Empty Syringe: decreased weight from 1 to 0.1.
Empty Whisky Bottle: changed name to "Empty Whiskey Bottle" to match the Whiskey item.
Factory Employee ID: changed model from a holodisk to a red passcard; changed icon from junk to a passcard.
Fission Battery: decreased value from 75 to 45; decreased weight from 10 to 6.
Forceps: decreased weight from 1 to 0.1.
Fork: decreased weight from 1 to 0.1.
Large Alien Crystal: decreased value from 20 to 10.
Metal Spoon: decreased weight from 1 to 0.1.
Pack of Cigarettes: decreased value from 10 to 5.
Paradise Lost: changed the model from the Lying Congressional Style book to a generic Pre-War Book.
Pre-War Money: decreased value from 10 to 2.
Radscorpion Poison Gland: decreased value from 30 to 20.
Scalpel: decreased weight from 1 to 0.1.
Scissors: decreased weight from 1 to 0.1.
Small Alien Crystal: decreased value from 10 to 5.
Spatula: decreased weight from 1 to 0.2.
Spork: decreased weight from 1 to 0.1.
Surgical Tubing: decreased weight from 1 to 0.1.
Tin Can: decreased weight from 1 to 0.1.
Tweezers: decreased weight from 1 to 0.1.

[ ===== WEAPONS ===== ]

The weapon changes mainly focus on balancing item health due to Fallout 3's strange weapon damage system, which means that more powerful weapons take more damage each time you shoot them. This meant that some weapons, particularly Flamer and Sniper Rifle variants had a very low number of shots. The number of uses for each weapon should now feel more natural. A small number of weapons have had very minor balance changes, and some have been given repair lists if they were missing them in the vanilla game.

Alien Disintegrator: increased health from 1000 to 1500.
Board of Education: increased health from 150 to 300.
Burnmaster: increased health from 200 to 500.
Chinese Pistol (and Operation Anchorage variants): increased damage from 4 to 8.
Double-Barrel Shoutgun: increased health from 300 to 450; made to fire only one barrel per trigger pull.
Firelance: increased health from 200 to 400; changed damage resist type to Fire Resistance.
Flamer: increased health from 200 to 400.
Heavy Incinerator: increased health from 200 to 400.
MPLX Novasurge: increased health from 600 to 1200.
Nail Board: increased health from 60 to 180.
Pa's Fishing Aid: increased health from 300 to 600; made to fire only one barrel per trigger pull.
Plunkett's Valid Points: increased health from 200 to 400; added repair list (Brass Knuckles).
Rapid-Torch Flamer: increased health from 200 to 400.
Repellent Stick: added repair list (Baseball Bat); changed impact set from Sledgehammer to Baseball Bat; added block sound.
Reservists Rifle: increased health from 150 to 300.
Silenced 10mm Pistol (and Alloy Steel version): increased health from 80 to 120.
Slo-Burn Flamer: increased health from 200 to 500.
Sniper Rifle: increased health from 100 to 250.
Super Sledge: added block sound; changed sound level to Silent.
Kneecapper: changed pickup and drop sounds from Rifle to Pistol; increased health from 250 to 500.
Tri-beam Laser Rifle: increased health from 1000 to 2000.
Victory Rifle: increased health from 300 to 600.
Wild Bill's Sidearm: increased damage from 10 to 15; increased critical damage from 15 to 20.
Zhu-Rong v418 Chinese Pistol: increased damage from 4 to 8.
The fuse time on all mines has been decreased by half. This makes disarming mines more dangerous, especially if you have low Explosives skill.

[ ===== REPAIRING ===== ]

Removed all unique weapons from repair lists, so that they can't be accidentally destroyed.
Added Whet Stone as a repair item to all bladed weapon repair lists.
Added Wonderglue as a repair item to all wooden weapon repair lists.
Added the junk items used to craft weapons at the workbench to their respective weapons' repair lists.

DLC01RepairRaiderArmor: added Leather Armor and Metal Armor.
DLC01RepairRaiderHelmet (Supervisor Helmet): added Raider Blastmaster Helmet.
DLC03RepairIncinerator: added Flamer.
DLC03RepairTeslaCannon: added Tesla Cannon.
DLC03RepairTribeamLaserRifle: added Laser Rifle and Laser Pistol.
DLC04RepairConfederateHat: added Ballcap with Glasses, Enclave Officer Hat, Roving Trader Hat, and Police Hat.
DLC04RepairRifle (Lever-Action Rifle): added Hunting Rifle.
DLC04RepairShotgun (Double-Barrel Shotgun): added Sawed-Off Shotgun.
DLC04RepairSlasherMask: added Party Hat.
DLC04RepairToyKnife: added Knife.
Repair10mmPistol: added 10mm Submachinegun.
Repair10mmSubmachinegun: added 10mm Pistol.
Repair32CaliberPistol: added Scoped .44 Magnum.
RepairAlienBlaster: added Alien Atomizer.
RepairAssaultRifle: added Infiltrator.
RepairBBGun: added Switchblade (as Dad says that Butch's switchblade was used to fix the spring).
RepairChineseCommandoJumpsuit: added Enclave Officer Uniform and Merc outfits.
RepairClothingBOSRobe: added EnclaveOfficerUniform.
RepairClothingDuster: added Chinese Commando Jumpsuit (and Dirty variant) and Merc outfits.
RepairClothingEnclave: added Chinese Commando Jumpsuit (and Dirty variant) and Brotherhood Scribe Robes.
RepairClothingRedRacer: added Brahmin-Skin Outfit, Wasteland Wanderer Outfit, RobCo Jumpsuit, Handyman Jumpsuit, and Workman's Coveralls.
RepairClothingRobCo: added Brahmin-Skin Outfit, Wasteland Wanderer Outfit, Red Racer Jumpsuit, Handyman Jumpsuit, and Workman's Coveralls.
RepairClothingWasteland: added Oasis Robe, Oasis Villager Robe, Tattered Slave Outfit, Worn Slave Outfit, and Workman's Coveralls.
RepairCombatArmorHelmet: added Vault 101 Security Helmet and Winterized Medic Helmet.
RepairEnclaveArmor: added Tesla Armor and Enclave Hellfire Armor.
RepairEnclaveArmorHelmet: added Telsa Helmet and Enclave Hellfire Helmet.
RepairFlamer: added Heavy Incinerator.
RepairHatBaseballCap: added Ballcap with Glasses, Enclave Officer Hat, Roving Trader Hat, Police Hat, and Confederate Hat.
RepairHatEnclave: added Pre-War Baseball Cap, Ballcap with Glasses, Roving Trading Hat, Police Hat, Confederate Hat.
RepairHatEyebot: added Metal Helmet, added Motorcycle Helmet.
RepairHeadwrap: added Bandana.
RepairHatPrewarBonnet: added Pre-War Hat and Confederate Hat.
RepairHatPrewarHat: added Pre-War Bonnet, Stormchaser Hat, Confederate Hat.
RepairHatWasteland1 (Motorcycle Helmet): added Metal Helmet and Eyebot Helmet.
RepairHatWasteland2 (Stormchaser Hat): added Pre-War Hat, Roving Trader Hat, and Biker Goggles.
RepairHatWasteland3 (Biker Goggles): added Roving Trader Hat and Stormchaser Hat (both of which feature goggles).
RepairHatWastelandMerchant (Roving Trader Hat): added Pre-War Baseball Cap, Ballcap with Glasses, Enclave Officer Hat, Biker Goggles, Stormchaser Hat, Police Hat, and Confederate Hat.
RepairHuntingRifle: added Lever-Action Rifle.
RepairLaserPistol: added Laser Rifle and Tri-beam Laser Rifle.
RepairLaserRifle: added Laser Pistol and Tri-beam Laser Rifle.
RepairMesmotron: added Camera.
RepairMetalArmor: added Scrap Metal and Gammo Shield Armor.
RepairMetalArmorHelmet: added Eyebot Helmet and Motorcycle Helmet.
RepairPlasmaPistol: added Plasma Rifle.
RepairPlasmaRifle: added Plasma Pistol.
RepairRadiationSuit: added Enclave Scientist Outfit.
RepairRaiderHelmet1 (Raider Psycho-Tic Helmet): added Raider Wastehound Helmet.
RepairRaiderHelmet2 (Raider Arclight Helmet): added Welder's Mask.
RepairRaiderHelmet3 (Raider Wastehound Helmet): added Psycho-Tic Helmet.
RepairRaiderHelmet4 (Raider Blastmaster Helmet): added Makeshift Gas Mask and Supervisor Helmet.
RepairRipper: added Auto Axe and Steel Saw.
RepairSawedOffShotgun: added Double-Barrel Shotgun.
RepairScoped44Magnum: added .32 Pistol.
RepairTeslaArmorHelmetList: added Enclave Helmet and Enclave Hellfire Helmet.
RepairTeslaArmorList: added Enclave Armor and Enclave Hellfire Armor.
RepairVaultSuit: added Vault Lab Uniform.
RepairVaultSuitArmored: added all vault suits, Vault Lab Uniform, Leather Armor, and Leather Belt.