This page was last updated on 15 June 2024, 12:26PM
Changelogs
Version 1.2.4
fixed "no weaknesses" perk increasing stats up to 5 instead of 6 as it should be in "simple realism" mod;
increased health of some rare weapons with proportional increase of value so repair cost per shot fired remains unchanged, health&prices of unique weapons increased even more (to reduce the need of fast travel for repairs & because weapons like plasma are extremely rare - combined with changes that "simple realism" made to "gun nut" perk I was forced to play only with weapons I can acquire from killed enemy - now i'm not, at the cost of some caps for repair).
Version 1.2.3
non-unique gatling-laser spread increased
burning damage & duration increased (it was untouched by simple realism & it is not affected by limb damage multiplier)
Version 1.2.2
awake effect removed from nuka-cola & iced nuka-cola
Version 1.2.1
maximum spread for assault rifles and SMGs increased twice (to 2 and 1)
Version 1.2.0
Impervious power armor mod replaced by DT in FO3 (see required mods section);
DT for nonPA is set to 2% of it's AR (so it shouldn't be noticeable), for PA - to 99% (instead of IPA, its calculated after in-game reduction is applied, and mod author said that original mechanics left untouched - so at least power armor should work as it does in simple realism without any DT mods);
iron/steel/tungsten skin perks requirements rised to 7/8/9 both STR and END. You need a very specific build to make tanky character without power armor in simple realism anyway (and this perks meant to work only if DT given by armor is lesser), it fits well, but kinda OP to be available to any average build, so now you have to dump a lot for two 9 stats, but you should tank small arms well, ofc with other perks like thoughness & lifegiver;
minigun, gatling laser, assault rifles damage-per-shot is rised to be more realistic compared to other semi-auto weapons (in inventory section you see damage per VATS attack, don't afraid of crazy numbers - bug guns don't have iron sight and have very low to hit chance in VATS, it's very ammo hungry, very heavy (and much heavier if you play with weighted ammo mod) - the only reason to use them was for really crazy DPS, which they didn't);
Version 1.1.2
base HP of simple realism high-level creatures with fixed stats now decreased back to original simple realism values (some swampfolks, ghoul reavers, albino radscorps, etc.);
fixed issue when deathclaws were not affected by simple realism changes because they were using new bodypart set from UUF3P;
Version 1.1.1
Impervious power armor damage reduction multiplier now set to 6 by default (to take effect on old saves you may have to print "set ImperviousMult to 6" in the console);
tri-beam laser rifle nerfed further to 69 base dmg and 15 crit dmg;
paladin Hoss and his follower now set to be fixed lvl instead using a template (and it seems that impervious power armor mod begins to work for them after removing "use stats" flag) so they can survive falls church encounter if you fast enough or lucky to have no more than 2 overlords (prooven thath impervious power armor works fine with simple realism - but with any options script only works for those shots that can't kill target, script seems to not work at all if (damage x limb_dmg_mult) calculated before standart resistance is applied is more than targets HP (so target may not die, but IPA's script won't have any effect). It's just feels in "Default mode" like it's a "Threshold Mode" - but the threshold is target's total HP to raw damage ratio (before resistances applied), if it's less than 1 - IPA won't work - so for some HP numbers depending on crit or which body part is hit target may suffer from 0 to full damage);
Version 1.1
plasma rifle max spread reduced from 0.2 to 0.1;
max damage resistance raised to 99%;
impervious power armor DR multiplier is set to 4;
tri-beam laser rifle damage reduced from 113 to 75, it's crit damage reduced from 23 to 20, as super-mutant overlords was melting BoS soldiers too easy and there was too much of them with unleveled lists;
lever-action rifle damage halved to make hunting rifle viable option, and because it uses 10 mm pistol cartridges due to UUF3P changes and its too widespread across wasteland - it was just game-breaking, having the same damage as .308 sniper rifle and using most cheap and common ammo;
steawie-tweaks preset now has only minimum gamplay-related options enabled, that i found essential. You can enable other fixes yourself.