Fallout 3

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Geldon Yetichsky

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geldonyetich

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About this mod

Post Apocolyptia is a collection of plugins which enhances the default Fallout 3 balance and other settings to suit the tastes s discerning core gamer.

Permissions and credits
Is something in Fallout 3 getting between you and gaming bliss? Are there no plugins that solve the problem, or you don't quite like the implementation of ones that do?

I developed Post Apocolyptia with this focus in mind. It is a batch of optional plugins under continual development to bring the best possible Fallout 3 experience.

Current Features
Post Apocolyptia contains plugins which can be individually enabled to do the following:

* Food now heals four times as much, but only heals 1 hitpoint per second per food item.
(New in 0.04) Taking multiple food items of the same type before they have been digested produces no effect. Certain rare foods will regenerate more hitpoints but have less duration (the 4x original healing amount change applies to all foods).
Related File: PostApocolyptia - Food Causes Regeneration

* The caravan leaders, their guards, and their Brahmin have been set "essential."
"Essential" means when they are killed they just fall unconscious briefly.
Related File: PostApocolyptia-Caravans Essential

* When a companion is recruited by the player, they are set "essential." If you fire them, they will be made non-essential once again.
If you tell them to wait, they should remain essential. If they are already in your group before you enable this plugin, you will need to fire and re-hire them again.
Related File: PostApocolyptia-Companions Essential

* Rather than instantly recovering health after combat, a companion will slowly regenerate health. If the player wants them to recover quicker, they can use a stimpak.
Related File: PostApocolyptia-Companions Alternate Healing

* Strength is now heavier involved in how much you can carry. (Was 150 base weight plus 10 per strength point, is now 50 base weight plus 30 per strength point). You can take the Strong Back perk up to 3 times.
Related File: PostApocolyptia - Alternate Weight System

* Melee weapon damage has been somewhat increased (about 10-20 base damage) across the board.
This should include hand to hand damage, but it has yet to be properly tested as it is assuming Global variable functionality is identical to Oblivion handling of bare handed combat formulas.
Related File: PostApocolyptia-MeleeDominance

* The 32 cal pistol, Chinese pistol, and Railway rifle adjusted to be less useless.
Basically, an increase in the damage of each.
Related File: PostApocolyptia-RangedWeaponsLessUseless

* Weight removed from all quest items (undroppable) and weight reduced on the Fission Batteries and the Food Purifier.
Related File: PostApocolyptia - FixedItemWeights

Recommended plugins from other authors that can run with Post Apocolyptia (not included):

* Level 20 Workarounds - Specifically, ones that function by re-earning level 20 continually while fixing the 100-max stat screen lockup.

http://www.fallout3nexus.com/downloads/file.php?id=121
http://www.fallout3nexus.com/downloads/file.php?id=165

* Wasteland Mastery plugin - Provides a reason for getting over 100 score in 6 of the skills.

http://www.fallout3nexus.com/downloads/file.php?id=2045

* Maritgen's Mutant Mod - Increases spawns, providing heightened challenge and excitement even on "normal" difficulty (which, in my opinion, is the ideal economic balance difficulty).

http://www.fallout3nexus.com/downloads/file.php?id=1415

* Rasana's Better Companions and Caravans (If using, disable companion or caravan plugins from Post Apocolyptia) - Does a much more extensive job of setting companions essential and includes behavior modifications and other features, but goes a little far for me in some aspects (e.g. circumventing karma restrictions and allowing several companions to be hired at once).

http://www.fallout3nexus.com/downloads/file.php?id=1385

Wish list for future Post Apocolyptia changes (not included):

* BETA: Fixes will be done as bugs are found.
Caution was taken to assure the safety of the changes are generally safe, but I'm only human.

* An alternative increased spawn balance to Martigen's Mutant Mod.
Ideally, I want to see a more gradual increase in spawn that kicks into increasingly higher gears as you reach higher levels. (Low priority: It's a bit tougher than I thought it would be because the "Count" variable on the LeveledCreature lists has been disabled in the G.E.C.K. for some reason.)

* Diversify spawn list with derived creatures and NPCs.
This is essentially introducing new NPCs into the mix, but without introducing new models.
(A little easier than multiple spawns, but I hate to break MMM3 compatibility before multiple spawns are assured.)

* A more complete version of the Wasteland Mastery mod that has inclusion of all skills.
(Investigation as to how difficult this would be to do has yet to be properly evaluated. however, adding custom perks is certainly doable.)

* And more
(This is by no means an all-inclusive list: I'll typically come up with inspiration for improvements while I'm playing.)