Fallout 3

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Kryth

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kryth

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About this mod

All guns cause people to slowly bleedout after getting hit that includes you. Limbs cripple a lot easier. \'Nades, mines, and missile now have knockdown. All energy weapons do extra dam to robots.

Permissions and credits
WIPS at bottom of page.

You sneak in the front door to the SuperMart. The place is crawling with Raider. You make a mad dash towards the bathrooms on the left. A tattooed reject from Max Mad appear in your way. You whip your 10-mil pistol. Dam, you only have two clips. You take aim and cap him in the shoulder. A spout of blood flies into the air. His garbage weapon flies harmlessly to the ground. His arm is a useless hemorrhaging mess. You pop him in the leg for good measure as you run pass him to bathroom. The bullets rips into his thigh getting suck in his femur. He grabs his knife and hobbles to follow you. But he's bleeding out fast. A stream blood of flows quickly. You watch as he makes it two more steps and falls dead.

**************Description********************************************************************************************************************************************
Are you sick and tired of shooting some wasteland asshole full of lead, and seeing blood fly all over the place, and yet his wounds instantly close and he stop bleeding? Well then this mod is for you!

Are you a blood thirsty manic? Is your name butcher Pete?
Well then this mod is for you!

I guarantee this mod or your money back!

BUT wait there's more..

This mod is made to be played on Hard or Very Hard.

BUT wait there's more..

This mod makes the first levels a lot harder..

BUT wait there's more..

Do yourself a favor. This mod works even better with

Amplified Crippled Effects
http://www.fallout3nexus.com/downloads/file.php?id=85

It's a must have!

BUT wait there's more..


Newest features

1. Everyone will bleed less as their armor (damage resist) increases. You will not be able to take a few pop shots at the Enclave, hide, and expect them to die in short order. But bloody mess perk line ignores armor rating.

2. Change the way 'to hit' is calculated for limb damage. Limbs are easier to criple, but shooting someone in the leg cripple them but NOT take huge amounts of overall health.

3. Numerous balance tweaks.

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Details-

1. All guns cause people to bleed after getting hit that includes you. Organic targets continue to bleed and lose HP after taking fire arm damage. The worst bleeding happens for 30 seconds after a hit, then slows down to 1 HP second for 30 seconds for most small arms. A missle to your head will make you bleed much longer.

Oh yeah, Robots don't bleed.

High powered weapons now have a chance of knockdown. Uniques even more so. Your wimpy little 10-mm will NOT knock down anything, but a terrible shotgun to the face will.

2. Limb damage is now greatly increased without increasing overall damage to HP. Therefor, you'll cripple someone long before you kill them. Laugh at those fools limping across the wasteland.

3. Nades, mines, and missile will now knock you down sometimes and cause slight bleeding. Mines will always knock you down and cripple your legs or your enemy.

4. All energy weapons cause extra damage to robots. The effect is similar to bleeding effect on people. Energy weapons do cause very slight fire damage to human flesh, but no bleeding.

5. Most larger firearms have a changes that cause knockdown. Especially the unique weapons. Getting knocked down sucks. If you get knocked down while surrounded by a mob you're probably dead. This is my favorite change. Knocking a punkass raider on their ass and watching them bleed to death is great.

6. Sniper rifles are nasty. Between the knockdown and bleeding most things aren't getting backup.

7. Melee weapons. Blades cause some bleeding. Some blunt weapons cause knockdown or headache. Mown down that supermuntant with the super sledge, before he smacks your head. Super Sledge Hammers now cause player concussions. He will mess your day up. If he does hit you I hope your follower with save your ass. You have a follower right?

8. Two new perks. Bloodier Mess and Bloodiest Mess. They both increase the bleeding effect on enemies. And ignore armor rating.

I play with an increased spawn mod, and on hard. Playing any other way may make with mod overpowered.


Bleeding types-Explained
########################################################

Min:
2Hp/sec for 30, then 1Hp for 30.
Bleed time:60 secs Total damage: 90

Mod:
3Hp/sec for 30, then 2Hp for 10, then 1Hp.
Bleed time: 60 secs Total Damage: 130

Major:
4Hp/sec for 20, then 3Hp for 20, then 2Hp for 20, then 1Hp for 20.
Bleed time: 80 secs Total Damage: 200

Massive:
5Hp/sec for 30, 3Hp/sec for 30, 1Hp/sec for 30.
Bleed Time: 90 secTotal Damage: 330

Weapons that do Min Bleeding:
Pistols
Knifes
Nades-high knockdown chance
Mines-high knockdown chance

Mod Bleeding:
Swords
Submachine guns
Rifles-small chance of knock down
Shotguns-small chance of knockdown

Major:
Minigun
Some uniques-high knockdown chance

Massive:
Missiles-high knockdown chance
Magnum-high knockdown chance
Sniper-extremely high knockdown chance
Some uniques-extremely high knockdown chance

************************PErKS**************************************************
Added two new perks.
Bloodier Mess- Requires Blood Mess and level 12. You cause quite a bit more bleeding. 1HP/sec more stacked on top of normal bleeding damage. Doesn't effect robots, duh.

Bloodiest Mess-Requires Blood Mess, Bloodier Mess, and level 18. You cause an addition 1Hp/sec blooding on top of normal bleeding and Bloodier Mess. Doesn't effect robots, duh.

BloodMess-now adds a very small additional bleeding effect.

P.S. Don't step on your our grenades if you have these two perk. You'll have a bad day. Really, don't do it if you have the explosives perks max'ed then your just end up as chunky salsa.

Most animals cause some kinda bleeding damage, but not all. I was going to add knock down to death claws, but I'm not going to be that evil.

Modified visual effect of blades/knifes.

************************WIPS**************************************************************************************************************************************
1. Massive rework of knockdown. Modifing the knock down effect so it based on creature type. I.e. SuperMutants are harder to knockdown. Behemoths will be impossible to knockdown.

1a. Maybe melee weapons will do double damage to enemies on the ground. ---Nope not going to happen the functions are not good enough to do this the way I want.

2. Some high powered weapons will also cause temporary reductions in your DR.

3. Massive bleeding will cause everyone to move slower.

4. Blunt weapons will have a small chance of give the player a concussion.

5. Modular Food and Drug changes to help with damage migration. Massively changing drug, alcohol, and radiation effects. Trying to get alcohol effects to stack (with little luck), so you can really mess yourself up.