Fallout 3

File information

Last updated

Original upload

Created by

dark water

Uploaded by

dark water

Virus scan

Safe to use

Tags for this mod

About this mod

Mods intended to rebalance gameplay, improve believability, increase combat difficulty, and make the economy a struggle

Permissions and credits
FOIL Game Changes
v0.88c

* Fixed from v.088b: Excessive forces on certain projectiles, making things fly around too much on impact.

General goals of this set of mods is to:

(1) Improve believability, and alter things that made little sense
(2) Increase difficulty of combat
(3) Make it harder to obtain goods and wealth
(4) Rebalance creatures, NPC's, weapons and armor


Major methods include:

(a) Improving armor, especially power armor
(b) Removing loot, especially from unlocked containers
(c) Using critical hit damage to approximate a damage threshold system
(d) Changing the prices of items, so common items taken from weak enemies (or scavanged) yield less cash on sale
(e) Rebalancing weapons, and modeling firearms more on real-world behavior
(f) Systematically determining NPC and creature hit points by formula of body weight * toughness, so one creature's hit points make sense relative to another's; rather than seeming randomly determined


The following are a list of more major changes. Download includes fuller documentation.


NPC's/CREATURES
===============
*BoS/Outcasts/Enclave are much tougher (largely a result of more effective armor DR)
*Mechanic class now has repair skill tagged; Moira, Winthrop and Pronto start with better repair skills, and should improve somewhat as player levels
*More hit points for super mutants, centaurs, yao guai, lvl1 feral ghouls, worker ants, lvl1 mirelurks, protectrons
*Higher combat skills for Super Mutants and robots (esp turrets)
*Raiders aren't likely to be armed with ridiculous weapons like pool cues
*Melee Talon mercs carry swords (swords are made more dangerous too), not police batons
*Chinese remnants are higher level with more base health; they shouldn't be incompetent when surviving for centuries
*Security forces are more dangerous

ECONOMY
=======
*Removed ammo and explosives from unlocked ammo boxes (presumed used/looted); much less ammo for player
*Removed drugs from unlocked first aid kits (presumed looted); much fewer drugs for player
*Removed excessive loot on main quest paths [e.g., 10 stimpaks in your Vault 101 bedroom, less ammo in overseers locker, lots of ammo in Super Duper Mart and Farragut West)
*Removed NukaCola in vending machines (presumed looted)
*Ammo prices increased
*Changed bottlecap values for all sorts of junk; scavanging less lucrative
*NPC's and creatures drop somewhat reduced ammo quantities
*Removed bottlecaps from behemoths, gore bags (SM like bottlecaps?)
*Removed bottlecaps from lockers, filing cabinets, school desks, elsewhere (who put it there for you?)
*Reduced ammo in locked containers
*Low quality weapons (e.g., 10mm pistols) are worth few bottlecaps. Since they are common and obtained from weaker creatures, the player will earn less cash via easy methods
*Low quality armor (e.g. raider armor) is worth few bottlecaps; less money is made by selling them to merchants
*Higher quality weapons and armors are still expensive, and are also costly to repair

ARMOR
=====
*All armor in poor condition has vastly higher DR (excludes clothing)
*Full suit of power armor in awful condition should still give DR in the mid 60%'s
*Raider armor in poor condition will be in the upper 30%'s
*All armor in good condition has better DR
*Full suit of power armor in great condition will be slighly below the capped maximum DR

COMBAT
======
*Damage multiplier means things die faster from fewer hits
*NPC's and creatures fire semi-auto weapons more rapidly (includes energy weapons), making them more dangerous
*Skill has a much greater effect on shooting accuracy; little effect on damage
*Player takes near normal damage in VATS (80%; default was 10%)
*Mysterious Stranger fires very quickly, so you aren't immobile and getting killed during his animations
*Projectile speeds generally changed towards real-world physics, although accuracy of weapons is made a factor as well (for added spread-like effect)
*.308 bullets travels 5x faster, 5.56 is 2.5x faster, .32 from rifle 2x faster, .32 from pistol 1.2x faster, .44 is 1.8x faster, 10mm pistol 0.84x as fast
*Maximum range of projectiles changed in same proportions as speed
*Extreme damage to weapons (i.e. repair damage) in VATS eliminated
*Player is more accurate at long ranges in VATS

WEAPONS
=======
*Nearly every original weapon rebalanced
*Action point costs accurately reflect firing speeds outside VATS
*Less difference in combat effectiveness between high quality weapons (which the player normally uses) and low quality weapons (which NPC's normally use); increases difficulty
*Critical damage is much more exaggerated, intended as a partial replacement for DT [damage threshold] system
*Projectiles with high kinetic energy (e.g., sniper rifle) do huge amounts of extra damage on criticals, besides also bypassing DR
*Projectiles with low kinetic energy (like 10mm and most pistols) do virtually no extra damage on criticals (except DR bypass)
*Energy weapons, assault rifles, .44 magnum pistols do medium extra damage on criticals
*Base damage on firearms is grouped more closely; so .32 rifles do more non-critical damage than .32 pistols, but not hugely more. (.32 rifle still has much better criticals)
*Changed repair-health of weapons; noteworthy increases to shotguns, sniper rifles, .32 pistol, 10mm SMG
*Nail Boards do much more damage, making melee Super Mutants dangerous

INGESTIBLES
===========
*Food no longer heals; no more absurd possibility of eating 50lbs of food to help in fight; increases difficulty
*Drinking water doesn't heal; presumably most post-apoc pipes and pumps don't work; makes little sense anyway; increases difficulty
*Stimpaks only heal hit points, not crippled body parts

MISC
====
*Carry weight reduced; 34 lb base carry weight, +12 per strength
*Action points somewhat reduced. Agility is stronger factor in points available. (32 base + 9/agility)
*Character gains fewer skill points per level (3/level before perks, intelligence)
*Player starts with reduced hit points, gains slightly fewer per level (30 base + 20/endurance + 8/level)
*Cars and trucks don't explode
*Buses can still explode (for GNR battle to work right), but take heavy damage before doing so
*Tough Super Mutants block easy metro access to GNR; getting to Three Dog at level 2 should be near impossible



More minor changes included in documentation with download.



Installation and Usage
======================
Use of Timeslip's Fallout Mod Manager (FOMM) is suggested, which can be found here
http://www.fallout3nexus.com/downloads/file.php?id=640

Starting a new game is recommended. If not doing so, at least archive a save for possible rollback; removing equipment before activating/deactivating mods would also be a good idea. At minimum, items acquired before using the mods will exhibit strange changes to repair-health, including sometimes going over their "maximum" repair-health and intended stats.

Mods that I think compliment my own include:

RI_Sleep (Real Injuries Sleep). Can keep crippling injuries from healing during sleep, remove well-rested perk, no more 1 hour nap absurdity.
http://www.fallout3nexus.com/downloads/file.php?id=1119

Fast VATS. Remove super-human speed of character in VATS, which makes VATS too safe even with damage setting altered.
http://www.fallout3nexus.com/downloads/file.php?id=1650

Claw - Power Armor Training. No training is needed for power armor. This made little sense, given how all NPC's (even Charon) knew how to use it; it also broke continuity with Fallout 1 and 2. Even with power armor that is actually good rather than cosmetic, it should not break game balance with all the other changes made.
http://www.fallout3nexus.com/downloads/file.php?id=1881


The mods will work best with the game updated to 1.7, but using executable "fallout3.exe" version 1.0.0.15. This is unnecessary, but will allow VATS to work as intended. A good alternative is getting rid of VATS entirely, and instead using DK_BulletTime.
http://www.fallout3nexus.com/downloads/file.php?id=1193

If someone actually does use 1.0.0.15, BSA manager may prove useful if not using vanilla Fallout:
http://www.fallout3nexus.com/downloads/file.php?id=6175


Credits
=======
Developed with the GECK, FO3Edit, and lots of spreadsheets. Thanks to all other modders; special mention to Arwen's Realism Tweaks for showing nifty game setting method of changing armor values. Also to those publishing info on the GECK wiki and elsewhere. Finally, to the "No Mutants Allowed" forums, for their long lists of ruthless, and largely valid, criticisms of Fallout 3. (Of course little is done here to address story and dialogue; perhaps that comes soon on the to-do list?)