Fallout 3

File information

Last updated

Original upload

Created by

Cantuse

Uploaded by

cantuse

Virus scan

Safe to use

Tags for this mod

About this mod

Restores stat and skill formulas used in Fallout 1 and 2. As closely as possible, that is.

Permissions and credits
NOTE: This mod restores old formulas, but does not address how the new formulas affect gameplay. That said feedback is needed to fine tune this area, hence this beta release.

Full list of changes:

New Carry Weight = 25 + Str * 25

( Was 150 + Str * 10 )

This is exactly identical to the formula used in FO1/2.

Action Points = 50 + Agi * 5

( Was 65 + Agi * 2 )

This is an approximation of the AP = 5 + Agi / 2 used in FO1/2. Additionally, the average AP is the same as under the default formula, this just penalizes and benefits extreme stat choices accordingly.

Skill Points at level up = 5 + Int * 2

( Was 10 + Int )

This is the exact formula used in FO1/2. Once again the average is the same, and the original just serves to punish/reward better than FO3's default formula.

Tag skills now grant +20% when selected

( Was +15% )

This is inline with the system used in FO1/2. I have included merely on that basis alone, as the spirit of this mod is to bring back FO1/2 behavior.

Melee Damage is now max( 1, str - 5 )

( Was .5 * Str )

This again is inline with FO1/2, where *ONLY* an obscene str was rewarded with a large damage bonus.

ALL of the skills no longer start at 0%, but rather at different levels as defined by the FO1 manual. Starting skill levels are as follows:

Barter = 20% + 2% * Cha
Big Guns = 5% + 2% * End
Energy Weapons = 5% + 2 * Per
Explosives = 15% + 2 * Per
Lockpick = 15% + 2 * Agi
Medicine = 25% + 2 * Int
Melee Weapons = 50% + 2 * Str
Repair = 15% + 2 * Int
Science = 20% + 2 * Int
Small Guns = 30% + 2 * Agi
Sneak = 20% + 2 * Agi
Speech = 25% + 2 * Cha
Unarmed = 60% + 2 * End

Again these starting values come from the FO1 manual. The formulas themselves are incorrect because they are hardcoded; and it is currently impossible to change which stat is associated with which skill. An astute reader may note that my numbers are actually 5% lower than the values in the FO1 manual, this is because every formula uses the 2 * *stat* method, and by setting it 5% lower, the average skill will be the same as described in the FO1 manual.

The last change was to simply set NPCs to earn the same amount of extra health per point of endurance and per level as the player does. FO1/2 didn't give the player anything more than the NPCs.

Future Goals
-------------------
1. Remove 100% skill cap, set to 300%
2. Revise stat and skill calculations to exactly match FO1/2
3. Revise item values, weights, and damages to be more in-line with fallout 1/2.

1 and 2 above both require modification of the executable or a functioning FOSE and CS. Hence they are relatively impossible for the time being.

Point 3 requires adjusting value and damage requires assessing and modifying larger data-sets. Simply increasing the damage of all user weapons doesn't change the damage that monsters do with default attacks and non-pc weapons. Additionally the question is then raised that certain races should have their DR raised to reflect higher resistance to attacks ( Super-Mutants come to mind, should be very resistant to bullets, etc ). Point 3 then because a HUGE timesink and I will only undertake if there is a valid interest in the results.