Fallout 3

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decoy catfish

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decoycatfish

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About this mod

A Fallout 3 Mod / Gameplay overhaul with lots of pointy sharp objects, so to speak.

Permissions and credits
Masochistic Fallout Overhaul
****************************
Hooray for most things!


Contents:
0. Changes
1. Description
2. Playing Suggestions
3. Installation
4. Compatibility
5. Bugs
6. History
7. Things I'd Like to See Added
8. Thanks
9. Other Mods To Try Out If You Liked The Idea Of MFO, But Felt That Ultimately It Sucked



0. Changes
----------
Lots of changes, most of which are due to the fallout modding community! A good few peoples have been kind enough to let me use their mods in MFO! Thanks again dudes!
"Why don't you not be lame and lazy and just do it yourself?" some may ask, well honestly, if theres already a solution out there...why not use it?
Anyways, the list of the mods and their gracious authors can be found in the description section from here on out!

That said, heres whats different now (be it borrowed from another mod, or changed on my own):

Children can now be killed.

Time goes by at a real rate.

Weapons and armor can now be repaired with scrap metal.

Weapons and armor can now be repaired with similar weapons and armor.

XP gain has been tweaked. Combat XP is down, non-combat XP is up.

Misc items have had their weights tweaked.

The ChemWeights esp has been renamed simply to Weights.esp, to reflect the changes.

Max level is now set to 30.

NPC and point of interest markers have been removed.

Silenced 9mm is now a silenced Beretta 92F! Yay!

VATS accuracy is now effected slightly less by distance, and slightly more by character skill.

Sneak messages in the HUD have been removed for "The Road" difficulty setting.

Sniper rifles max range has been increased.

Sniper rifles bullet velocity has been increased.

Sleeping no longer heals you. Shazam.

You can now have more than 1 follower (ONE MILLION BOTTLECAPS to anyone who can tell me how I would go about changing the condition check for gaining more than 1 follower to instead check for a certain level of charisma.)

Quest markers have also been removed. Yow!

Joinable NPCs now no longer have unlimited ammo.




1. Description
--------------
First off, this mod is very much a work in progress, *and* very much untested. So use at your own risk!

Secondly, I made the MFO mod for myself, but I thought "hey, why not share the pain with others? Misery loves company after all." As such, I don't really care how much you may hate the mod or think its stupid. However, if you have some ideas on how to make it better, or you have found some sort of bug or unhappy quirk, please let me know!

And uhh thirdly? Well this mod was in no way meant to make FO3 "more true to the fallout series." Don't get me wrong, I loved fallout and fo2. But making FO3 more in line with those two great games is not the purpose of this mod.

Ok, ok. Now the goods...what the nuts is this mod??
Basically, hope that this mod will create a much more dangerous and frightening wasteland to explore. I felt that in vanilla FO3, any sort of feelings of fear and desperation where severely lacking. Sooo to change this I've tweaked a few settings:


*New as of vers 0.9


*The following mods are now included in MOF in some way shape or form:

No NPC markers and POI, by Deaderinred
http://fallout3nexus.com/downloads/file.php?id=136

Misc Item Weight Fix, by Neclipse
http://fallout3nexus.com/downloads/file.php?id=90

Killable Children Ver1, by Neclipse
http://fallout3nexus.com/downloads/file.php?id=376

Cross-Repair Weapons V1-1, by Neclipse
http://fallout3nexus.com/downloads/file.php?id=183

Cross-Repair Armor V1-1, by Neclipse
http://fallout3nexus.com/downloads/file.php?id=333

Better Food, by Zelhem
http://fallout3nexus.com/downloads/file.php?id=302

Beretta Mod, by Brupo
http://fallout3nexus.com/downloads/file.php?id=382

More Beretta Textures, by kolt166
http://fallout3nexus.com/downloads/file.php?id=453

No healing on rest, by ziher
http://fallout3nexus.com/downloads/file.php?id=752



Now for the esp descriptions (keep in mind these settings are for "The Road" (highest) difficulty setting, for info on the other difficulty settings..well...just keep on reading, they're down there somewhere):

*General Changes:
*XP gain has been reduced in most cases, and increased in a few. /Basically/ combat XP is down, non combat XP is up.
*Days and nights go by in real-time.
*Sleeping will no longer heal you.



Radiation Changes:

Radiation Decay is now zero.
Radiation Accumulation rate is now 5x.
Radiation from swimming and wading has been increased.



General Combat Changes:

All damage is doubled.
Combat range has been increased.
Unarmed damage has been slightly increased.
Melee damage bonus from strength is up slightly.
Damaged bonus based on weapon skill is half of normal.
VATS player damage is now 100%
Healing now requires double the action points (20).
Switching weapons now requires double the action points (20).
Accuracy due to crouching increased.
Accuracy is decreased while running.
Accuracy based on skill increased.
Damage due to skill reduced to zero.
*VATS accuracy is effected slightly less by distance, and slightly more by character skill.



Weapon Changes:

Laser weapons do slightly more damage when you get a crit.
Most pistols now do slightly more damage (beyond the double damage bit)
Weapon condition no longer effects *firearms* damage.
Weapon condition, starting at 80% includes a small chance to jam which increases as condition goes down.
Weapon condition, starting at 70% causes accuracy to decrease very slightly, which gets worse as weapon condition does.
Ammo is now more expensive. Except for railway spikes, darts, and BBs.
Sniper Rifle and similar weapons changed to .50 cal. Weapon damage, value, and weight have all been increased. The .50 cal ammo is especially expensive.
Energy weapon max condition has been lowered.
Revolvers max condition has been increased.
Laser weapons damage has been lowered, but critical damage has been increased.
10mm pistol has been replaced with Beretta, 10mm ammo has been changed to 9mm.
10mm SMG has been changed to 9mm.
*Silenced 10mm has been changed to Silenced Beretta 92F
*Weapons and armor can be repaired with scrap metal
*Weapons and armor can now be repaired with similar weapons and armor.
*Sniper rifles max range has been increased.
*Sniper rifles bullet velocity has been increased.



Weight Changes:

Chems have a weight now! Amazing!
Misc items all have weight now. Also amazing.



Stimpak Changes:

Stimpaks now heal a base of 2 points, plus whatever bonus your medical skill adds. Ok I know I know, what the hell you're asking yourself...bear with me on this one, I'll explain later.
Stimpaks are now much more expensive.



Character and Health Changes:

No more extra hitpoints per level.
Hitpoint bonus due to endurance is half of normal.
Action points now start at 30 (bit more than half of normal).
Action points per point of agility is now increased to 6 from 2
Carry Weight starts at 50, each point in strength adds 5 more to that.
Limbs can be crippled much more easily!
Crippled leg speed is way down. No more running on broken legs.
*Children can be killed.
*Party size is now increased.
*Joinable NPCs do not have unlimited ammo.



There are three sets, going from easiest to hardest they are as follows:
Lil Critter At Scout Camp
Hatchet
The Road

Here's what they do:

Little Critter At Scout Camp

StimChanges.esp
Stimpak base heal: 12

CharacterNPC.esp
Base Carry Weight: 100
Carry Weight Per Str: 10
1 Leg Crippled Speed: 65%
2 Leg Crippled Speed: 35%
Health Per Endurance: 12

Combat.esp
VATS Player Damage: 80%
Limb damage multiplier: 1.5
Running Accuracy Decrease Multiplier: 0.10
Overall damage multiplier: 1.5

Hatchet

StimChanges.esp
Stimpak base heal: 7

CharacterNPC.esp
Base Carry Weight: 75
Carry Weight Per Str: 7
1 Leg Crippled Speed: 57%
1 Leg Crippled Speed: 25%
Health Per Endurance: 10

Combat.esp
VATS Player Damage: 100%
Limb damage multiplier: 2
Running Accuracy Decrease Multiplier: 0.20
Overall damage multiplier: 1.75


The Road

StimChanges.esp
Stimpak base heal: 2

CharacterNPC.esp
Base Carry Weight: 50
Carry Weight Per Str: 5
1 Leg Crippled Speed: 50%
1 Leg Crippled Speed: 18%
Health Per Endurance: 7
No more sneaking messages. Uh oh!

Combat.esp
VATS Player Damage: 100%
Limb damage multiplier: 2.5
Running Accuracy Decrease Multiplier: 0.35
Overall damage multiplier: 2

(pssst..the road is the best, use it!)

Now, what does all this mean, in a bigger picture sort of way?
It means that stimpaks are pretty much just as effective as food to get your hit points up. However, they're not useless! You still need your stims to get that broken leg into *working* condition without a doctor or rest. Mind you, stims will only get your limbs working again....it wont really heal them. For healing you will need to rest or eat! Now when you find a can of beans you shouldn't think "Pfft, more dead weight garbage" but instead think to yourself "Good God! Its beans! These will help me LIVE!"

And man, you're gonna need those beans. With the increased damage, a sledgehammer to your face will now, as it should, really mess you up, maybe kill you. Also, most firearms will result in a one hit kill, if used on someone with no armor. And that assault rifle you just picked up of the dead raider? Yeah sure it does something like 80 or so damage - but its a complicated, 200 year old fully automatic weapon, at 10% condition. It's going to jam all the time and shoot everywhere but your target until you get it fixed up some.

Since combat is so much more dangerous now, you'll need to pick your battles more carefully. No more running and gunning, so unless you're feeling lucky, think twice about kicking down that door.You'll need to think ahead! Lay down some mines! See that car by those raiders? Make it explode! Combat range has been increased, so why are you standing so close to those super mutants? Get up on that overpass and pick 'em off!

Also, who's your new best friends? Rad-X and Rad Away. They will save your life, or at least improve it a bit.

Ok now this all sounds pretty dang bleak, but I have some good news. Ok well its not so much good news...just kind of neutral news. These changes effect everyone. So while those raiders can easily kill you in one shot if you're not careful, you can kill them just as easily. Get a jump on your enemy!



2. Playing Suggestions
----------------------
Ok so that was the basics. Now, I have some suggestions for making this mod extra fun, well maybe not fun for you - but this is how I play with this mod:

1. Don't Save. Just stick to autosaves from sleeping, waiting, entering a building, etc.

2. No crosshairs.

3. Now this one is harsh, I know, but no reverting to saved games - unless you die. If Dogmeat (or any part members die), let them stay dead, did you mess up that quest 'cause you didn't have high enough speech? Too bad.



3. Installation
----------------
1. Create a txt file called ArchiveInvalidation in your fallout 3 folder and put the following lines in it.

meshes/weapons/1handpistol/10mmpistol.nif
textures/weapons/1handpistol/10mmPistol.dds
textures/weapons/1handpistol/10mmPistol_N.dds
textures/Weapons/1handpistol/1stperson10mmpistol_n.dds
textures/Weapons/1handpistol/1stperson10mmpistol.dds
textures/weapons/1handpistol/10mmPistol_em.dds
textures/weapons/1handpistol/10mmPistol_m.dds
Textures/weapons/1handpistol/1stperson10mmpistol_em.dds
Textures/weapons/1handpistol/1stperson10mmpistol_m.dds
Textures/weapons/1handpistol/10mmpistolsilenced.nif
Textures/interface/interfaceshared0.dds


2. Open the fallout.ini file in your documents\my games\fallout3

press ctrl-f and search for "bInvalidateOlderFiles" without quotes.

check if it is set to one (bInvalidateOlderFiles=1) if not, change to 1.


3. Open the FalloutPrefs.ini file in your documents\my games\fallout3

press ctrl-f and search for "bShowQuestMarkers" without quotes.

check if it is set to zero (bShowQuestMarkers=0) if not, change to 0.

4. Unzip Basics.zip to your Bethesda Softworks\Fallout 3 folder

5. Pick your difficulty setting:
Easy :: Lil Critter At Scout Camp
Medium:: Hatchet
Hard :: The Road
(More information is in the description section)



6. Unzip your chosen difficulty to your Bethesda Softworks\Fallout 3\Data folder. Or if you're feeling crazy, mix and match. Just make sure to use just one of the following types: combat, characterNPC, and StimChanges


7. Remove any unwanted ESP modules:


See description section for contents of each module.

Core.esp :: General Changes
Radiation.esp :: Radiation Changes
Combat.esp :: General Combat Changes
Weapons.esp :: Weapon Changes
CharacterNPC.esp :: Character and Health Changes
Weights.esp :: Weight Changes
StimChanges.esp:: Stimpak Changes


8. Add Optional ESPs:
BetterFood.esp :: See readme_betterfood.txt or http://fallout3nexus.com/downloads/file.php?id=302

9. Make sure to check the new esps, then launch Fallout 3

10. Start a new game, or load your old one.

11. Open console and type: bat kids

12. Press enter.

13. Enjoy!



4. Compatibility
----------------
Well you should probably start a new game, as it would be silly to miss out on all the fear and desperation of the first half of the game if you're already level whatever.



5. Bugs
-------
Oh god, theres so many new ones whenever I update this thing...I don't even wanna think about it.

FIXED! BAM! Textures on the silenced 10mm are now messed up. Darnit.



6. History
----------
Changes from v0.8 --> v0.9

A note about the changes: Before these changes can truly be appreciated as I intended, some things need to be changed in MFO - big things that come to mind are ammo and stimpak availability. If any anyone cares to do this tedious work, please step up 'cause I sure don't.


Some fun changes to weapons and ammo have been added:

Energy weapon max condition has been lowered.

Revolvers max condition has been increased.

Laser weapons damage has been lowered, but critical damage has been increased.

10mm pistol has been replaced with Beretta, thanks to Brupo's wonderful Beretta mod (http://fallout3nexus.com/downloads/file.php?id=382)

10mm ammo has been changed to 9mm.

10mm weapons have been changed to 9mm.


Another big change: difficulty settings!
Some people have requested an easier version of MFO, so now you can choose!
There are three different sets of MFO, all zipped up and ready to go. Installation instructions are in the...uhh...installation section.

There are three sets, going from easiest to hardest they are as follows:
Lil Critter At Scout Camp
Hatchet
The Road

Here's what they do:

Little Critter At Scout Camp

StimChanges.esp
Stimpak base heal: 12

CharacterNPC.esp
Base Carry Weight: 100
Carry Weight Per Str: 10
1 Leg Crippled Speed: 65%
2 Leg Crippled Speed: 35%
Health Per Endurance: 12

Combat.esp
VATS Player Damage: 80%
Limb damage multiplier: 1.5
Running Accuracy Decrease Multiplier: 0.10
Overall damage multiplier: 1.5

Hatchet

StimChanges.esp
Stimpak base heal: 7

CharacterNPC.esp
Base Carry Weight: 75
Carry Weight Per Str: 7
1 Leg Crippled Speed: 57%
1 Leg Crippled Speed: 25%
Health Per Endurance: 10

Combat.esp
VATS Player Damage: 100%
Limb damage multiplier: 2
Running Accuracy Decrease Multiplier: 0.20
Overall damage multiplier: 1.75


The Road

StimChanges.esp
Stimpak base heal: 2

CharacterNPC.esp
Base Carry Weight: 50
Carry Weight Per Str: 5
1 Leg Crippled Speed: 50%
1 Leg Crippled Speed: 18%
Health Per Endurance: 7

Combat.esp
VATS Player Damage: 100%
Limb damage multiplier: 2.5
Running Accuracy Decrease Multiplier: 0.35
Overall damage multiplier: 2


My personal favorite is The Road version, but I suppose that was obvious.





Changes from v0.75 --> v0.8

Zelhem, author of the Better Foods mod has been nice enough to let me include the Better Foods v1.1 mod in MFO! Thanks Zelhem!

Sniper Rifle and similar weapons changed to .50 cal. Weapon damage, value, and weight have all been increased. Ammo value has also been increased.

Stimpaks have been changed to 10 base heal, but stimpak value has been drastically increased.

Damage due to skill reduced to zero.

Accuracy based on skill increased.

Accuracy is decreased while running.

Accuracy due to crouching increased.



Biggest change: MFO is now modular, by popular request.
Have fun with the parts you like, throw away the ones you don't.

See description for contents of each module.

Radiation.esp :: Radiation Changes
Combat.esp :: General Combat Changes
Weapons.esp :: Weapon Changes
CharacterNPC.esp :: Character and Health Changes
ChemWeights.esp:: Chem weight changes of Chem Changes section
StimChanges.esp:: Stimpak changes of Chem Changes section
BetterFood.esp :: See readme_betterfood.txt or http://fallout3nexus.com/downloads/file.php?id=302



7. Things I'd Like To See Added
-------------------------------
Here's just a list of things I would like to add to MFO, if you're wanting to help, please let me know! I'm lazy and this will take forever otherwise!
1. Make ammo rare. Not a lot of ammo in boxes, crates, corpses, etc.
2. Fix up that power armor so its actually worth lugging around!
3. Ammo weight. Is this even possible?
4. Do you have any additions you think would be cool? Let me know!



8. Gee Thanks!
--------------
And a special thanks tooooo:
Timeslip, you all know why!
Zelhem, for allowing me to include the wonderful Better Foods mod! And for helping me find those dang weight values!
Brupo, for the use of the wonderful Beretta mod! Thanks!
Neclipse, for a ton of mods @_@
Deaderinred, for the No NPC markers and POI mod.
kolt166, for the awesome beretta 92F post-apoc version texture.
ziher, for getting rid of our ability to heal while sleeping!
Bethesda, for finally completing a FO3 game, and coming to their senses bout the mod kit.



9. Other Mods To Try Out If You Liked The Idea Of MFO, But Felt That Ultimately It Sucked-----------------------------------------------------------------------
--------

Stranger, by Mumblyfish
http://fallout3nexus.com/downloads/file.php?id=79

Fallout 3 Balance Overhaul, by Xodarap777
http://fallout3nexus.com/downloads/file.php?id=334

WelcomeToTheWasteland, by Aviram Gottfried
http://fallout3nexus.com/downloads/file.php?id=388