Fallout 3

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decoy catfish

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decoycatfish

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20 comments

  1. brurpo
    brurpo
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    • 161 kudos
    hey man, I released a fix for the silenced version, if you want to =]
  2. decoycatfish
    decoycatfish
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    • 5 kudos
    I have encountered some things i supose could be bugs.
    1. 10mm pistol (now beretta) and 10mm ammo didnt change to 9mm
    2. Im not sure if this is a bug, but in version 8.0 10mm pistol had 31 damge when i left the vault with small guns 19. Now in version 8.5 when i leave vault i do only 18 damage with small guns 25.

    So i think im going to use version 8.0 for a while =)


    Thanks for the bug hunting! I figured out at least part of whats wrong - the weapon renaming didn't work due to the weapon.esp file lacking a certain parameter. Mainly it didn't cite fallout3.esm as its parent, so the whole thing didn't work. oops.
    I think bug #2 is due to that as well. Anyways, its probably a good idea to stick to something that works for the time being.

    In any case, next time I release an update I guess I'll have to do a tad bit more testing beforehand. Thanks again!
  3. mestarivakooja
    mestarivakooja
    • member
    • 1 kudos
    I have encountered some things i supose could be bugs.
    1. 10mm pistol (now beretta) and 10mm ammo didnt change to 9mm
    2. Im not sure if this is a bug, but in version 8.0 10mm pistol had 31 damge when i left the vault with small guns 19. Now in version 8.5 when i leave vault i do only 18 damage with small guns 25.

    So i think im going to use version 8.0 for a while =)
  4. decoycatfish
    decoycatfish
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    • 5 kudos
    I have given this file a rating of 10

    This mod makes game what it should have been, in my must have list =)
    But i have questin about the new version. I think hatchet version would suit my tastest best, but road versions combat changes looks better. So can i use hatchet stimchanges and characterNPC esps with road combat esp without any problems?

    EDIT: And do the old saves work with new version?
    And sorry if my english is bad =P


    First off, don't worry, your english is just fine!

    As for the mod, yes, you can mix and match difficulty levels. Using Hatchet version stimchanges and characterNPC esps with The Road version combat esp will work just fine. As for old saves working with the new version...maybe? I would say it would probably be fine and not to worry *too* much about it. But if you really wanted to be sure, the best bet would be to start over. Sorry that I can't be of more help than that!
  5. Forefal
    Forefal
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    • 0 kudos
    awesome update - can't wait to try it <img class=">
  6. decoycatfish
    decoycatfish
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    • 5 kudos
    wtf? your almost talking like you got a problem with me or something

    Anyway I only said that just to see what peoples reaction would be


    If you say so. But lets you and me both keep the useless posts out of the comments and move them over to the personal messages. Thanks.
  7. Ject67
    Ject67
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    • 1 kudos
    wtf? your almost talking like you got a problem with me or something

    Anyway I only said that just to see what peoples reaction would be
  8. decoycatfish
    decoycatfish
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    • 5 kudos
    Errrm, for some reason, this mod made the game easier.


    Congrats, you're reached the rank of internet tough guy. I'm glad I could help
  9. Ject67
    Ject67
    • member
    • 1 kudos
    Errrm, for some reason, this mod made the game easier.
  10. Forefal
    Forefal
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    • 0 kudos
    I understand the effort that goes into these, so I hope you can keep it up. Although Xoda's Overhaul mod is probably the most complete, he really doesn't tackle the hardcore aspect that you are doing, and that's what I love.

    So, my criticism, well-meaning of course. <img class=">

    Radiation changes are good, but you also need to change radiation sickness levels. As of right now, who cares if I have 200 or 600 rads, it doesn't do that much.

    As said before, weapon skill should ideally affect accuracy, not damage. A novice with a pistol does just as much damage but just can't hit poo.

    VATS at 100% is kind of iffy, because you're often frozen when using VATS. I guess this just means you can only use VATS if there is one enemy left.

    Melee damage should probably be signficiantly boosted, not slightly. I mean, a flaming chainsaw would probably dismember someone anyway, right? <img class=">

    Crippled arms and heads should affect accuracy too? Vanilla does a pathetic job at this.

    Xoda's overhaul mod also adds a nice touch by increasing the level of boss opponents, and later level opponents. Something to also consider.

    Overall great effort; even incomplete, this is probably the most complete hardcore mod to date. GJ! <img class=">