Fallout 3

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Mihoshi333

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mihoshi333

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About this mod

This mod is made for the Elite players of Fallout 3 or those who are looking for a real challenge. Playing on Normal you will see a big difference, where playing on Very Hard could be near impossible. Good luck!

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Mihoshi Fallout Revamp

NEW UPDATE: Version 1.4


-Lower exp bump. Set to 195 (previous 300).
-decrease Repair cost
-Ammo cost adjusted to Fuel, 5mm, electron pack
-Fix last quest that Sarah Lyons gives you their "Lyon's PA" instead of just "PA"
-Fix naked problem for Hellfire units
-Tesla, Enclave MkII should drop more now.
-Fix unique weapons that were not working properly
-BoS helmet give +1 char, Enclave gives -1
-There probably some more small fix but in general makes the game better
-T-45d helmet Big gun skill bonus change to 5
-Enclave helmet gives -1 to charisma
-Armor rating increase to 100 (this is so Hellfire and Tesla armor is mostly immune to Energy or Fire type weapons)

Energy/fire)



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Description
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Difficulty Settings (that you change ingame)

-Normal setting: You will see a difference in Income, Shopkeeper, and the tolls being in the wasteland. Fight monster and NPC you will see big change but nothing to hard. You can be tactically clue and going in the fight guns blazing with a few cuts to maybe a broken limb

-Hard setting: Along with Income, Shopkeepers and the wasteland, fighting is now a different story. Going in gun blazing (specially with super mutants) is heavily going to tax your ammo resource and your stimpack. Gotta use your surrounding area to your advantage and you will be stay ahead of the game.

-Very Hard setting: Again Income, Shopkeepers and wasteland still remains. This setting "might be impossible. Have a companion is almost a MUST. Even still, you might lose some of them throughout the game. Gun blazing is going to get your kill or make you bankrupt. Setting ambush (mines or friendly NPC) along with sneak attacks are going to keep you alive and your pocket still filled with caps.


This mod use the combination of 3 other mods that I have created
Ammo and Guns Ver 2.0
Mihoshi Power Armor Revitalize 3.0
Fun with Karma Ver 1.0

Yet there has been many other addition to this mod beside the 3. This mod has been heavily editing in Level item, Condition of items, Exp leveling, Bartering transaction, Creature and NPC, Radiation, which all boils down to make the Fallout 3 expedience ALOT harder and fun.

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Bartering, Storemanagers and YOU
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-All items are now more expensive. fbarterbuybase= 2.0 (default 1.5)
-Selling items in store are been greatly reduce fbartersellbase= .25 (default .45)
-Bartering skill of buy and selling has been reduce
-Very little to no caps will be found in containers. Fortune Finder does still works and will shine out more
-Raider, Super Mutant, Ghoul will have very little to no caps on person.
-Guns and Armor sold at stores are at higher condition percentage (roughly 45-85%)
-Money (the actually US dollar bill) is valued at 15 caps
-ItemConditionValueBase = .8 What this mean is .8 (or 80%) of the cost of armor or weapons is NOT going to be determine by it condition. Only .2 of the cost will be determine by condition.


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Creatures and NPC
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+General
- Armor and Guns health condition were very low in vanilla Fallout. Which mean they were doing less damage to you and receive alot more damage. That has been changed now. Most weapons are now 60-80% which makes them a lot stronger now.


+PERKS FOR MONSTER AND ROBOTS

+Super Mutants
-Super Mutant: Toughness, Bobblehead Small gun, or Melee and NerdRage
-Super Mutant Brute: Toughness, Bloody mess, Hp regen, NerdRage
-Super Mutant Master Toughness, Finesse, Nerdrage, Bloody mess, HP regen

*SM Brutes, Master, and Behemoths can not be knockdown
*Nerd rage applies to Melee Supermutant only. Masters get it regardless
*SOME mutatant will give Good karma points. I fix this problem but sometime I notice you will still get good karma. Because of this I set Supermutant to alignment of Neutral. Gameplay this should not affect you in any way.

+Ghouls
-Feral: Finesse
-Roamers: Finesse, Toughness, Iron Fist, 10+ to unarmmed skill
-Glowy Ones: Finesse, Toughness, Nerd Rage.

+Robots
-Protectron: Cyborg, Finesse, Toughness
-Mr. Gutsy: Cyborg, Finesse, Toughness
-Robobrain: Cyborg, Finesse, Toughness
-Sentry: Cyborg, SizeMatter, Toughness

*Robobrain and Sentry cannot be knock down.

+Raiders
-Raider will sometimes carry the Railgun or Shiskabob

+Talon Compay Merc's
-Talon Merc will wear Merc clothing armor (DR 16) at lower levels


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Weapons
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This give the stats and other information that Ammo and Gun provides for this mod
http://www.fallout3nexus.com/downloads/file.php?id=3049


Big Guns
-Minigun: Deals more damage to have that "shredding" effect.
-Missle Laucher: Deal more damage to have more of a effect in the battlefield. Working on a way to increase radius damage. Use the most amount of action point (
-Flamer: Deal more damage. Use least amount of action point out of all the Big Guns.
-Gattling Laser: Deal more damage to have that "shredding" effect. Is no longer consider an Energy Weapon

Small Guns
-Pistol: Biggest different is all pistol deal more damage (magnum roughly is the same)
-Rifles: Hunting Rifle have been bumped up from 18 to 28 damage. Assault Rifle deal the same amount of damage as Chinese rifle BUT fires at a slower rate.

Energy Guns
-Laser Rifle and Pistol: Basically doubles in damage. Pistol 14 damage Rifle 35
-Plasma Rifle and Pistol: Biggest difference with Plasma weaponry is they consume TWICE as much ammo then Lasers.

Combat in general
-Finding ammo in crates will be rarer. Scrounger does still works and will shine out more
-Most ammo clips for all weapons have increase to there proper capacity.

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Armor
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This give the stats and other information that Mihoshi's Armor Revitalize provides for this mod
http://www.fallout3nexus.com/downloads/file.php?id=1357


Drop Rates of Power Armor

Enclave Mk II drop rate is at 20%
Telsa Armor drop rate is at 20%
BOS PA and Outcast are at 50%

-Increase of Power armor DR along with add Fire and Energy resistant. PA carry their own weight plus addition weight bonus
-Power armor helmet give certain bonus to player depending if your wearing Enclave or BOS
-Power armor does not give you a penalties to agi but does impact your sneaking and lockpicking skills
-Linden's PA and Prototype PA are now playable without Power armor Feat*
-Metal, combat, merc, leather armor have been giving a boost in DR and health
-Vault Armor can be repaired with raider armor
-Tesla Armor comes with Tesla Pack.

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Perks
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Science now has another importance in the game. Characters with high science skill will be able to attain perks in the "education" field. For balancing issue the Perks that gave extra Skill Points, extra books from reading a book, or extra exp, were great idea but in Vanilla FO it seem overkill causing the player to max out skills and level which made the game unsatisfying at some points. To fix this I allowed the player to gain these perks but must meet a high requirement (you guess it in science and/or INT). By being the "smart guy/girl" you can have both worlds (brains and power).

-Rebalance many perks to be fair yet not overpower the character in many areas of the game
-Most perks have been reassign to a different level. Compare to Vanilla FO, you may receive perks alot sooner in the game or later.
-Commando is probably the only big change. Instead of giving you VATS accuracy bonus you will receive addition action points when carrying a two handed rifle. (Working on to work if you carrying a minigun/flamer etc)
-Many Perk ranks have been change to 3 instead of 5
-Requirement has been increase to add more thought of Character development
-High science skills help attain some perks faster

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Radiation: The silent killer
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Radiation has been increase from 1.0 to 4.5
Radiation from water fountain, sinks, toilets have increase gradual but so has the HP. Now drinking out of a toilet seem worthwhile now. LEAD BELLY more important now.

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Drugs
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-Stimpak and most other drugs are much more expensive.
-Stimpak and radaway will be rarer to find in firstaid kits. (85% of none will be found)


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EXP and Leveling
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-exp base is bumped to 400. Bigger the number the more expedience is needed to gain another level
-Finding a new location only gives 10 XP.
-Receive a little bit less expedience when killing enemies
-Lockpicking, Speech and Hacking exp bonus is lowered.
-Skill points per level is now 11 + int/2
-Players receive 10hp per level plus 10hp per Endurance
-no experience for disarming mines

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Other Misc
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-Limb damage receive increase from 50% to 65%. Admantium bones will shine out more
-Movement penalties increase when one more leg limbs are crippled.
-Players can carry a little more weight
-Can run a little bit faster now
-FATMAN has been remove from quest location GNR

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Fun with Karma
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This give the stats and other information that Fun with Karma provides for this mod
http://www.fallout3nexus.com/downloads/file.php?id=4751

Overall this mod puts some humor into the game. To see the difference earn either good or evil karma, brake your weapon, become encumber, or gain lethal amount of radiation.

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History
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Version 1.3
-EXPbump been set back to "250"
-Creature level list improve.
-Enclave Level list improve.
-Drinking water from a river, sink, fountain, and toilet give you alot more HP, but the radiation can be deadly. Remember to take your rad-x! More details to come
-Vault armor decrease to DR 11
-Vendor cap regeneration fixed
-Perk Adamantium bone increase to 80% (limb damage is set at 75%)
-Deathclaws and Yao gau has the perk Nerd Rage and Toughness
-At GNR there are no fatman
-Harkness give you a Plasma Pistol instead of the unique Plasma Rifle. This might be unpopular move but the quest was TOO EASY to receive one of the most powerful weapon in the game. Will be working on making the Pistol a "unique Pistol"
-Jericho will not come with his Chinese Rifle. (I felt this was a little overpowering early on)
-Charon will not come with his auto shotgun. (again I felt this was to overpowering early on)
-Dogmeat has been given the perk NerdRage and Toughness
-All Power Armor got a +5% increase to DR
-All Power Armor no longer has lockpick penalties
-All Power Armor has lower Resistant in all area. Teslsa armor is still superior vs Energy Hellfire superior vs Fire
-Laser Pistol and Plasma Pistol has increase rate of fire: 4.5/second
-Assault Rifle ammo capacity is back to 24 rounds

Ver 1.03
+Increase Lyon's Pride armor condition level to 100% (was set at 20%)
+morphine is set to 15 DR
+Tesla Soldiers no longer give Karma
+Lower Exp Bump to 400 (was 420 previous on my version)
+Change level listing for Enclave to add better difficulties


Ver 1.0a
-Fix the "naked" Enclave problem
-Also for those that downloaded ver 1.0 I believe upload the wrong file. My apology

Ver 1.0
Action Points
+Base action points set to 50
+AGI: 1 point of agi equals 5 action point