Fallout 3

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Skeptikos

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Skeptikos

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15 comments

  1. Nicconille
    Nicconille
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    Hi!
    Just wondering, did u use G.E.C.K to make this mod?
    Where did you find the experience values?
    Im trying to make a "reach lvl 50 mod"
  2. oioismartalex
    oioismartalex
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    doesn't work here. nice idea btw
  3. Alfheira
    Alfheira
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    Does not work. Tried with and without it on "hard" but always the same xp for a supermuti or a feral.
  4. killgore
    killgore
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    tried radioacid mod and it gives me approx 4,6x less xp when killing than regular fallout 3.

    I'm level 15 on very hard difficulty.
    1 super mutant brute = 8xp with this mod
    1 super mutant brute = 37xp with regular fallout
  5. Neil1
    Neil1
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    @jct65251
    Try the alternative mod by radioacid (link in this thread). It will only work on hard and very hard though. Also you have to use FOMM to get it working (or edit or your ini as shown below).

    @dreadfort
    I think the problem wont be too large if you keep exploring thoroughly, i.e. not rushing trhough territories and flagging them lower level due to just passing through early on. Btw if I got their system right there are fixed minimum levels for all territories anyway - so the only effect will be less bonus on that fixed terriotry level for being very high level character when entering a low level territory. In other words a lvl 20 area wont be degraded if you enter with say level 8, but a level 8 area might be upgraded to say level 12 if you enter with lvl 20. If your level is lower than the standard/fixed level of the territory anyway then there will be no adjustment at all. Exactly this will be the case in most cases when playing with reduced xp as at least on average you will be a much lower level then bethesda expected you to be when arriving in the territory. So moat of the time you will be under the minmum fiexed arae level anyway (I hope). In effect you might see a little less higher level monsters (in zones that would have otherwise upgraded to higher level dfficulty areas) on your journey but all monsters you will find will be really hard compared to your own level. there will be, of course, enough real big baddies as there are area with very high minmum levels anyway.
  6. jct65251
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    I've followed the instructions here and even tried using fomm.exe to boot the game but the hot fix still won't reduce the xp gain from kills. Other mods I've downloaded work fine (ui changes, run speed change, etc). I used two raiders to test, xp is 30 everytime I cap them. Its on normal difficulty.
  7. Dreadfort
    Dreadfort
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    Has anybody been able to test the effects of this in the endgame (ie: Lv20)? I'm curious how people feel about this, considering that if you slow down XP gains for sake of exploration without capping out, then what you're going to end up with at level 20 is probably an entire world filled with extremely lower level enemies/NPC. This is likely to produce the arguably good/bad results of your character being highly overpowered if exploration and capping out take precedence over the MQ.

    I can't decide how I feel about that.
  8. Neil1
    Neil1
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    Just some words I wrote on the elderscrolls-forums (repeating parts of dlarm3223's good suggestion):

    "At first, thank you very much for your modding efforts in these pioneer days! Very much appreciated!

    That being said, there are two problems (with original, non-crack austrian version of the game):

    1. Getting the mod loaded
    Solution A: "open Fallout.ini (in My Documents folder) and change bInvalidateOlderFiles=0 to bInvalidateOlderFiles=1" - credits to radioacid
    Solution B (thats what I do): Use Timeslips (brilliant man!) FOMM to launch Oblivion, can be found here: http://timeslip.chorrol.com/temp/fomm.zip
    If you dont use A or B, the normal launcher will not accept the activation of the esp (it will not remember that you checked it and wont use it in game, at least in my case)

    2. Getting any effect from the loaded mod
    Sadly for me this mod doesnt make a change (at least on my test subject, which was an NPC. Perhaps it changes only critters xp value?
    There is another mod with a similar concept that works for me though: reduced xp mod by radioacid (url="http://www.gamespot.com/pc/rpg/fallout3/show_msgs.php?topic_id=m-1-46372744&pid=918428"). Now I only get 4 xp instead 17 xp for killing my test person (thats on very hard).

    Hope this helps some of you guys and girls out there in the wasteland."
  9. dlarm3223
    dlarm3223
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    Working mod by radioacid here:
    http://rapidshare.com/files/160492452/lower_xp.rar

    Works fine on high and very high only.
  10. dlarm3223
    dlarm3223
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    This mod absolutely dont work for me <img class=">
    But other esp mods work fine...