About this mod
Rebalances the vanilla craftable weapons, and adds graduating quality to them.
- Permissions and credits
OBJECTIVE:
Many mods out there modify the repair lists for the craftable weapons to include the junk components used to make the weapon. This has a side effect: it essentially renders having more than one schematic pointless as you can simply repair it up to spec.
This mod aims to rectify that, by implementing graduated levels of quality depending on the number of schematics. Have just one schematic? Flaws and defects will exist in the weapon you make that no amount of Repair skill can overcome. Have two? You can overcome those flaws and make a weapon of better (IE Vanilla-level) quality. Three schematics? You can make a superior version of the weapon.
I also took the opportunity to tone down what I saw were some unbalancing overpower in some of the weapons, so this mod also nerfs them a bit. Details are all below.
Here are the changes for all of them:
All of the weapons typically have three major values that graduate: damage (including crit), max condition, value. Other changes are listed below:
BOTTLECAP MINE:
- You now only get one mine per crafting regardless of how many schematics you have. No churning out gobs and oodles. You work to get these heavy explosives now. Besides, how does one lunchbox produce three mines?
- The vanilla level is now the top grade, and is "Spendthrift".
- Lowest grade is "Miserly" and is roughly on par with Plasma Mines in damage. Still nothing to scoff at.
- Mid grade is obviously in between.
- The number of caps required for the shrapnel increases with each grade; 10, 20, 30.
- All in-world versions are the Miserly grade.
DART GUN:
- This one got the biggest nerf, because of the fact that its vanilla rendition turns deathclaws into a joke. The way it's supposed to be is: You see a deathclaw, you RUN, or you better be packin' serious heat. A dart gun is not serious heat.
- All dart guns now have a gravity draw on their projectile.
- Leg crippling is now chance-based, with the highest grade having a 15% chance to cripple each leg (each leg is calc'd separately).
- The higher two grades have an additional chance at paralysis for 5 seconds, with the highest having a 50% chance.
- Poison damage still is inflicted over time, but obviously is graduated with the weapons.
- Lowest grade is the "Low-draw" dart gun, which has a really crappy draw string and pathetically lobs it forward.
- Highest grade is the "High Strung" version and really flings 'em fast.
- Number of darts per handplaced ammo pickup is reduced from 20 to 5. There are only 5 darts seen in the world model anyway...
DEATHCLAW GAUNTLET
- This one I didn't really nerf because of the fact that it's a freakin' DEATHCLAW HAND and since your Deathclaw killer dart gun isn't reliable for that anymore it seemed fitting to keep it lethal.
- Lowest grade is "Nail-chipped", and has a lower crit multiplier than Vanilla.
- Highest grade is "Wicked sharp", and has a higher crit multiplier.
NUKA GRENADES:
- You now only get one grenade per crafting regardless of how many schematics you have. No churning out gobs and oodles here either.
- The vanilla version is now the top grade, and is "Extra Fizzy".
- Lowest grade is "Flat" and is roughly on par with Plasma Grenades in damage. Still nothing to scoff at.
- Mid grade is obviously in between.
- All in-world versions are the Flat grade.
RAILWAY RIFLE:
- Lowest grade is "Leaky", and has a lower muzzle velocity and shorter magazine (7).
- Highest grade is "High-pressure" and has a higher muzzle velocity and longer magazine (10).
ROCK-IT LAUNCHER:
- I was at a loss for ideas, so the only real difference is on crit multipliers and Min Spread.
- The lowest is "Rickety".
- The higehst is "High-Suction".
SHISHKEBAB:
- The flame damage effect graduates as well, and the two additional new ones are Pyromaniac'd. They'll also set off gas traps too if drawn.
- The lower grade is "Undercooked".
- The high grade is "Crispy".
INSTALLATION INSTRUCTIONS:
Place the enclosed ESP file into your Fallout 3\Data directory, and activate. You will need to do a list re-merge with FO3Edit if you have any other mods that alter the repair lists for any of the affected weapons, Pyromaniac and ExplodesGasTrapsOnTouch lists. This mod alters the base Workbench script, and does not need CRAFT. A future version may be made since CRAFT 2.0 is planned to have weapon dismantling.
TOOLS USED: FO3Edit, GECK