Fallout 3

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Imperor_III

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Imperor_III

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About this mod

Complex mod for russian gamers.

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The list of changes in version 1.5

Chemistry:

I think that «the battle chemistry» in mine previous version mod was simply cheat - itself has played, therefore I know :)
To correct this position, now time of action of "battle" chemistry (Jet, Med-X, Psycho) it is strongly reduced, therefore already it is impossible to cut out completely any Fort, having swallowed one-two of "fighting" tablets. Chances of addiction to any «battle chemistry» are besides, a little raised.

Thus, now the «fighting chemistry» strategy of gamer can be three different relations:
1) not to apply at all.
2) to apply only in heavy, extreme fights.
3) on the contrary to swallow constantly, in everyone to fight (constantly sitting on dependence), preliminary removing all this chemistry from counters of sellers (i.e. spending money).

Time of action of "auxiliary" chemistry (Buffout, Mentat, Rad-X) is left almost without changes (i.e. operates long).

Concrete figures:
Buffout: chance of addiction - 0.15 (was 0.1). Duration - 6 minutes.
Jet: chance of addiction - 0.3. Duration - 2 minutes (25 AP).
Psycho: chance of addiction - 0.2, duration - 2 minutes (+25 % Dam).
Med-X: chance of addiction - 0.2, duration - 2 minutes (20 DR).
Mentats: chance of accustoming - 0.1, duration - 7 minutes (+4 INT, +4 PER).
Ultra Jet: chance of accustoming - 0.8, duration of 3 mines (+45 AP).
Rad-X: duration - 10 minutes.

Effects of addiction from "battle" preparations are a little strengthened:
1. Addiction from Psycho:-1 STR,-6 PER.
2. Addiction from Med-X:-1 STR,-1 PER,-2 AG.
3. Addiction from Jet:-1 STR,-2 AG.

(The note: if the new concept you does not suit «battle chemistry» (for example, it seems too "rigid"), can leave the old version).


Perks:
It is changed perk "Devastator» - now: +10 % Dam, +5 % DR.
Requirements to perk «Lord of Death" - are changed now: 20 lev, 10 PER, 9 LUCK.
Requirements to perk "Sniper" - are changed now: 8 PER, 5 LUCK.
Perk “Chemist” is changed. Now time of effect of all “ñhemistry» is triple (was double).

The armor:
Characteristics of a battle helmet of rangers are corrected.

The weapon:
The concept of the energy weapon is reconsidered:
1. Now deterioration of the enegry weapon is lowered (is returned to original value of game).
2. At all laser weapon such parametre as «spread of shots» is completely cleaned. I.e. now the laser beam will go to that point in which you have specified. This property of the laser weapon leads it to really terrifying accuracy (at the pumped over ability to "power"), that transforms the laser weapon in fast-fire analogue of a sniper rifle.
3. However it does not mean, that if you run during shooting, or in general skip from a stone on a stone the weapon will "not skip" at you in hands. Therefore if wish to shoot precisely and without disorder – stop your movement.
4. Besides, damages of a laser rifle are a little increased. Thus, now the laser rifle is very exact and rather fast-fired (especially, in mode VATS) the weapon with an average damage, but practically without return (i.e. it very weak character can use even).
5. The plasma weapon still had same disorder of shots, as well as was, but the loss (and chance of critical hit) this weapon too continues to remain same high and even has been a little raised. Especially it concerns the unique sample of a plasma rifle.
Other changes: the increase in a sight of sniper rifles is a little reduced. As a result now: 1) you, most likely, will get there where have guided a sight, 2) a sight "walks" less.

Changes in "environment":

ATTENTION: Now abrupt enemies appear on a heathland almost at once! Be cautious!
Now to travel on a wasteland the hero of initial levels it became really dangerous - it is possible tragically finished … Almost all soldiers of the Enclave - too abrupt at once. The first met supermutants too will quite deserve now the name "supermutant" :) For example, the unexpected meeting of the hero of the third level with a supermutant-master armed ÀÊ-102, now, really, can become unforgettable for the player :)

Health points almost all enemies-people without the power armor are a little lowered (that more close to realism). However damage they you can strongly - (at the fourth level) one raider nearly has not killed my girl a usual lead pipe.
Characteristics of enemies-people-professional-soldiers-in-power-armor (an enclave, a brotherhood, derelicts) are changed to the best (but not so to be on a level with the player, «ground under fight»).

Chance, that you in general useful will not find anything in a corresponding box or the first-aid set, now is strongly increased. Therefore now the hero "will not sink" from much loot :)



Vesion 1.4:
The version 1.4 of this mod (little changes):

1. The error with perk “Life giver» is fixed. Now all ranks of this perk work correctly.

2. In Fort “Independent» now there is a TRUE unique missile laucher - now it, first, shoots normally (as a usual missile laucher), damages is strongly raised, demanded AP per shot too are raised, the maximum range and accuracy is considerably increased. Thus, it now very good weapon deserving a rank «a unique missile laucher» (instead of that frank misunderstanding and mockery which was in game before).

The CONCLUSION:
I now play last version of my mod (different characters - with different strategy of a survival), and i is very happy. Very successful balance of all - in fight, in trade, in system of development of the character has turned out (I recommend game difficulty level "Very Hard"). I receive a lot of fan!

Therefore, it, probably, last version of mine mod.

Good luck to you on a Wasteland!



Version 1.3:
New changes of this mod. Especially - new concept of all armor in game.
Completely reviewed all armor in game. Now almost any armor slows down movements of the hero (to a greater or lesser extent). Force of this effect widely varies and depends from:
1. Strength of the character.
2. A technological level on which the armor is made.
3. Qualities of manufacturing of the armor.

At the same time, the system of influence of dexterity on action points is changed.
Now action points of the character = 10 (base) + 10*agility (i.e. the character with dexterity 10 has now 110 points of action).

Some new kinds of the armor are added.
The full list of characteristics of all armor (with comments) can be looked in archive (in a file with the corresponding name).

Concrete examples of indicators of protection and AP for the heroes completely equipped in the best samples of the armor which approaches for them on demand to strength:

1. "Scout" with the strength 2, dressed in the complete set of the unique recon armor (the composit recon armor + a helmet of the Russian special troops).
Protection = 36. AP = 110. Sneak: + 30.

2. Average on strength the fighter (strength 4), dressed in the unique complete set of the ranger armor.
Protection = 46. AP = 95. Sneak: +10.

3. Average on strength the fighter (strength 5), dressed in unique «a prototype of the medical armor» and a helmet «Tesla».
Protection = 55. AP = 85. Sneak: -40.

4. «A heavy attack trooper». Very strong fighter (force 9), dressed in the complete set of unique armor Ò-51b.
Protection = 67. AP = 85. Sneak: -55.



New changes in version 1.2:
Some new changes in this mod:

1. Strongly changed infuence of skill "Barter". Now influence of Barter is very high.
For example, real cost of missile is 50. In this case:
1. Barter =0Cost of sell = 13; Cost of buy = 150
2. Barter = 25Cost of sell = 22; Cost of buy = 124
3. Barter = 50Cost of sell = 31; Cost of buy = 100
4. Barter = 75Cost of sell = 41; Cost of buy = 75
5. Barter = 100Cost of sell = 50; Cost of buy = 50
Also, changed cost of some ammunition for big gun.

2. Now, when you are run-and-fire, the spread of your weapon is increased (this effect is reduct with growth your skills in weapon).

3. Now, when you are crouch - your occiracy is increased too.

4. Damage of any weapon now increased (+50%). Influence of your skill of weapon now increase damage your weapon (+25%). So, overall damage your weapon now increased +75%
So, game now is more highly extremal. Now you are more dangerous, but and your enemies is more dangerous too... The cost of mistake may be very high... Be carefull. Try find good armor faster ;)

5. Perk "Life giver" now have 3 level (+30 Health on each level).

6. Now unigue recon armor (armor + helm) you can find.
See for this: Arkansas, Theo (quest "rangers Raily"), and Paradis-Sity population (Pronto, Imir). Also, Cutter now have unigue ranger helm.


Complex mod for russian gamers.

1. Created new perks "Lord of Death", "Warrior of shadow", "Devastator" - this perks are analog of perks "Sniper" (and perk "Slayer") in Follaut 2.

("Lord of Death" - chance of critical strike now is maximum!)

("Warrior of shadow": +50% chance of critical strike in melee or anarmed attack; double*double damage of sneak attack (melee or anarmed); invisibility +50%).

("Devastator" - +15% damage of any weapon).

2. Rebalanced other perks (life giver, commando, and many other).

3. Rebalanced S.P.E.C.I.A.L.:

Carry = 30*Strength
AP = 10 (base) + 10*Agility
HP = 50 (base) + 25*Endurance
Skill Points = 2*Int
Tag skill Point = 4*Int

4. Now weapon have penalty (damage of your arms, low accuracy) with low strength (espesially for big guns).

5. Now armor have penalty witn low strength.

6. Changes and rebalanced chemistry and food effects.

7. Many other changes (renamed weapon for russian well-known names, rebalance weapon and armor and other).

Full description (in russian) of this mod - in archive.

P.s.: Sorry for terrible english