Argh, sometimes this game succeeds in pissing me off. I was playing it earlier today just fine, but now whenever it has to load an area, whether by going through a door, wait, sleep, fast travel, anything involving loading besides the initial load, the game crashes. Would it be mod related, but nothing has changed?
Quoting since this was ignored. :P
I've also noticed that at the same time these crashes started happening, the main menu music would continue to play during playtime. Normally it would do like normal, the music would stop and game music with start, but now, I have to turn on a radio to cut off the menu music. I've disabled Ipip because that was the last thing I installed, but that wasn't it, and loading a previous save did nothing to fix it either.
Argh, sometimes this game succeeds in pissing me off. I was playing it earlier today just fine, but now whenever it has to load an area, whether by going through a door, wait, sleep, fasttravel, anythign involving loading besides the initial load, the game crashes. Would it be mod related, but nothing has changed?
I had to reinstall the latest patch and delete all of my temp files (profile, OS, everything) to make it stop doing this.
Argh, sometimes this game succeeds in pissing me off. I was playing it earlier today just fine, but now whenever it has to load an area, whether by going through a door, wait, sleep, fast travel, anything involving loading besides the initial load, the game crashes. Would it be mod related, but nothing has changed?
Quoting since this was ignored. :P
I've also noticed that at the same time these crashes started happening, the main menu music would continue to play during playtime. Normally it would do like normal, the music would stop and game music with start, but now, I have to turn on a radio to cut off the menu music. I've disabled Ipip because that was the last thing I installed, but that wasn't it, and loading a previous save did nothing to fix it either.
Argh, sometimes this game succeeds in pissing me off. I was playing it earlier today just fine, but now whenever it has to load an area, whether by going through a door, wait, sleep, fasttravel, anythign involving loading besides the initial load, the game crashes. Would it be mod related, but nothing has changed?
I had to reinstall the latest patch and delete all of my temp files (profile, OS, everything) to make it stop doing this.
Ah, that's what I get for glazing through it. So, where do I find these temp files?
Argh, sometimes this game succeeds in pissing me off. I was playing it earlier today just fine, but now whenever it has to load an area, whether by going through a door, wait, sleep, fast travel, anything involving loading besides the initial load, the game crashes. Would it be mod related, but nothing has changed?
Quoting since this was ignored. :P
I've also noticed that at the same time these crashes started happening, the main menu music would continue to play during playtime. Normally it would do like normal, the music would stop and game music with start, but now, I have to turn on a radio to cut off the menu music. I've disabled Ipip because that was the last thing I installed, but that wasn't it, and loading a previous save did nothing to fix it either.
Argh, sometimes this game succeeds in pissing me off. I was playing it earlier today just fine, but now whenever it has to load an area, whether by going through a door, wait, sleep, fasttravel, anythign involving loading besides the initial load, the game crashes. Would it be mod related, but nothing has changed?
I had to reinstall the latest patch and delete all of my temp files (profile, OS, everything) to make it stop doing this.
Ah, that's what I get for glazing through it. So, where do I find these temp files?
I dunno, because I'm running it on my XBox, but I guess you could try searching your computer for 'temp'. I'm not going to tell you to delete everything you find, though, just in case.
Humanity never ceases to renew my faith in it. If I live in a world where people can make pin up ghoul posters, I know freedom is alive and breathing despite the sucking chest wound.
So I went through lamplight on the storyline quest. I get to the vault, do all the shit I'm supposed to do. I free Fawkes even though I know my neutral karma won't be enough to recruit him. During the escape, I get knocked out by the Enclave and dragged into captivity. I wake up, get my stuff, and go to see president Eden. This is all according to plan, no problems here.
The problem is that once I leave Raven Rock, all of my companions are GONE. Is this game seriously telling me that I lost Clover, Butch, and Dogmeat in one instance because the story demanded it? Do I ever get my fucking team back?
Also, my game has started to save game files completely out of order - when I select "continue" I end up loading a save from 2 hours ago. Has anybody encountered this?
Is this game seriously telling me that I lost Clover, Butch, and Dogmeat in one instance because the story demanded it? Do I ever get my fucking team back?
Everyone should return to where you first recruited them from, so Clover to Paradise Falls, Butch to Rivet City (I think), and Dogmeat to outside Vault 101
I just popped by to say I love this thread, and the people who post ghoul porn. That and the seduction mod, cause the default Lady Killer perk is terribad.
Also, did anyone else put a bullet in people that they kinda liked in Megaton before blowing it skyward? I hated almost everyone there, but I killed Simms and Lucy by putting magnum slugs through their brains without them looking, cause it seemed more humane. Everyone else though, I wanted them to feel the full force of a 6 megaton nuclear explosion wiping their flesh from their bones.
Is this game seriously telling me that I lost Clover, Butch, and Dogmeat in one instance because the story demanded it? Do I ever get my fucking team back?
Everyone should return to where you first recruited them from, so Clover to Paradise Falls, Butch to Rivet City (I think), and Dogmeat to outside Vault 101
I think I had a glitch right after that...
Before going to Raven Rock I had Star Paladin, Charon and Dogmeat with me, after leaving Raven Rock I got Fawkes but the game didn´t let me get another follower. I had to chose between Fawkes, Star Paladin or Charon since two of them didn´t go together because "You already have too many followers.".
Death_Claw on
0
Options
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Is this game seriously telling me that I lost Clover, Butch, and Dogmeat in one instance because the story demanded it? Do I ever get my fucking team back?
Everyone should return to where you first recruited them from, so Clover to Paradise Falls, Butch to Rivet City (I think), and Dogmeat to outside Vault 101
I think I had a glitch right after that...
Before going to Raven Rock I had Star Paladin, Charon and Dogmeat with me, after leaving Raven Rock I got Fawkes but the game didn´t let me get another follower. I had to chose between Fawkes, Star Paladin or Charon since two of them didn´t go together because "You already have too many followers.".
Getting that many followers was the Glitch actually. You're only allowed one human...ish follower, and Dogmeat. However, there are a few ways to use Dogmeats slot to get multiple followers. A. If he dies, his slot should stay open and you'll be able to use it. B. I've had him wait at my house in Megaton, then when I entered the Lab where Cross is, I got the message "Dogmeat has returned to Vault 101." and I had Charon with me. Then like you, I got Cross. But that part you went through will remove them. I imagine playing with Dogmeat and running around will get you multiple followers again at some point.
Some more images over with the actual mod at the Fallout Nexus, if you want 'em!
I'm sorry, but I started this and now I can't stop.
No joke I'm considering dropping the $50 on the PC version for that mod. And all the other mods, but still.
I know the X-Box is convenient but I highly, highly recommend real Fallout players to only play a moddable version, that being the PC.
I can't play Vanilla fallout anymore. I have the MMM-Increased Spawns, A hunger,thirst,sleep mod, an awesome strip club in Moriarty's saloon, my own realistic weapon damage mod as well as the Classic Fallout Weapons mod doubling my armaments, realistic pricing on all weapons (an M60 is well over 4000 bottle caps and the cheapest bullet cost 4... cause bullets is currency in the wastelands), and also have various companions which are essential.
I did the Springvale school run early on and holy shit if about seven Raiders try to gank me in the hallways, one of them wielding a fucking Tommy Gun while wearing a Guy Fawkes mask. Instead of it being me creeping about room by room killing one raider, it was a school hallway fucking warzone with grenades blowing people through doors!
Mod your game, it's my favorite thing about Bethesda and why I think Rockstar Games is shit. Bethesda actually WANTS you to mod this, and there's some seriously talented modders out there.
MidVicious on
"When you're in the type of business we're in, you don't get a criminal lawyer, you get a criminal lawyer!" -- Jesse, Breaking Bad
Some more images over with the actual mod at the Fallout Nexus, if you want 'em!
I'm sorry, but I started this and now I can't stop.
No joke I'm considering dropping the $50 on the PC version for that mod. And all the other mods, but still.
I know the X-Box is convenient but I highly, highly recommend real Fallout players to only play a moddable version, that being the PC.
I can't play Vanilla fallout anymore. I have the MMM-Increased Spawns, A hunger,thirst,sleep mod, an awesome strip club in Moriarty's saloon, my own realistic weapon damage mod as well as the Classic Fallout Weapons mod doubling my armaments, realistic pricing on all weapons (an M60 is well over 4000 bottle caps and the cheapest bullet cost 4... cause bullets is currency in the wastelands), and also have various companions which are essential.
I did the Springvale school run early on and holy shit if about seven Raiders try to gank me in the hallways, one of them wielding a fucking Tommy Gun while wearing a Guy Fawkes mask. Instead of it being me creeping about room by room killing one raider, it was a school hallway fucking warzone with grenades blowing people through doors!
Mod your game, it's my favorite thing about Bethesda and why I think Rockstar Games is shit. Bethesda actually WANTS you to mod this, and there's some seriously talented modders out there.
Links or at least names of these mods plzzzzz! I have MMM but always looking for more good mods. Also, doesn't MMM have a hunger mod built in?
Is anyone playing this on a widescreen monitor and using a widescreen resolution and having no problems?
Ever since the last patch i've been unable to choose a widescreen resolution without it being in letterbox format, and since I have a widescreen monitor all that does is squash it vertically.
Aistan on
0
Options
Werewolf2000adSuckers, I know exactly what went wrong.Registered Userregular
edited February 2009
Werewolf2000ad on
EVERYBODY WANTS TO SIT IN THE BIG CHAIR, MEG!
0
Options
AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited February 2009
For your viewing pleasure I have gathered together all the mods recommended by PAers:
I only copied / pasted the quotes, so if the descriptions for the mods are a little lacking just follow the link.
VATS MCE
"VATS Manual Chance Evaluation is a slight revision of the standard VATS accuracy formula which will put a much greater emphasis on your weapon skill and the base accuracy of your chosen weapon rather than simply the distance to your target.
As a small bonus it will lower the VATS zoom factor and remove the nonsensical wear VATS used to apply to your weapon."
It basically allows you to use your Sniper Rifle in VATS as a fucking sniper rifle.
STRANGER Mod
Made by our own Mumblyfish, don't think it's compatible with MCE, so don't use them together.
"Smurf" Impact Physics Mod
Allows you to alter people flying around like ragdolls. I preferred the "real" setting.
GNR -- More Where That Came
Even for people who aren't interested in running mods, this one is essential. It adds 100 more songs to GNR, songs that actually fit the game very well, not random shit. Check it out.
Lork's Sprint mod
Awesome little mod. Very reminiscent of the sprite feature in Stalker.
Mart's Mutant Mod
Good mod that does alot of stuff including added much needed variety to monsters and increasing spawns (optional). I am just going to include the description in spoiler tags.
::: Overview :::
This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.
The key results the mod achieves are:
* Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
* Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
* Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
* Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
* Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
* Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
* New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.
Main features include:
:: Stat scaling
All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.
The adjustments range -3 to 3, with the following percentages: 30% no change, 30% -1/+1, 30% -2/+2, 10% -3/+3.
The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.
:: Size scaling
Isn't it a little bit odd that all creatues and NPCs are identical in size? Indeed, so size scaling randomly adjusts size based off base value between a factor of +/- 20% for creatures, and +/- 12.5% for NPCs (though it's actually weighted -10% to +15%.). It's not quite a blanket rule -- Ghouls for example follow size scaling closer to NPCs, given they were formerely people.
As above, size is more than just visual variety -- it impacts the strength, endurance, and health. Larger creatures hit harder, and last longer.
:: Size based loot
Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.
:: Factions
A new faction system through the optional Natural Selection plugin ensures you're not always the center of the universe -- creatures and NPCs have foes they might consider more dangerous than you, and act accordingly.
Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It's also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.
:: Behaviour AI
Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)
Changes to wildlife on a creature-by-creature basis reflect that not all MoleRats are suicidal, and even a Vicious Dog can have the sense to avoid a fight it's got no chance of winning. NPCs, as well, can have a greater sense of self-preservation but to a lesser degree than creatures and, as with size and stat scaling, the chances are randomised based off their base value -- so Raiders are more likely to turn tail and run than Outcast for example.
:: Diverse Creature Skins
Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.
These are some of the creatues and the number of variants in the mod:
Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.
The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.
:: New Creatures & NPCs
What's an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 will have:
* Supermutant Gargantuan -- the guy the Behemoth goes to when he runs home to mummy. You don't want to meet mummy. Really, seriously. What, you got a death wish? Ok...
* Firelurk -- just when you thought the Mirelurks couldn't get any more dangerous, one of these brethren will show up. As the name suggests he's a Mirelurk, only he breathes fire... he also drops a unique loot: Firelurk Saliva. Hey, what do you think he's using for fuel?
* Wasteland Scorpion -- first of many passive creatures. This is a small, loner creature (just like the real thing) which will avoid you if it can. It just wants to find a rock and live to see another day. Be kind, eh? Or not.
* Wild Dog -- semi-passive wasteland scavenger. He's no friend to the Vicious Dogs, but he's not necessarily yours either. Push him into a corner and he'll fight, otherwise he'll probably leave you alone.
* Night Ghouls -- You've heard reports of Ghouls roaming the wasteland at night, but you didn't believe them. You still won't... that is until you run into them first hand. They travel in packs, and see better in the dark than you too. Oh, for a bigger torch than the Pip-Boy...
* Corpse Fly -- These little creatures have a chance to appear at a corpse after a number of hours. They are ignored by other creatures and NPCs and a non-hostile, though you can take pot-shots at them in VATS if you want to. They add a unique dynamic to the Fallout 3 world, where even the smallest creatures can be seen to scavenge...
Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!
:: Other features
* Night Ghouls that appear only at night, and are faster and stronger than normal Feral Ghouls
* Wild Dogs and Wasteland Scorpions may appear at wasteland spawn points, and are generally passive
* 3% chance of a special Supermutant spawn with muties, which includes 8 variant Behemoths and the Supermutant Gargantuan
* A new food -- Radscorp Meat -- added to Radscorps. Afterall, you can eat pretty much everything else. It heals well but has high rads
* Slightly reduced chance of Robots and Radscorps for wasteland spawn points
* Evergreen Mills Behemoth replaced with Gargantuan (great in tandem with Increased Spawns)
* Robots aren't included in stats/size/confidence scaling -- afterall, they are machines, produced identically off the production line
* Corpse Flies may appear at corpses after a certain amount of time. They can be VATS targeted and killed, if you feel like some sharpshooting
* GMSTs adjusted to extend corpse lifetime, the number of corpses before cleanup, and the number of actors able to be in combat at one time.
* Centaur base size and hitpoints increased (more tweaks like this may follow, or other mods can adjust such factors)
::: Optional plugins :::
Naturally, MMMF3 comes with a range of plugins to add features or alter the operation of the mod. In this release you will find:
:: Increased Spawns
Both the Increased Spawns and Increased Increased Spawns modules enable the same functionality from the standalone MMMF3 - Increased Spawns mod you're probably already using.
If you currently use the standalone Increased Spawns the MMMF3 installation will overwrite this for you and replace it with the required module for MMMF3.
Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.
For more information on how the plugin works, see the README - Increased Spawns file.
:: Zones Respawn
By default most areas, especially interiors, in Fallout 3 are marked as 'Never Resets' such that once you clear an area, it stays cleared. This module enables these areas to respawn, with the exception of areas which shouldn't, such as the Vaults and some areas related to the main quest line.
Note: This mod does not change or provide modules to change the amount of time before a cell 'resets', which defaults to 3 days. There are plenty of other mods to change this for you.
:: Feral Ghoul Rampage
For those zombie movie addicts, Feral Ghoul Rampage multiplies the volume of Feral Ghoul spanws by 5, on top of the result from Increased Spawns. So for example if you are using Increase Spanws instead of 1-3 Feral Ghouls you will see 5-15 at any Feral Ghoul Spawn point. If you load this with Increased Increased spawns, make sure you're packing nukes!
[:: Wounding Effects ] -- in development
While crippling works quite well in Fallout 3, does it make sense that a SuperMutant near death is able to swing his nailboard as hard as when he first met you?
With wounding, pentalties are applied against certain statistics the more wounded they become -- badly wounded enemies will hit with less damage, aim less accurately, and move slower.
Bleeding effects will add spurting blood to wounded creatures and NPCs which starts midly and increases as they become more wounded.
:: Natural Selection
Author: ACE
While some factions behave as you would expect in Fallout 3, many others don't. Natural Selection ensures creatures and NPCs properly attack or ignore foes logically based on type, as well as ensure the PC isn't the centre of the universe -- tired of a dog thinking you're the most dangerous creature in the universe while a SuperMutant bears down on you both? Not anymore!
Thanks to ACE for working with me on this and creating the plugin.
:: Tougher Traders
By default MMMF3 will automatically protect Scavengers from being beat-up on by the local wildlife, while still enabling them to be killed by the player, and the same is true of Traders if you load this plugin. Traders were made optional for this protection so that you can use mods like Roadwarden where you play quests to protect Traders from attack. If you don't want Traders getting killed off mid-game, load this.
:: Hunting & Looting
The Wasteland is a dangerous place where resources are sparse -- so why do NPCs like Raiders kill a foe and just leave all that good loot lying around? With this plugin creatures & NPCs will loot the corpses of fallen foes, taking what they can. If you then kill them, you will find this loot on their corpse. This can include weapons, ammo, armour, food, and drugs.
This adds much more than a simple dynamic to the game. NPCs for example may pick up extra weapons to use as a backup, or find more stimpacks to heal themselves. When you find an NPC, he could well be using a weapon he looted from the corpse of a foe further down the road.
Note: In the Beta only NPCs are included. Additionally, in Fallout 3 currently (as I may be able to fudge this) NPCs only pickup weapon types they don't currently have. For example if they have a ranged weapon but no melee weapons, they may pickup a baseball bat but ignore a gun. They also can't pickup equipped items on corpses, a limitation carried over from Oblivion. For this reason you'll find grenades, food, drugs, etc looted more often than weapons and armor (maybe this a good thing we don't want to change, leaving you to get them).
:: No Corpse Flies
A simple plugin to prevent Corpse Flies from appearing at Corpses after a number of hours, as they can have a performance impact. That said Corpse Flies have been significantly enahnced since the Alpha, now coming with a unique texture, optimised model, optimised code, and reduced numbers.
BlackWolf Backpack.
Not only does it allow you to carry either an extra 35lbs or 50lbs, but the backpack itself looks so right on my character.
Welcome to the Wasteland.
It changes a number of things in the game making it a bit harder. Stimpacks and ammo are much more expensive, food will be your primary source of health (luckily the food itself heals for a lot more), radiation is a hell of a lot more dangerous, everything has more weight to it so whenever you go out scaving you need to be more careful about what you take, and it does a multitude of other things. This mod coupled with Mart Mutant Mod has made the Waste much more interesting and dangerous.
Crysis Armor Classic Fallout Weapons
I have my trusty 14mm Pistol, all the super mutants carry Vindicator miniguns, the Brotherhood carry Wattz Laser pistols and rifles, raiders have cattle prods (which I could live without truth be told).
- Recruit as many followers as you want
- No Karma requirement for all but 3 companions
- Lets you choose what their three tag skills are (hint: Sneaking is a fine choice)
- Allows you to use Stimpacks to heal a companion, aside from the robot of course.
- Allows you to give commands or group-wide commands.
- It also adds two new companions (which, eh, I could live without)
- You can also set the "tactics" of your companions. Stuff like "stay close to me" or "chase down enemies".
Alternate Beginning:
Don't let the file name fool you it comes with many, many beginnings.
This mod allows you to start as something other than a Vault dweller. It doesn't really change the quests, but it does help to add some flavor to your replay. Here is a short list of some of the "Histories" you can choose from.
Outcast- Starts you off at Fort Independence with Outcast power armor are and a laser rifle, you are also a member of the Outcast faction meaning that their enemies are you enemies. You also have access to the Fort.
Slaver- You start off at Paradise Falls and, well, you're a slaver.
Paladin- Just like Outcast except you're with the Brotherhood.
Raider- If you are feeling ballsy you can give Raider a try. Its not for the feint of heart. You are good friends with all the Raiders, but pretty much every one else (except Paradise Falls I think) will shoot you on sight. Have fun.
Ghoul- Begin as a freakish monstrosity and ever present reminder of humanity's folly! (Perfect for those Ghoul on Ghoul fantasies!)
Or if your feel like a change of pace you can start out as a Vault Dweller!
There are a ton of other starting options and everyone comes with bonuses or penalties or both! Along with suitable starting gear. There really isn't to much to this mod at the moment, but its one I am going to keep my eye on.
Ultimate Perk Pack:
This mod adds over 40+ new Perks. It also comes with the option of changing the vanilla Perks. I have gone over the list of Perks it adds and they seem to fit right at home with Fallout, more so than the vanilla Perks IMO.
Fallout 3 Balance Overhaul
Overhual is right when it comes to this tiny, yet powerful mod. It changes quite a bit. You will have to download it to view the readme to find out all the changes. The changes, they are legion. This mod makes "Staying Alive" your primary goal. The changes are to many for me to list, but one I really enjoy is that you will have to eat, drink, and sleep. If you don't want a ton of changes to the game then you are in luck, the mod is modular so you can pick and choose which mods you want or don't want.
Liberty RIfle
This mod adds three new Energy Weapons-based sniper rifles, which shoot a powerful blue laser beam and are highly accurate. They require knowledge of Energy Weapons to become more adept with.
You can buy the Liberty Rifle at Craterside Supply in Megaton or at Flak and Shrapnel's in Rivet City; these vendors also sell a random amount of extra Microfusion Cells so you've always got access to more ammo for the rifle.
The Sovereign Rifle is a unique item held by one Commander Jabsco. Seek him out within Fort Bannister. This more-powerful version requires a special type of ammo: Electromagnetic Microfusion Cells (EMF Cells) of which there are a limited supply. You'll find a certain amount of them on Jabsco himself, as well as a few more in the same area you meet him in. You can find more in a couple other places. Check where you would think you might find rare munitions.
For the hardcore, a third rifle, the Insurrectionist's Rifle, is available. It must be crafted using the Sovereign Rifle. To find out how, you must search for the Keller Family and also accept Crowley's quest, but use the keys yourself. For more information if you're still lost, see the spoilers section at the end of this ReadMe.
The Liberty Rifle and Sovereign Rifle can be repaired with any of the following:
- Liberty Rifle
- Sniper Rifle
- Plasma Rifle
The Insurrectionist's Rifle can be repaired with:
- Liberty Rifle
- Electromagnetic Microfusion Cell
You cannot use the Sovereign Rifle nor the Insurrectionist's Rifle to repair any other item.
Ammo locations and Item IDs can be found at the end of this ReadMe in the SPOILERS section, along with locations for the Sovereign Rifle and the Insurrectionist's Rifle quest. You read the SPOILERS section at your own risk due to the locations of some of the items; you WILL find out about other quests!
- Diazepam/Clonazepam greatly reduce wobble when aiming with a scoped weapon.
- Visual effects for certain chems and for cigarettes
- Gives Cave Fungus a psychedelic effect
- 'My First Laboratory' generates new chems as well as old
- Unlocks Ant Nectar visual effect
- Adds Diet Mentats to the game
- Renames "Med-X" to "Morphine" and changes withdrawal symptoms
- Adds visual effect to alcohol intoxication
- 'Coldturkene' chem purchased from doctors cures the player of addictions
- Injected drugs leave empty syringes and hypos on the ground
- Azhrukhal now lives up to his hype as a dealer
- Super Stimpaks added to the game
- Thorazine chem to terminate visual effects from chems
- Overdosing on chems when a player ignores the warning signs (the player has a decent amount of breathing room; they will KNOW if they're taking too much)
- OPTIONAL: Excessive Stmpak use will cause Broc poisoning that must be treated like an addiction (Use "bltcstim.esp" if you prefer to play without this function)
- OPTIONAL: Nuka Cola, Rad-X, and RadAway are addictive (akin to older Fallout games). Use "bltcNCA.esp" if you wish to play without these addictions. Incidentally, NCA stands for "No Classical Addictions.
it actually makes chems interesting, and gives me stuff to spend caps on
theres nothing quite like trying to survive 10 enclave troopers surrounding you by injecting yourself with morphine and stims, living to tell about it, but being so messed up from the chems that anytime the camera moves the whole screen gets motion blur
Thats a cool mod. The Fallout laser rifle is a very sexy gun.
On another note, for anyone who's gotten 100% chameleon, the Chinese Stealth Suit does make Fallout 3 Oblivion with Guns. Or more precisely, Oblivion with a deathclaw Gauntlet. Hillarious.
Thats a cool mod. The Fallout laser rifle is a very sexy gun.
On another note, for anyone who's gotten 100% chameleon, the Chinese Stealth Suit does make Fallout 3 Oblivion with Guns. Or more precisely, Oblivion with a deathclaw Gauntlet. Hillarious.
well i finally did it
i made a mod
its just the Wattz 2000 and Wattz 1000, but i tweaked them so they play a slightly different role than the fallout 3 guns (it retains the originals as well)
Posts
lincoln hats give +5% to stiffy
Ah, that's what I get for glazing through it. So, where do I find these temp files?
I dunno, because I'm running it on my XBox, but I guess you could try searching your computer for 'temp'. I'm not going to tell you to delete everything you find, though, just in case.
I type by touch, btw.
I'm sorry, but I started this and now I can't stop.
EVERYBODY WANTS TO SIT IN THE BIG CHAIR, MEG!
No joke I'm considering dropping the $50 on the PC version for that mod. And all the other mods, but still.
http://www.fallout3nexus.com/downloads/file.php?id=376
Little Lamplight had a reckoning coming.
The day of judgement is at hand!
You think you could take me in a fight, Princess? Well, I beg to differ.
o_O
Humanity never ceases to renew my faith in it. If I live in a world where people can make pin up ghoul posters, I know freedom is alive and breathing despite the sucking chest wound.
http://images.google.com/images?um=1&hl=en&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&q=they+live+alien&btnG=Search+Images
Kinda freaks me out looking at them
!!Near Ending Spoilers!!
The problem is that once I leave Raven Rock, all of my companions are GONE. Is this game seriously telling me that I lost Clover, Butch, and Dogmeat in one instance because the story demanded it? Do I ever get my fucking team back?
Also, my game has started to save game files completely out of order - when I select "continue" I end up loading a save from 2 hours ago. Has anybody encountered this?
Also, did anyone else put a bullet in people that they kinda liked in Megaton before blowing it skyward? I hated almost everyone there, but I killed Simms and Lucy by putting magnum slugs through their brains without them looking, cause it seemed more humane. Everyone else though, I wanted them to feel the full force of a 6 megaton nuclear explosion wiping their flesh from their bones.
I think I had a glitch right after that...
Holy shit, you're right. Fallout 3 = They Live 2
Getting that many followers was the Glitch actually. You're only allowed one human...ish follower, and Dogmeat. However, there are a few ways to use Dogmeats slot to get multiple followers. A. If he dies, his slot should stay open and you'll be able to use it. B. I've had him wait at my house in Megaton, then when I entered the Lab where Cross is, I got the message "Dogmeat has returned to Vault 101." and I had Charon with me. Then like you, I got Cross. But that part you went through will remove them. I imagine playing with Dogmeat and running around will get you multiple followers again at some point.
I know the X-Box is convenient but I highly, highly recommend real Fallout players to only play a moddable version, that being the PC.
I can't play Vanilla fallout anymore. I have the MMM-Increased Spawns, A hunger,thirst,sleep mod, an awesome strip club in Moriarty's saloon, my own realistic weapon damage mod as well as the Classic Fallout Weapons mod doubling my armaments, realistic pricing on all weapons (an M60 is well over 4000 bottle caps and the cheapest bullet cost 4... cause bullets is currency in the wastelands), and also have various companions which are essential.
I did the Springvale school run early on and holy shit if about seven Raiders try to gank me in the hallways, one of them wielding a fucking Tommy Gun while wearing a Guy Fawkes mask. Instead of it being me creeping about room by room killing one raider, it was a school hallway fucking warzone with grenades blowing people through doors!
Mod your game, it's my favorite thing about Bethesda and why I think Rockstar Games is shit. Bethesda actually WANTS you to mod this, and there's some seriously talented modders out there.
-- Jesse, Breaking Bad
Links or at least names of these mods plzzzzz! I have MMM but always looking for more good mods. Also, doesn't MMM have a hunger mod built in?
Ever since the last patch i've been unable to choose a widescreen resolution without it being in letterbox format, and since I have a widescreen monitor all that does is squash it vertically.
EVERYBODY WANTS TO SIT IN THE BIG CHAIR, MEG!
I only copied / pasted the quotes, so if the descriptions for the mods are a little lacking just follow the link.
VATS Normal Weapon Degradation
Normally in VATS your weapon degrades four times faster than normal. That's kinda dumb.
VATS MCE
"VATS Manual Chance Evaluation is a slight revision of the standard VATS accuracy formula which will put a much greater emphasis on your weapon skill and the base accuracy of your chosen weapon rather than simply the distance to your target.
As a small bonus it will lower the VATS zoom factor and remove the nonsensical wear VATS used to apply to your weapon."
It basically allows you to use your Sniper Rifle in VATS as a fucking sniper rifle.
STRANGER Mod
Made by our own Mumblyfish, don't think it's compatible with MCE, so don't use them together.
"Smurf" Impact Physics Mod
Allows you to alter people flying around like ragdolls. I preferred the "real" setting.
Falling Damage Mod
Now you don't die by falling a story!
Hundred Fists
Because completely unarmed taking more AP than having spiked knuckles on is dumb.
MTUI
A much better and cleaner and bigger interface.
Weapon Mod Kits.
Allows you to mod your weapons.
GNR -- More Where That Came
Even for people who aren't interested in running mods, this one is essential. It adds 100 more songs to GNR, songs that actually fit the game very well, not random shit. Check it out.
Lork's Sprint mod
Awesome little mod. Very reminiscent of the sprite feature in Stalker.
Mart's Mutant Mod
Good mod that does alot of stuff including added much needed variety to monsters and increasing spawns (optional). I am just going to include the description in spoiler tags.
This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.
The key results the mod achieves are:
* Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
* Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
* Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
* Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
* Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
* Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
* New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.
Main features include:
:: Stat scaling
All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.
The adjustments range -3 to 3, with the following percentages: 30% no change, 30% -1/+1, 30% -2/+2, 10% -3/+3.
The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.
:: Size scaling
Isn't it a little bit odd that all creatues and NPCs are identical in size? Indeed, so size scaling randomly adjusts size based off base value between a factor of +/- 20% for creatures, and +/- 12.5% for NPCs (though it's actually weighted -10% to +15%.). It's not quite a blanket rule -- Ghouls for example follow size scaling closer to NPCs, given they were formerely people.
As above, size is more than just visual variety -- it impacts the strength, endurance, and health. Larger creatures hit harder, and last longer.
:: Size based loot
Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.
:: Factions
A new faction system through the optional Natural Selection plugin ensures you're not always the center of the universe -- creatures and NPCs have foes they might consider more dangerous than you, and act accordingly.
Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It's also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.
:: Behaviour AI
Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)
Changes to wildlife on a creature-by-creature basis reflect that not all MoleRats are suicidal, and even a Vicious Dog can have the sense to avoid a fight it's got no chance of winning. NPCs, as well, can have a greater sense of self-preservation but to a lesser degree than creatures and, as with size and stat scaling, the chances are randomised based off their base value -- so Raiders are more likely to turn tail and run than Outcast for example.
:: Diverse Creature Skins
Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.
These are some of the creatues and the number of variants in the mod:
* 3 Brahmin
* 3 Radroach
* 3 Deathclaw
* 3 Giant Ant
* 4 Molerat
* 4 Yao Guai
* 5 Centaur
* 5 RadScorpion
* 20 Feral Ghoul
* 104 Supermutant
:: Diverse NPCs
Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.
The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.
:: New Creatures & NPCs
What's an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 will have:
* Supermutant Gargantuan -- the guy the Behemoth goes to when he runs home to mummy. You don't want to meet mummy. Really, seriously. What, you got a death wish? Ok...
* Firelurk -- just when you thought the Mirelurks couldn't get any more dangerous, one of these brethren will show up. As the name suggests he's a Mirelurk, only he breathes fire... he also drops a unique loot: Firelurk Saliva. Hey, what do you think he's using for fuel?
* Wasteland Scorpion -- first of many passive creatures. This is a small, loner creature (just like the real thing) which will avoid you if it can. It just wants to find a rock and live to see another day. Be kind, eh? Or not.
* Wild Dog -- semi-passive wasteland scavenger. He's no friend to the Vicious Dogs, but he's not necessarily yours either. Push him into a corner and he'll fight, otherwise he'll probably leave you alone.
* Night Ghouls -- You've heard reports of Ghouls roaming the wasteland at night, but you didn't believe them. You still won't... that is until you run into them first hand. They travel in packs, and see better in the dark than you too. Oh, for a bigger torch than the Pip-Boy...
* Corpse Fly -- These little creatures have a chance to appear at a corpse after a number of hours. They are ignored by other creatures and NPCs and a non-hostile, though you can take pot-shots at them in VATS if you want to. They add a unique dynamic to the Fallout 3 world, where even the smallest creatures can be seen to scavenge...
Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!
:: Other features
* Night Ghouls that appear only at night, and are faster and stronger than normal Feral Ghouls
* Wild Dogs and Wasteland Scorpions may appear at wasteland spawn points, and are generally passive
* 3% chance of a special Supermutant spawn with muties, which includes 8 variant Behemoths and the Supermutant Gargantuan
* A new food -- Radscorp Meat -- added to Radscorps. Afterall, you can eat pretty much everything else. It heals well but has high rads
* Slightly reduced chance of Robots and Radscorps for wasteland spawn points
* Evergreen Mills Behemoth replaced with Gargantuan (great in tandem with Increased Spawns)
* Robots aren't included in stats/size/confidence scaling -- afterall, they are machines, produced identically off the production line
* Corpse Flies may appear at corpses after a certain amount of time. They can be VATS targeted and killed, if you feel like some sharpshooting
* GMSTs adjusted to extend corpse lifetime, the number of corpses before cleanup, and the number of actors able to be in combat at one time.
* Centaur base size and hitpoints increased (more tweaks like this may follow, or other mods can adjust such factors)
::: Optional plugins :::
Naturally, MMMF3 comes with a range of plugins to add features or alter the operation of the mod. In this release you will find:
:: Increased Spawns
Both the Increased Spawns and Increased Increased Spawns modules enable the same functionality from the standalone MMMF3 - Increased Spawns mod you're probably already using.
If you currently use the standalone Increased Spawns the MMMF3 installation will overwrite this for you and replace it with the required module for MMMF3.
Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.
For more information on how the plugin works, see the README - Increased Spawns file.
:: Zones Respawn
By default most areas, especially interiors, in Fallout 3 are marked as 'Never Resets' such that once you clear an area, it stays cleared. This module enables these areas to respawn, with the exception of areas which shouldn't, such as the Vaults and some areas related to the main quest line.
Note: This mod does not change or provide modules to change the amount of time before a cell 'resets', which defaults to 3 days. There are plenty of other mods to change this for you.
:: Feral Ghoul Rampage
For those zombie movie addicts, Feral Ghoul Rampage multiplies the volume of Feral Ghoul spanws by 5, on top of the result from Increased Spawns. So for example if you are using Increase Spanws instead of 1-3 Feral Ghouls you will see 5-15 at any Feral Ghoul Spawn point. If you load this with Increased Increased spawns, make sure you're packing nukes!
[:: Wounding Effects ] -- in development
While crippling works quite well in Fallout 3, does it make sense that a SuperMutant near death is able to swing his nailboard as hard as when he first met you?
With wounding, pentalties are applied against certain statistics the more wounded they become -- badly wounded enemies will hit with less damage, aim less accurately, and move slower.
Bleeding effects will add spurting blood to wounded creatures and NPCs which starts midly and increases as they become more wounded.
:: Natural Selection
Author: ACE
While some factions behave as you would expect in Fallout 3, many others don't. Natural Selection ensures creatures and NPCs properly attack or ignore foes logically based on type, as well as ensure the PC isn't the centre of the universe -- tired of a dog thinking you're the most dangerous creature in the universe while a SuperMutant bears down on you both? Not anymore!
Thanks to ACE for working with me on this and creating the plugin.
:: Tougher Traders
By default MMMF3 will automatically protect Scavengers from being beat-up on by the local wildlife, while still enabling them to be killed by the player, and the same is true of Traders if you load this plugin. Traders were made optional for this protection so that you can use mods like Roadwarden where you play quests to protect Traders from attack. If you don't want Traders getting killed off mid-game, load this.
:: Hunting & Looting
The Wasteland is a dangerous place where resources are sparse -- so why do NPCs like Raiders kill a foe and just leave all that good loot lying around? With this plugin creatures & NPCs will loot the corpses of fallen foes, taking what they can. If you then kill them, you will find this loot on their corpse. This can include weapons, ammo, armour, food, and drugs.
This adds much more than a simple dynamic to the game. NPCs for example may pick up extra weapons to use as a backup, or find more stimpacks to heal themselves. When you find an NPC, he could well be using a weapon he looted from the corpse of a foe further down the road.
Note: In the Beta only NPCs are included. Additionally, in Fallout 3 currently (as I may be able to fudge this) NPCs only pickup weapon types they don't currently have. For example if they have a ranged weapon but no melee weapons, they may pickup a baseball bat but ignore a gun. They also can't pickup equipped items on corpses, a limitation carried over from Oblivion. For this reason you'll find grenades, food, drugs, etc looted more often than weapons and armor (maybe this a good thing we don't want to change, leaving you to get them).
:: No Corpse Flies
A simple plugin to prevent Corpse Flies from appearing at Corpses after a number of hours, as they can have a performance impact. That said Corpse Flies have been significantly enahnced since the Alpha, now coming with a unique texture, optimised model, optimised code, and reduced numbers.
BlackWolf Backpack.
Not only does it allow you to carry either an extra 35lbs or 50lbs, but the backpack itself looks so right on my character.
Welcome to the Wasteland.
It changes a number of things in the game making it a bit harder. Stimpacks and ammo are much more expensive, food will be your primary source of health (luckily the food itself heals for a lot more), radiation is a hell of a lot more dangerous, everything has more weight to it so whenever you go out scaving you need to be more careful about what you take, and it does a multitude of other things. This mod coupled with Mart Mutant Mod has made the Waste much more interesting and dangerous.
Crysis Armor
Classic Fallout Weapons
I have my trusty 14mm Pistol, all the super mutants carry Vindicator miniguns, the Brotherhood carry Wattz Laser pistols and rifles, raiders have cattle prods (which I could live without truth be told).
Darnified UI
A very good UI mod.
Phalanx Companion Module
This is a companion mod I use. Some highlights of the mod are:
- Recruit as many followers as you want
- No Karma requirement for all but 3 companions
- Lets you choose what their three tag skills are (hint: Sneaking is a fine choice)
- Allows you to use Stimpacks to heal a companion, aside from the robot of course.
- Allows you to give commands or group-wide commands.
- It also adds two new companions (which, eh, I could live without)
- You can also set the "tactics" of your companions. Stuff like "stay close to me" or "chase down enemies".
Alternate Beginning:
Don't let the file name fool you it comes with many, many beginnings.
This mod allows you to start as something other than a Vault dweller. It doesn't really change the quests, but it does help to add some flavor to your replay. Here is a short list of some of the "Histories" you can choose from.
- Outcast- Starts you off at Fort Independence with Outcast power armor are and a laser rifle, you are also a member of the Outcast faction meaning that their enemies are you enemies. You also have access to the Fort.
- Slaver- You start off at Paradise Falls and, well, you're a slaver.
- Paladin- Just like Outcast except you're with the Brotherhood.
- Raider- If you are feeling ballsy you can give Raider a try. Its not for the feint of heart. You are good friends with all the Raiders, but pretty much every one else (except Paradise Falls I think) will shoot you on sight. Have fun.
- Ghoul- Begin as a freakish monstrosity and ever present reminder of humanity's folly! (Perfect for those Ghoul on Ghoul fantasies!)
- Or if your feel like a change of pace you can start out as a Vault Dweller!
There are a ton of other starting options and everyone comes with bonuses or penalties or both! Along with suitable starting gear. There really isn't to much to this mod at the moment, but its one I am going to keep my eye on.Ultimate Perk Pack:
This mod adds over 40+ new Perks. It also comes with the option of changing the vanilla Perks. I have gone over the list of Perks it adds and they seem to fit right at home with Fallout, more so than the vanilla Perks IMO.
Fallout 3 Balance Overhaul
Overhual is right when it comes to this tiny, yet powerful mod. It changes quite a bit. You will have to download it to view the readme to find out all the changes. The changes, they are legion. This mod makes "Staying Alive" your primary goal. The changes are to many for me to list, but one I really enjoy is that you will have to eat, drink, and sleep. If you don't want a ton of changes to the game then you are in luck, the mod is modular so you can pick and choose which mods you want or don't want.
Liberty RIfle
This mod adds three new Energy Weapons-based sniper rifles, which shoot a powerful blue laser beam and are highly accurate. They require knowledge of Energy Weapons to become more adept with.
The Sovereign Rifle is a unique item held by one Commander Jabsco. Seek him out within Fort Bannister. This more-powerful version requires a special type of ammo: Electromagnetic Microfusion Cells (EMF Cells) of which there are a limited supply. You'll find a certain amount of them on Jabsco himself, as well as a few more in the same area you meet him in. You can find more in a couple other places. Check where you would think you might find rare munitions.
For the hardcore, a third rifle, the Insurrectionist's Rifle, is available. It must be crafted using the Sovereign Rifle. To find out how, you must search for the Keller Family and also accept Crowley's quest, but use the keys yourself. For more information if you're still lost, see the spoilers section at the end of this ReadMe.
The Liberty Rifle and Sovereign Rifle can be repaired with any of the following:
- Liberty Rifle
- Sniper Rifle
- Plasma Rifle
The Insurrectionist's Rifle can be repaired with:
- Liberty Rifle
- Electromagnetic Microfusion Cell
You cannot use the Sovereign Rifle nor the Insurrectionist's Rifle to repair any other item.
Ammo locations and Item IDs can be found at the end of this ReadMe in the SPOILERS section, along with locations for the Sovereign Rifle and the Insurrectionist's Rifle quest. You read the SPOILERS section at your own risk due to the locations of some of the items; you WILL find out about other quests!
Killable Children
Little Lamplight had a reckoning coming.
Aw, that's just adorable in a horrible post apocalypse sorta way. :P
EVERYBODY WANTS TO SIT IN THE BIG CHAIR, MEG!
Yes indeed. Though I believe you can find each weapon in its own mod form.
While I think the Classic Fallout Weapons mod is totally awesome, the cattle prod can go die in a fire.
I want to focus on weapon-based innuendo. Can we do that?
that makes my wattz 2000 very happy
I was cleaning it and it went off in my hand
also, holy shit, all of you must download the Better Living Through Chems Mod right now
What it Does: (please view the readme for MUCH more detail!)
=============/
- Adds 17 new chems with unique effects and smokable cigarettes to the game (no changes to default chems unless mentioned)
- Empty syringes and the Dart Gun can be filled with chems or radscorpion venom and used as weapons
- Most added chems use Rad-X or Morphine mesh
- Varying levels of addictive potential
- All new addictions curable by doctors and 'My First Laboratory'
- Chems spawn in appropriate locations (doctors sell medicine, junkies sell drugs)
- Balanced prices and effects retained
- Diazepam/Clonazepam greatly reduce wobble when aiming with a scoped weapon.
- Visual effects for certain chems and for cigarettes
- Gives Cave Fungus a psychedelic effect
- 'My First Laboratory' generates new chems as well as old
- Unlocks Ant Nectar visual effect
- Adds Diet Mentats to the game
- Renames "Med-X" to "Morphine" and changes withdrawal symptoms
- Adds visual effect to alcohol intoxication
- 'Coldturkene' chem purchased from doctors cures the player of addictions
- Injected drugs leave empty syringes and hypos on the ground
- Azhrukhal now lives up to his hype as a dealer
- Super Stimpaks added to the game
- Thorazine chem to terminate visual effects from chems
- Overdosing on chems when a player ignores the warning signs (the player has a decent amount of breathing room; they will KNOW if they're taking too much)
- OPTIONAL: Excessive Stmpak use will cause Broc poisoning that must be treated like an addiction (Use "bltcstim.esp" if you prefer to play without this function)
- OPTIONAL: Nuka Cola, Rad-X, and RadAway are addictive (akin to older Fallout games). Use "bltcNCA.esp" if you wish to play without these addictions. Incidentally, NCA stands for "No Classical Addictions.
it actually makes chems interesting, and gives me stuff to spend caps on
theres nothing quite like trying to survive 10 enclave troopers surrounding you by injecting yourself with morphine and stims, living to tell about it, but being so messed up from the chems that anytime the camera moves the whole screen gets motion blur
also, fighting while thats happening
This thing had better run on my rig.
On another note, for anyone who's gotten 100% chameleon, the Chinese Stealth Suit does make Fallout 3 Oblivion with Guns. Or more precisely, Oblivion with a deathclaw Gauntlet. Hillarious.
well i finally did it
i made a mod
its just the Wattz 2000 and Wattz 1000, but i tweaked them so they play a slightly different role than the fallout 3 guns (it retains the originals as well)
also, i added the classic sounds!
PEW PEW
http://fallout3nexus.com/downloads/file.php?id=3655
oh and the pipboy images should be there now
nguuuuuuuuuuuuh....