Add in Ammo Boxes too so that you can't sell off excess ammo for caps either. So enemies now have access to all the same stuff you do such as AP/HP ammo, MFC Cluster Grenades, 25mm grenade launchers, LAER's, and all that.Įconomy Overhaul and Famine are great and will toughen the economy a fair bit, the former by making the gear you find sell for less as well as rewards like casino jackpots or snowglobes give less, and the latter having you find less gear and in more degraded states. 45 auto guns or bear trap fist, no superheated saturnite fists or anything like that) and ammo variants respectively across the base game level lists. Though once you get geared up low level enemies with their crap gear won't be able to hurt you.ĭLC Weapon Integraton and Mojave Arsenal will do what the vanilla game should have done and distributes DLC weapons (the ones that make sense anyway like the. My personal settings being 50 base HP, +15 per END, +0 from levelling resulting in a max of 200HP when at 10 END regardless of level as opposed to the vanilla games 500+ when at max level, though if you find that too punishing changing base HP to 100 makes a world of difference.Ībsolute Damage Threshold makes DT work like it did in FO1&2 where it can negate 100% of damage as opposed to NV's 80%, so at lower levels with crappy gear you won't be able to touch tougher enemies like Brotherhood Paladins or Deathclaws. Player HP Control Suite lets you customise your health formula, lower being harder obviously. With the Bleed Burn Patch these effects are added to the energy weapon DOTs of Bleed meaning energy weapons are suddenly a lot scarier to fight against. It encourages and rewards a smarter approach doing things like pre-planning and setting up traps/ambushes for enemies rather than just charging in and winging it.īURN makes fire damage more hardcore by causing NPCs (including companions) to flee, and for the player freak out and try to pat themselves down, when lit of fire. It's not a battle of the bulletsponges anymore, everything (including you) dies in only a couple hits most of the time. With this mod, a handful of supermutants will arm themselves with energy weapons.Bleed will make combat more difficult by increasing body part damage multipliers resulting in shorter yet deadlier combat. Also, be careful while wandering the Capital Wasteland. However, some of the newer weapons (the ones that are part of Fallout 3), have a faster fire rate, and use less ammo, but don't do as much damage. Older energy weapons, modeled after guns found in Fallout 1 & 2 are extremely powerful, but slow firing and inefficient. Now you can properly melt the flesh from your enemies using a fancy weapons, including an energy bolt sniper rifle. Energy Weapons Enhanced aims to fix that problem combining aspects from the Energy Visuals Enhanced mod with dozens of new guns, and changes to how existing ones work. The dynamic weather system may also provide cover, making it easier to sneak up on people during downpours.Įnergy weapons may be some of the most fun guns featured in Fallout 3, but they have some underwhelming effects. It works alongside the Enhanced Weather mod, giving areas heavy thunderstorms (with radioactive rain) and snow. However, removing the green tint makes the nights super dark, so you'll need to make full use of that PIP-boy flashlight. It might seem like a minor change, but the impact is nothing short of startling. Additionally, it removes the green fog, neutralizes the indoor lighting, and changes out the water in most places. Fellout removes the green tint from Fallout 3, revealing clear blue skies and spectacular sunsets. Sometimes, it's the simplest changes that have the biggest impact.
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