![]() ![]() New damage values were based on real world projectile data. In general, the damage for the higher damage weapons has been reduced slightly, while weaker weapons were improved. Complete weapon rebalance for all original weapons, classic fallout weapons (via FOIP), and weapon mod kits (via FOIP).I have not yet played through broken steel so there may be other conflicts to resolve.Rebalanced weapons and armor for consistency with FWE.Please let me know if you find specific conflicts. This may cause a conflict with the follower changes incorporated into FWE. Re-applied broken steels companion scripts.Removed the “free play after mainquest” mod from the FWE quest module and made it optional for those not using Broken Steel.Added expanded repair options to the new weapons and armor. ![]() ![]() Applied location based damage effects to the Trog.Rebalanced all weapons and armor for consistency with FWE, including power armor properties.Included a fix for the gauss rifle inspired by Coelomate Gauss Rifle VATS damage fix.They have a higher durability and better accuracy than their normal counterparts. Added winterized combat armor, and the Chinese dragoon and alloy steel weapons.Removed the stealth field effect but provided alternative bonuses for wearing the suit. This fix is courtesy of Nairax’s Stealth Suit Fixed mod. Modified the stealth suit to be helmet-less and provided a standalone helmet next to it on the shelf.Weapons and armors within the simulator were not changed. Rebalanced the wasteland versions of all weapons and armor for consistency with FWE.Support for all three released DLC’s as optional mods.The “tougher traders” module from Mart’s Mutant Mod has been removed from the FOIP patches and should not be used. Integrated Da Mage’s Caravan’s Upgraded mod, which adds extra guards to the caravans and makes them all tougher.This mod changes how you heal limbs, requiring a stimpack and a medical brace (for limbs) or surgical supplies (for head and chest) injuries. Integrated Kearsage’s Triage healing mod.Of note are the Ceremonial Herbs, which now provide an “ignore crippled limbs” effect for the drugs duration. Some minor tweaks to the drug’s were made. The food items work correctly with Primary Needs. This mod adds new food items, new drinks, and a number of new drugs to the wasteland. Integrated Lugaru’s FDA Mod (Food, Drug, and Alcohol).r/Wasteland - A subreddit for the Wasteland games. r/thefalloutdiaries - Journal-like fan fiction. r/falloutmods - Fallout modding community r/classicfallout - Classic Fallout Games r/falloutlore - The lore of the Fallout series Piracy is a permanent ban, no warnings.Īll posts and comments in end, come down to moderator discretion. Posts promoting or facilitating piracy in any way will be removed. No dissemination of rumors / leaks without actual evidence. ![]() Posts with clickbait, extremely vague, or misleading titles will be removed. More than 1 in 10 of your posts or comments being self-promotional is spamming. Always follow Reddit guidelines for self-promotion when sharing your own content. Absolutely no harassment, witchhunting, sexism, racism or hate speech will be tolerated.ĭo not spam. Keep it civil and do not make personal attacks to other users. Comments are fine.įollow proper Reddiquette when submitting and commenting.
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