![]() Slightly increased explosion damage and range for common explosives.The configuration menu now includes an option to reset all status effects if things get buggered. Increased VATS accuracy at range slightly.Morphine was given an “ignore crippled limb” effect in addition to it’s damage resistance. Slightly tweaked the sneak settings to be a little easier to remain undetected.Added armor effects to the missing unique armors so they provide similar benefits to existing armors and clothing.Minor tweaks to armor weights and armor values.Tweaked the damage values for vehicles, which now can take roughly twice as much damage before exploding.Implemented a perk line for the bullet time mod that will increase the slow down effect and lengthen the amount of time you can spend in bullet time mode.Pistol rounds will be less effective at range for example. Many weapons, particularly automatics and energy weapons, have had their durability dramatically reduced to compensate for increased damage. 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). ![]()
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