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A merged version of my various fallout 3 weapon tweaks.
Rainz Fallout Weapon Tweaks v4
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A merged version of all mods below with more effective melee 10 selected from the melee options. There is also a optional patch for rh_ironsights to be loaded after both if your running that.
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Here we go! Sort of another compilation of my released and unreleased mods to make it sound all special, Increased damage, range, accuracy, durability and rate of fire on various weapons.
Included is, - Notes are whats new since the last one I released.
More Effective Melee 10, 15 and 20.
More Effective Melee Weap Only 10, 15 and 20. - Improved some weapons durability and attack speed since the last release on all versions of the more effective melee.
More Effective Unarmed Only 5
Improved Lasers - nothing new.. made you look.
Improved Handguns - Increased durability on a few pistols as well as attempted to improve the Sawed off.
Improved Rifles - Increased Durability on Sniper and Reservist's Rifles since last time around.
Improved Assault Rifles - nothing new.
Improved Minigun - Both slightly more durable and have a slightly higher rate of fire.
Improved Missile Launcher - Missiles are now targetable in Vats!
All in all they cover what a mod here and there touched on or I just wanted more tweaked for my own liking, Enjoy if it sounds good to you or call me a idiot if that sounds like fun.
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More Effective Melee: Aka the only one not labeled "Improved" Why? Because that would require almost a milisecond of time renaming files before I upload them that would in reflection take longer than it took me to type why I didn't.. SEE? good! glad we're clear on that.
I initially made three different versions of the .esp to play around with then because of a comment by ngeseong pointing out that with the Iron Fist perk *Adds 5 points to unarmed damage per rank, 3 ranks* The total damage would be pretty high.
A unarmed specialized character is next on my list so I'll get a better idea how Unarmed and the mod works after that, Regardless added Three versions the 10 15 and 20 that leave unarmed weapons alone and a version that boosts only unarmed weapons by 5.
Now also increases the durability of many weapons as well as giving many two handed weapons as well as some unique one handed weapons a slight boost in attack speed.
Melee! as in you have to close a gap between yourself and somebody with a assault rifle and or somthing else that hurts and shoots farther than you can reach! If you close that gap and are still capable of swinging whatever you may be weilding you should be rewarded with really.. *edit* hurting somebody! At least thats how I think so here you go. Basically if you close that gap or let someone else do so to you in a fps where you are packing automatic weapons whoever eats the crowbar upside the head should pay the price in severed limbs or cookies.. because cookies are good.
Since I started out trying to close the damage gap between most weapons and the shishkebab it gets no bonus with the 10 version, 5 with the 15 and 10 with the 20 version.
More Effective Melee 10 - 10 points more damage.
More Effective Melee 15 - Yep you guessed it 15 more damage.
More Effective Melee 20 - 1000 extra damage!!!11!! er I mean 20, This seemed like a little over kill but eh it was fun to play with. Granted Playing on hard-very hard it does the trick.
More Effective Melee Weaps 10, 15 and 20 - Same as above but does not effect unarmed weapons.
More Effective Unarmed Only 5 - 5 more damage to unarmed and only unarmed weapons.. short of the fatman whitch gets a bonus of 2000.. Not really.. well unless I forgot to take that out I was drinking.
I would only enable one of the More Effective Melee's at once, Or the More Effective Unarmed 5 and the More Effective Melee Weaps Only 10 15 or 20 that sounds appealing at once.
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Improved Lasers:
The weakness of the lasers annoyed me, I'd like to think our future military technology would be useful for more than shooting the neighbors dog when it wont shut the hell up, Hell I might want to shoot the neighbor too because he didn't shut it up himself and.. im rambling..
Anyway just tacked on a extra 8 damage to the Laser Rifle, Wazer Wifle, Laser Pistol, Smugglers End and Protectrons Gaze that I've found since my initial release thanks to curzyfish's tip heres to your kudos.
Also now increases range on all energy weapons slightly, Rifles and pistols you name it because HEY! maybe I want to shoot the neighbor from a distance.. Well now I can and so can you.
Nothing new here from the last release.. Made you look again.
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Improved Handguns:
Ok more than just annoying me like the laser damage the basic handguns's Ignoring the .44 and it's variants naturally was pathetic the specific weapons I'm speaking of are the 10mm Pistol, Silenced 10mm Pistol, Chinese Pistol, Zhu-Rhong v418 Chinese Pistol, .32 Pistol and the Law dog .32 Pistol. The range is also slightly increased for all the pistols, Slightly more for the .32 and Lawdog and a good amount for the Scoped .44 and Blackhawk.
Because HEY maybe I want to dump all my stuff and just go rolling around the wasteland with a chinese pistol and a party hat, Naturally they still are very weak compared to most of what is in your personal arsenal but they have enough of a boost to roll with as a primary weapon without burning a ridiculous amount of ammo on anything you encounter, Dont forget a party hat.. It helps.. Really.
Now also gives some pistols better durability as well as tweaking on the Sawed off shotgun.
Damage Changes.
Base damage - Upped Damage:
10mm Pistol 9 - 18
Silenced 10mm Pistol 8 - 17 , Debated if I should leave this around 14-15 max for a decent spread between it and the default 10mm but as it stands you can take down someone 20 feet from his buddy with a shotgun and remain hidden the "silenced" business feels more aesthetic to me than anything. Once again tell me how I'm wrong and call me a idiot if you so choose.
Chinese Pistol 4 *omgwtf* - 22, Smaller ammo capacity makes me think it should have more punch, Also like the .32 less common than the 10mm.
Zhu-Rhong 4 - 22, It has a cool name I really have nothing technical to add to this besides that.
.32 Pistol 6 - 26, Yes thats quite a boost, Five rounds before a reload I felt it should punch harder than the rest.
Law Dog 9 - 32
Now also attempts to improve the Sawed off shotgun and Kneecapper. Because I found them pretty damn useless before. Looking at them I realized they had no critical damage bonus as well..
Sawed off - From 50 to 55 damage - 18 Crit Damage 1% Chance - Maximum Spread now 6 down from 10 - Minimum Spread now 3 down from 7 - Increased rate of fire.
Kneecapper - From 75 to 80 damage - 26 Crit Damage 2% Chance - Max Spread 4.5 from 7.5 - Min Spread 2 from 4 - Increased rate of fire.
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Improved Rifles:
Ok, Another little mod. Just a boost to the damage of the hunting rifle and Ol' painless, Also slightly increases the accuracy of Lincoln's. Ol' Painless still doesn't top Lincoln's but it does enough damage to keep competing if you prefer it or your wearing a party hat... And your naked!
Also now increases range on the Hunting Rifle, Ol' Painless, Lincoln's Repeater, Sniper Rifle, Victory Rifle and Reservist's Rifle.
And increases the Durability of the Sniper Rifle and Reservist's Rifle.
Damage Changes.
Base damage - Upped damage:
Hunting RIfle 25 - 36
Ol' Painless 30 - 41
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Improved Assault:
Tired of the standard Assault Rifle being useless when compared to the Chinese Assault rifle? Increased damage on the Assault RIfle as well as the clip size it is now *only* slightly weaker but packing 30 rounds instead of 24, Fair enough trade to me. Assault Rifle max damage increased from 38 to 41 at 100 Small Guns skill, The magazine size increased from 24 to 30.
The Chinese Assault Rifle tops out at 51 damage, The Xuanlong at 64. Both Assault Rifles are more accurate.
Nothings changed since last release.
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Improved Minigun:
Improves the Minigun and Eugene Miniguns damage slightly and makes them more accurate, So you know you can effectively hit something thats beyond stab in the eyeball with spork range..
Now gives both the Minigun and Eugene slightly Improved Durability. The Minigun has a slightly increased rate of fire, Eugene increased slightly more than the standard Minigun.
Minigun and Eugene accuracy
Minimum Spread Default 2 changed to 1
Maximum Spread Default 5 changed to 3
Minigun Base Damage Increased from 5 to 7
Eugene Base Damage Increased from 7 to 10
Still weaker and less accurate than the Laser Gatling and Vengance but viable choices not to mention they have to spin up ffs.. But hey! these things are fun now!
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Improved Missile Launcher:
Increases damage and radius of the missiles explosion as well as direct hit damage of missiles, Also slightly increases the speed missiles travel and reduces the weight of the Missile Launcher to 10 and the Unique Miss Launcher weight to 8.
Justification here at least for me personally is that I really didn't see much use for vanilla missile launchers due to high weight, Nigh useless stopping power and more or less being a situational weapon.
Explosion Radius increased from 450 to 800
Explosion Damage increased from 150 to 250
Direct Hit Damage "As in you tagged a super mutant in the nuggets with your missle" increased from 20 to 50
Weight reduced from 20 to 10 on the Missle Launcher and 20 to 8 on Miss Launcher, Figured hey its mostly a tube and more of a special occasion weapon than a primary.
Missles are now targetable in Vats!
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INSTALLATION!!!
Drop the .esp's into your Bethesda Softworks/Fallout 3/Data Folder.
Activate the ones you choose from the Fallout 3 launcher and or your mod manager of choice.