Fully completed version of the mod including all planned changes to the game.
As always, bug reports and feedback are most welcome, enjoy.
Version 2.2
General Changes
- Hopefully fixed most of the instances where killing enemies in random encounters awarded unreasonably high amounts of experience.
- Added more enemies to some random encounters, and made their level more consistent.
- Fixed some of the inaccurate descriptions on stats and perks.
- The ‘AntiPers’ short for ammo with high damage bonus and low penetration was changed to ‘SP’ and is used by all ammo variants with extra stopping power bonus.
- Fixed some of the names on dogtags.
- Added the Sniper perk fix to the executable, it was missing for some reason.
Recruit and Racial Changes
- Super Mutants will now run at the same speed as humans, and dogs/wolves will run at the same speed as deathclaws.
Equipment Changes
- Miniguns fire a bit more ammo per burst.
- Weapons that use bolts, Bozar, Laser SMG, Tesla Coil and some high-end grenades are a bit stronger.
- Added a unique rifle to the Reaver rescue mission, it should come in handy if you have a lot of .44 ammo leftover.
Perk Changes
- Dodger now grants +15 to AC instead of +20.
- Bonus Move also requires 6 EN.
ahhh ... i liked the previous version of the mod.Made the game much better. Now i'm gona do another walkthough of the game with this version.Thank you for this wonderful the mod.
In Newton reavers, tht you need to save initiate first dialogue and next time, when you talk to them in order the to run for the exit point, the empty window appear and they remain at their positions. How to fix this?
When creating a new character, all of the character points start as 1 (sucks!), and I can't spend character points.
Ok, reinstalled redux and equilibrium again, looks fine.
Stuck on coldwater mission ... the barter dialogue with the auditor general won't open
Haven't heard of that one before, I'll check it out.
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is "balance dux" same as "equilibrium" and why in sam hell do you have 8 different files up under different names
It is, it got renamed at some point. The only file you can download here currently is version 2.1.
Thank you raics for your awesome work on this mod! Sadly, I'm having issues with the modified perks. Most don't seem to work or give what the text says.
- All perks with bonus attribute points don't give them
- Several perks don't seem to give their boni (adrenaline rush no res bonus, brown noser no gas res, heave ho! no range and damage bonus...)
Everything else in the mod seem to work, and yet I seem alone here to report that. Did I make a mistake somewhere?
I installed Fallout Tactics (gog version), then redux 1.3, then Equilibrium 2.1.
You aren't the only one that had the problem, it just means you aren't using the exe file I provided with the mod, that's where the perk changes are. If you use the correct exe now, it will work properly from that point onward but won't retroactively grant you those stat points so you will have to use a char editor to fix your team or start over.
Hi, I'm playing through the mod on tough guy and love it so far, amazing job. I need some advice however: I've had some bad experience with the balance of the redux, as in Vanilla I used to take Tag for almost all team to prepare it for fighting robots with energy weapons. After I did the same in Redux I dropped the game around mission 15, when I've realised that those perks and skill were wasted, as that wasn't much more efficient than small and heavy weapons.
As you've mostly done a rebalance, could you tell me which approach is more valid? Is it worth in equilibrium to go nearly full energy weapons after encountering robots? Should my snipers switch to laser rifle untill they find Gauss one? If 50BMG is just as effective against clankers, will there be enough off it to feed all my 3 snipers? I'm playing on tough guy and strategy to shoot from a safe distance is very convinient yet impossible with the ammo scarcity in the mod so far (I'm currently in Preoria, skipped Macomb). I really would like to avoid re-doing 3 or 4 missions on tough guy just because I didn't know how is the stuff balanced.
I have one comlaint though, on the ammo scarcity, I think it went to far. I'm really running out of ammo quickly, especially for the Winchester: I also have to be very picky with other kinds (9mm excluded), as I barely find anything and there is not enough supply in the bunker. At the same time, a raider is OK to send 20 or 30 bursts from M16 into me, which translates to something around 150 bullets, which is more then I find in a whole mission. It really breaks the immersion, if they have a lot of ammo they should carry a lot, if they have little ammo, then they shouldn't waste it trying to shoot with a burst something they can't hit in 20 tries. It was similar in Vanilla, but here it's much, much worse.
There's a neutral Reaver in Junction City (Mission15.mis) just to the East of the Reaver compound wall (1640,180,1494) that gives negative reputation and rank if you kill him, yet is still automatically targeted by BOS agents set to aggressive. I've only spent 5 minutes looking at FT Tools, but it seems to be because his Player Index value is set to 0.
Too bad I didn't see this yesterday, just released a small update. I'll wait a bit to see if there's anything more to fix and bundle this with other fixes, thanks a lot for the report.
I love this game and one my fav. I wanted to play again and i saw this mod and started with it. Before it was quite easy. I never had ammunition problem and i was using just few types of weapon. Now i'm at jefferson quest and probably used more than 10 types of wep. Also i can't jump into the action and kill everybody like super hero. Much less forgiving. I love that everything so far!!
Do you still need to install Redux first?
Sure, I can't include the files from another mod.
I'm on the Scott city mission, the one where you have to find ans kill Kerr the merchant. I can't seem to open the door, it said it is locked, but my 150 lock pick skill always results in looks difficult. I remember to have beaten the game before using mods so do anyone know how to fix this?
Can't remember having trouble in that mission, but I had a full lockpicker with the best lockpicks at that point. Maybe you can find the key for them, I think there's a key for something in the prison near the start of the map.
Okay, seemed like I just had to equip my lock picker with 2 electronic lockpicks to get a 202 points in the skill to unlock it
Yep, same here.
Just finished tactics with this mod. It was a blast! The game is much more balanced now...no more standing toe to toe with a super mutant or a robot. No more wasting ammo, i've literaly used all the guns available just to avoid overspending one type of ammo ( inc. dart rifle and the crossbow/bolt caster).
Kudos for *the bozar* and the *pulse rifle* - very fun and very deadly weapons, just awesome.
Equilibrium - a great mod for a great game. I simply cannot play the game without it now. Thank you.
Great mod, just one question: Is the cyberdog Dogmeat supposed to be able to drive vehicles? In my playthrough he is and is actually the best pilot in my team. Nothing game breaking, it's actually a hilarious detail and I wondered whether this is intentional.
It isn't intended, there are talented dogs but that's probably a bit too talented.
Why i don't get dodger?
I have 3 lvl and 6 agi.
Prnt.sc
I see you also have Die Hard in the list, but that perk is supposed to be available at 12. That most likely means that you aren't using the game executable that came with the mod, that's where the perk changes are.
Unfortunately, this means that any perks you already took that directly increase a stat or add skill points didn't add the right amount, and the only fix, short of editing the characters, is to load an older save or restart the game.
What file i need to launch?
Prnt.sc
It's the bos.exe file from the mod archive, however I see you're using some launcher so if you start it directly you might not get the changed files.
You could try backing up that bos.exe from your screenshot, replace it with mine and try starting the launcher like that. If you see the correct perks when you load the save, it worked. Just remember to revert the exe file when you start some other mod.
Delete all, and install manual from this site.
Work fine now, thank you.