The goal of the mod is to provide additional fixes and a thorough rebalance of existing ingame equipment, expanding equipment choices and providing more variety. Most stats were redone based on common sense or RL weapon parameters, however, if it stood in the way of the original purpose of this mod, common sense rules were bent without hesitation or completely broken. Additionally, the mod includes an extensive audio/visual rehaul to provide better immersion.

*** ATTENTION ***

This mod builds upon changes and bugfixes found in Fallout Tactics Redux mod v1.3 by Endocore and WILL NOT WORK PROPERLY WITHOUT IT.

Major features:

- Version 2.0 introduces a smooth equipment progression to the game, you will gain new items at a steady pace almost all the way to the final mission.
- Enemies are stronger than in vanilla game and much better equipped, each enemy in the game was manually checked and outfitted to ensure he's ready for you.
- Some ammunition types were changed, some were scrapped and some new ones were introduced, the system is probably more straightforward now.
- Armor was nerfed across the board again with special attention to reducing DR values because it messed up the damage calculation too much, as a result ammo modifiers work properly now.
- Fixed a lot of bugs related to weapon damage types.
- Added a ton of weapons with proper desriptions, some as replacements and some as additions to extend the gearing curve further, the game has close to 150 weapons in total now.
- Also added some unique armors to the game, usually offering some sort of twist rather than straight improvement.
- Real life weapons are more realistic, they use proper ammo, have proper weight and fire rates.
- Unarmed progression was reworked too for all the Bruce Lee fans out there, you get new moves at a faster rate, most were renamed and improved. Close quarters combat is more viable in general.
- All weapon and ammo sprites were replaced with high quality versions.
- Weapon sounds were also replaced and some bugs were fixed, a lot of weapons still share sounds but there should be much more variety now. For instance, in heavy weapon class, RPD, Bren, SAW, M60 and Browning all sound differently.
- Weapons and defenses were rebalanced repeteadly. The playing field should be more level than ever.
- Some of the races were modified, most wasteland animals are more deadly and some get free perks.
- Some recruit types were modified, super mutants and deathclaws should be much better now.
- Added a special new recruit that was strangely absent from Tactics even though he appears in every other Fallout game. He's part of a story mission and has an accompanying npc that provides his backstory.
- Quartermaster only sells armor, ammo and common weapons, but he gets it at a more steady rate. Some weapons or armor are more rare or even unique so you will have to find those yourself.
- Ammo is a bit more scarce so you might want to buy some.

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RSS Files
Equilibrium v2.1

Equilibrium v2.1

Full Version 12 comments

Fully completed version of the mod including all planned changes to the game. As always, bug reports and feedback are most welcome, enjoy.

Equilibrium v1 final (old)

Equilibrium v1 final (old)

Full Version

Basic, fully functional first release of the mod. Version 1.1 which changes most weapon sprites, replaces more weapons and adds some new ones is in the...

Comments  (0 - 10 of 289)
syberiaszmato
syberiaszmato

hi, tribal Raging Elk (preoria) after healing said that he saw strange woman up on south hills is there someone to find or just immersion dialog?

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raics Creator
raics

Kind of, if you pass by the rocks on the ledge above the village you find a corpse with some items, that's probably what he means. I don't think there's anything more to it.

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Guest
Guest

Hello again raics. I would like to ask you something. Is it possible to make your perk system works with FT tools? If not now, maybe in future?

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raics Creator
raics

Probably not, because vanilla perks technically don't work with FT tools either, when you allocate the perk to a unit you have to manually set the stats it changes.

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Guest
Guest

Thanks for the answer. One more thing. Is it possible to create character in multiplayer mode and after that move the created character to the main game, for example use it as a selectable character at the start of the game?

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raics Creator
raics

Haven't tried it, but multiplayer characters are saved as .chr file, not as .ent like the prefabricated characters, so there might be some difference even if you change the extension, you'll have to test it.

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Guest
Guest

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konzacelt
konzacelt

Hey raics,

I posted this anonymously a few days ago, but didn't see it show up for some reason. At any rate:

Do you know if the dog armor in Cold Water is cosmetic or functional? I couldn't equip the armor on the dog for some reason. I did change the dogs name in the editor, so that might have something to do with it.

Also, I can't seem to find the Ulak Blades anywhere. They are listed as being at a Special Encounter, but I can't locate them. Do they need to be stolen off of an NPC or something?

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raics Creator
raics

The armor is functional, but the only working way to restrict its usage is through stats, so it's tuned to fit the dog's stats and if you used a character editor to change them you won't be able to equip it anymore.

If you recruit Riddick, he will come with ulak blades equipped.

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konzacelt
konzacelt

Ah, I think I gave the pup the Adrenaline perk which would have raised his strength by one. I'll double check on that.

Riddick - that makes sense for those blades to be there. But boy that is a rough encounter! :)

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