A full equipment and game balance rework for the official campaign.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest 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 works.
General fixes:
- Stich has pump-action shotgun once again at start, it's too early for the next one.
- Extra bangsticks were removed from emperor Darr and he got some shellssss to be able to use the one he has equipped.
- One Enfield rifle in St. Louis replaced with 5223 pistol.
- Mutant captains (for instance, mutant generals in Kansas City in 'slabs versus ghouls' mission) use appropriate weapons and ammo now instead of bare hands.
- MP38 removed from enforcer in Junction City.
- Fixed wrong ammo type on default light reaver template.
- Unarmed mutants now use mace glove.
- Gommorin uses Steyr instead of Tommy gun.
- A few item descriptions tweaked if necessary, new items got fresh ones, of course.
- New items were mostly forced by different ammo types used by Endocore in his original mod, I wanted to tamper with it as little as possible so I shifted weapons around instead
- New action names: stab, slash, launch...
- Some perk descriptions expanded or fixed.
- Some weapon sounds were swapped around to fit the general impression of a weapon better.
General balance and weapon changes:
- There is more weapon progression now, especially if you don't abuse quartermaster too much, weapons acquired later are notably better.
- Damage ranges were adjusted per damage type or bullet power, for instance, blades have wider range than blunt and 9mm bullet damage varies more than for 7.62.
- Ranged weapons generally spend more AP, but are also stronger, no more firing a pistol for 1AP.
- All burst fire costs 6AP, number of bullets depends on fire rate and roughly corresponds to 1/10 of real world equivalent rpm. AP cost was reverted to 'ranged' type so it can be reduced with perks again.
- Burst fire no longer has penalties to damage and range, but to accuracy.
- Ball ammo no longer has damage and penetration penalties.
- Some ammo types are a bit lighter, like flamer fuel or DU ammo.
- Rubber shotgun shells replaced with "Dragon's Breath" incendiary shells.
- Melee weapons are MUCH stronger, such enemies don't often succeeed in reaching you but you will feel it if you get careless, you might want to have a deathclaw in your squad now.
- Throwing range is now 16 for all thrown weapons.
- More weapons have additional effects now, like knockdown, stun, accuracy or critical bonuses.
- Heavy weapons can still do a lot of damage but the gap between them and other weapons is lesser now, most of their advantage lies in range and ammo capacity.
- Most weapon classes have a role, pistols spend least AP to fire, SMGs do less single shot damage but have long bursts and assault rifles are a middle option.
- Some new weapons added, Chauchat was replaced by Bozar, Spasm gun replaced with Laser SMG, Plasma Shotgun added...
- Some weapons are usable now, like wasp sting, and some got cosmetic and functional changes, like Kukri replacing Dak-Targ and Tomahawk replacing Claw Hammer, some graphics were changed.
- Punch gun got sound effect on impact, it feels much better than silent. There is now also a spear that can use shotgun shells in similar fashion.
- Flamer fuel fixed, flamethrowers no longer have spread but they have a visible projectile again and are much stronger.
- Armor progreassion is more linear now and non-combat skill penalites are no more (except sneak).
Specific equipment changes:
- Unarmed weapons - not too different from vanilla game, power fist is still the king but other weapons are more useful now.
Weapons are still pretty uniform but more of them got special properties now and damage spread varies more according to damage type
Razor claws have dual slash/stab mode now
Punch gun has no spread anymore so it can actually do good damage now (probably a bug)
- Blades - some weapons now have only slash mode and some have only thrust for more damage and higher AP cost, some weapons were replaced for cosmetic and balance reasons
Machete has range of 2
Some weapons have a critical chance bonus
- Hafted - all have range of 2 units and cost 4AP to swing except plunger, more weapons have knockdown, those that don't got armor piercing
Claw hammer was replaced by Tomahawk, Micro Sledge has new sprite and description
Cattle Prod has lower damage per AP than other powered melee weapons but it now does electric damage which is the least resisted type and has overload mode
- Spears - have range of 3, throw range got increased to 16
Snake and Festering spear have the same damage as the previous weapon, just with the added poison effect
There is now a spear that fires shotgun shells on impact, like punch gun, damage per AP isn't as high as power fist or ripper but it has better ammo variety
Piston spear and bangstick are too heavy and lack the balance for throwing
- Thrown weapons - they are much stronger than before and range is higher, some (throwing stars, darts) are also much lighter to carry
- Pistols - they have short to medium range, do high damage per bullet and share the low AP cost with SMGs
Triple fire mode is exclusive to low power pistols, Beretta and Sig, it has a small accuracy penalty
Revolvers and Desert Eagle have higher range and damage but same AP cost as others
5223 pistol replaced calico, it uses 7.62 ammo and has high damage and range
Flamer pistol is a bit more useful now
- SMGs - also short to medium range but lower damage per bullet compared to pistols, they have high burst rate of fire and capacity, however
A few weapons from this category have the same bullet damage but differ in fire rate
Some weapons were replaced, mostly by more common or older models
9mm submachineguns have 10% acc penalty on burst but ones using more powerful ammo have 20%, Steyr is a small exception because it's not supposed to be an SMG at all
- Rifles - a middle road, they do a bit more damage per bullet than SMGs but have lower fire rate, range is a lot higher, though
Bolt-action rifles have 6AP cost but do a lot of damage and get an accuracy bonus
Sniper rifle replaced with Tac-50 which uses .50 cal ammo
Most assault rofles have 20% accuracy penalty in burst mode, except 5.56 variants
Some weapons were shifted around to avoid messing with the rest of the mod
Gauss rifle nerfed
- Shotguns - range and damage is slightly higher than vanilla game
Pump action shotgun has 6AP cost but is powerful in early game
Beretta replaced with sawed-off double barrell which has lower AP cost and can fire both barrels at once but has lower range and capacity
Neostead (which shouldn't have full auto fire either) replaced with a semiauto SPAS-12, no burst mode but lower AP cost than pump-action
AA-12 replaced CAWS as a short ranged auto shotgun with high capacity and rate of fire
CAWS replaced Panzor as a long range high damage variant due to its bullpup layout (both were prototypes but this one seems more likely, not many auto shotguns to pick from in that era, sadly)
- Heavy weapons - range is still there, capacity is even better than before but burst damage is a bit less ridiculous, especially on gaus minigun
Chauchat replaced with Bozar a one-of-a-kind heavy weapon that has no spread on burst fire, STR requirements are high, however, and capacity is low
Miniguns do more damage but fire less bullets, they're actually decent now
RPK replaced Bren as a light machine gun
SAW properly uses 5.56 ammo now
Gauss minigun fires less bullets and does less damage, probably still OP
- Energy - lasers excel in range and accuracy, plasma bolts do high damage but dissipate fairly quickly so range is low, pulse weapons are lategame nukes but damage is highly unpredictable
Lasers now also do energy damage due to fire absolutely devastating deathclaws, I'd like to reserve that for flametrowers and other genuine fire weapons
Replaced spasm gun with Laser SMG (pardon the modern sprite but those from FO3 turned out really fugly)
Added Plasma shotgun (pardon the sprite again)
- Grenades - not many changes, just some damage range fixes
- Punches and kicks, critter weapons - generally boosted across the board, deathclaw can actually kill a lone, armed mutant now if it catches him unaware
- Armor - progression was made more linear, making a stronger distinction between armors would require a much better selection, as it is we can't have both progression and options
As a direct consequence some armors are more powerful, and environmental suits are only a step below power armor
Non-combat skill penalties were removed for convenience, not that they played a major part in balance anyway
Sneak penalty on heavy armors was increased, it should be obvious that metal armor clangs and there's no helping it, and power armor has both clanging and servos, so it should be nigh impossible to sneak in it, fortunately, stealthy characters can go for environmental suits now, they aren't much weaker and are probably made of kevlar and polymers so bulkiness should be the only issue
Damage thresholds are now calculated as 1/5 of respective resistance value
Advanced versions of same armor now have same resist percentages but gain 5 AC and 50% higher damage thresholds
Tesla armor is a variation of advanced metal armor, so it doesn't have 'Mk. III' AC and threshold values but those it would have if there existed a 'Lesser Tesla Armor', it got high electric resistance too.
Non-BoS armors were also boosted a little and follow the same rules, by their resistance distribution raider armor is a rough equivalent of leather, mutant armor of metal and reaver armor of environmental