Fixed a problem with RadX and Radaway not having working addictive / withdrawal effects.Fixed a problem with weed, cocaine, a few other drugs from BLTC not spawning correctly.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.
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