MathieuG89
First time out of the vault

Classic Fallout 3 last update: may 30th, 09
This will be the official thread for the Ultimate Fallout project. Keep in mind this is still a work in progress for the time being though every features listed bellow have been completed and thoroughly tested. I will regularly update the post with the latest additions/changes.
Character specialization_____________________________________________________________
Tagged skills increases at double the rate of an untagged skill and receives an initial 20 point boost as in Fallout.
Derived statistic____________________________________________________________________
Completely revised derived statistic heavily based on Fallout 2. The racial perk rate for human is 3, which means you can pick a new perk every 3 levels. Fewer hit points means harder fights. Healing rate makes a return but don't count on it for major wounds.
They way Fallout 2 handles chems has been completely rewritten. Chems have the same immediate benefits, later disadvantages, and withdrawal effect as in Fallout 2. Chance of addiction are calculated in an unpredictable way and withdrawal will severely affect the character attributes and skills alike. Additionally stimpak were also completely redone, as in the original Fallout, when used, there is an immediate healing of minor wounds randomly ranging from +5 to +20 Hit Points. However, stimpaks cannot heal crippled limbs.
Crippled limbs_______________________________________________________________________
As in Fallout 2, limbs becoming crippled are a great issue which can turn the tide of battles if you're not careful.
A few tweaks were made to bring your game experience a step closer to Fallout.
With well over 600 lines of coding, the skill system has been completely remade from ground up. Every skills uses the Fallout 2 calculation sheet. Attributes points significantly affect their related skills and their distribution becomes increasingly important as you can no longer rely on base modifiers.
Select up to 2 traits for your character from a canon-accurate list of optional traits.
38 Canon-accurate perks______________________________________________________________
Every default perks have been either modified or replaced with canon-accurate perks from Fallout, Fallout 2, and Fallout Tactics.
Modified radiation system____________________________________________________________
Radiation poisoning drastically affects character attributes and skills alike. As in Fallout the more radiation damage, the more deadly the effect. Should the character be able to survive the maximum irradiation (1000 rads), the character has limited time to get themselves under 1000 rads or die anyway.
This will be the official thread for the Ultimate Fallout project. Keep in mind this is still a work in progress for the time being though every features listed bellow have been completed and thoroughly tested. I will regularly update the post with the latest additions/changes.
Character specialization_____________________________________________________________
Tagged skills increases at double the rate of an untagged skill and receives an initial 20 point boost as in Fallout.
Derived statistic____________________________________________________________________
Completely revised derived statistic heavily based on Fallout 2. The racial perk rate for human is 3, which means you can pick a new perk every 3 levels. Fewer hit points means harder fights. Healing rate makes a return but don't count on it for major wounds.
- Action points: 50 + (AG / 2)
- Carry weight: 25 + (ST * 25)
- Poison resistance: EN * 5
- Radiation Resistance: EN * 2
- Healing Rate: EN / 3, with a minimum of 1 point
- Hit Points: 150 + ST + (EN * 2)
- Melee and unarmed damage: ST - 5, with a minimum of 1 point
- Perk rate: 1 perk every 3 levels
They way Fallout 2 handles chems has been completely rewritten. Chems have the same immediate benefits, later disadvantages, and withdrawal effect as in Fallout 2. Chance of addiction are calculated in an unpredictable way and withdrawal will severely affect the character attributes and skills alike. Additionally stimpak were also completely redone, as in the original Fallout, when used, there is an immediate healing of minor wounds randomly ranging from +5 to +20 Hit Points. However, stimpaks cannot heal crippled limbs.
Crippled limbs_______________________________________________________________________
As in Fallout 2, limbs becoming crippled are a great issue which can turn the tide of battles if you're not careful.
- A crippled head causes -5 to perception.
- A crippled torso causes -5 to endurance, and reduces max carry weight by 50.
- A crippled arm causes unarmed, melee and all weapons skills to lower by 25.
- A crippled arm causes unarmed and melee damage to lower by 2.
- A crippled leg reduces speed down to 50%. Two crippled legs reduces speed down to 25%.
A few tweaks were made to bring your game experience a step closer to Fallout.
- Training is no more required before you can equip power armor.
- Morphine was replaced by super stimpak which is an advanced, very powerful chem. Due to the powerful nature of the chemicals used it will cause a small amount of damage after a period of time.
With well over 600 lines of coding, the skill system has been completely remade from ground up. Every skills uses the Fallout 2 calculation sheet. Attributes points significantly affect their related skills and their distribution becomes increasingly important as you can no longer rely on base modifiers.
- Skill points: 5 + (2 x IN)
- Small guns base skill: 5% + (4 x AG).
- Big guns base skill: 0% + (2 x AG).
- Energy weapons base skill: 0% + (2 x AG).
- Unarmed base skill: 30% + (2 x (AG + ST)).
- Melee weapons base skill: 20% + (2 x (AG + ST)).
- Explosives base skill: 5% + (2 x (PE + AG)).
- First aid base skill: 0% + (2 x (PE + IN)).
- Sneak base skill: 5% + (3 x AG).
- Lockpick base skill: 10% + (PE + AG).
- Science base skill: 0% + (4 x IN).
- Repair base skill: 0% + (3 x IN).
- Speech base skill: 0% + (5 x CH).
- Barter base skill: 0% + (4 x CH).
Select up to 2 traits for your character from a canon-accurate list of optional traits.
38 Canon-accurate perks______________________________________________________________
Every default perks have been either modified or replaced with canon-accurate perks from Fallout, Fallout 2, and Fallout Tactics.
Modified radiation system____________________________________________________________
Radiation poisoning drastically affects character attributes and skills alike. As in Fallout the more radiation damage, the more deadly the effect. Should the character be able to survive the maximum irradiation (1000 rads), the character has limited time to get themselves under 1000 rads or die anyway.
- 150 Rads: Slightly fatigued (-1 ST)
- 300 Rads: Vomiting does not stop (-1 ST, -1 AG)
- 450 Rads: Hair is falling out (-2 ST, -1 EN, -2 AG)
- 600 Rads: Skin is falling off (-4 ST, -3 PE, -3 EN, -3 CH, -1 IN, -5 AG)
- 1000 Rads: Intense agony (-6 ST, -5 PE, -5 EN, -5 CH, -3 IN, -6 AG, -10HP/Sec)