There's is too much ammo types in the game anyway and ability to craft .50 DU would break the balance. It's just too powerful.
I'll check out the rest.
If memory serves me right there should be PA in Vault 15, but I can't find it now. If Phobos removed it thats good call. I think Vault 15 Raiders are too weak even with ECCO balances. Maybe at least Darion should wear PA?
I was trying to increase game difficulty, by doubling HP of critters using Proto Editor, but it doesn't always work.
Sometimes they have like 80/160. Also enemies have no means to heal while I am swimming in stimpacks.
I was playing Fallout Nevada recently and It was really refreshing experience.
Stimpaks are very scarce, making them really important. This makes First aid and Doctor skills more useful if not essential.
There's pretty much nothing to steal. Or maybe it's now skill dependant.
In Fallout 2 even with Steal -2 I can still steal shit with 50% of the time.
Also there's a lot of experience points gained from quests making it really easy to be overleveled by the time you got to NCR .
I would be gratefull if Phobos could adress those minor gripes with his mod.
Ahh, sorry, I thought you asked for the .50 DU mod. I balance it by making the Browning M2 really fucking heavy and requiring 10 STR to even use. It's basically a one shot kill on anything except maybe enclave guys. Though it's a very rare weapon. IIRC there's a 10% chance a random enclave crew will have one, and I might have dropped one at the Enclave base.
For the PA, I don't recall there being a set in Vault 15. There's usually combat armor I think, but I replaced it with metal armor mk.II.
For difficulty, you can just up it in game. I believe it increase enemy HP and damage. Though I personally never found that fair. I prefer about a 75/25 proportion of realism to game balance. There are plenty of times I'll get one shotted if not geared properly or prepared for the situation, even with companions. I usually increase damage of most weapons and explosives, and increase the penetration of energy weapon ammo (on top of Phobos' changes). It's hard to balance this game I think, but this mod gets really close, along with a few others in the forms.
To enemy HP - I
think the changes won't take effect until you start a new game. On top of that, make sure you're using the most recent critter editor. I've altered a number of enemies, and have never seen them at anything less than full health that I can recall. Maybe if you're changing base stats? But that would make it higher.
I love the reliance on doctor/first aid. Stimpaks should also give you radiation, but that's never been the case for me... perhaps I installed something incorrectly. But yeah, stimpaks are for those "Oh, shit!" moments in combat. It's wasteful to use them outside of combat - and I love that.
I personally don't mind any experience issues. With the powerful weapons and armor I've added (that NPCs can use), level doesn't matter as much as gear... which I prefer over level oriented difficulty.
Anyway, glad you're enjoying this mod and the game. Fallout 2 is one of the best gaming experiences I've ever had, and it's a joy to share discuss that passion with others!