Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

Dubby

Where'd That 6th Toe Come From?
Welcome to our fallout 3 restoration project, the 'F3C'. This is the official forum thread for the project. Please
post bug reports and suggestions in this thread, but please refrain from abstract complaints or compliments.
Please keep in mind that this is still a BETA version, and no warranty or garantuee of stability can be made
at this time. Thank you for your cooperation and we hope you enjoy Fallout 3. ~ Dubby


Downloads_____________________________________________________________________________________<blockquote>[ Beta v0.6.0.2 ]
[ View Readme ]</blockquote>
Current Features________________________________________________________________________________
  • [Accuracy] As your skill with a weapon increases, so shall your accuracy both in run & gun and VATS. In
    VATS however, your Perception also plays a role in your maximum accuracy percent.
  • [Difficulty] Many creatures are tougher, and many of your opponents are more skillful marksman too.
    Learn to survive by making use of your surroundings as well as the items and tools at your disposal.
  • [Battle] Combat actions require AP to perform, run out and you better take cover until you're ready to
    act again. AP regenerates over time at the fixed rate of 7 per second.
  • [Traits] After the tutorial, select up to 2 traits for your character from a canon-accurate list of traits.*
  • [Perks] Earn a Perk every other level, and choose from a much wider selection of perks!**
  • [Weaponry] There are many new weapons. Mk 23, FN Fal, Scorpion vz. 61, Desert Eagle, TRG, Molotov
    Cocktail, Throwing Knives, Flamethrower Mk II, Thermobaric Mortar, dual-action shotguns, and Silenced
    versions of numerous firearms.
  • [Skills] Tagged skills grow twice as fast, and you can earn 5-15 skill points at each level up. In addition,
    the Barter skill is more important now.
  • [Radiation] Poking around radioactive waste will not grant you super powers. Radiation is more difficult
    to get rid of, and all a doctor can do to help is sell you Rad Away.
  • [Game Over] Continue your adventure, however misguided, after completing the main quest.
  • [Leveling] Getting that level up will take more XP than before.
  • [Armor] Power Armor Mk I upgrades the wearer's strength to 8, regardless of their own real strength.
    Power Armor Mk II increases by a further point, to a maximum of 9. If you're already stronger than this,
    the Power Armor provides no strength bonus. In addition, wearing Power Armor does not require training
    to equip, but the training helps.***
Known Issues___________________________________________________________________________________
  • BUG . Very rarely the VATS camera will lock up, forcing the game to freeze the system.
  • BUG . When access to the pipboy is restricted in combat due to lack of AP, access to the Hot Keys (1-9) is
    also restricted.
  • GLITCH . Sometimes the textures on the Combat Shotgun will distort and flicker.
  • G.E.C.K. . FormID's are incorrectly read by the G.E.C.K., making v0.6 highly incompatible with
    other plugins. This will be resolved soon.
  • ERROR . When updating from a version pre circa release 10 to release 12, inventory weight will error. To
    fix this, drop everything you can, open the console, and type in the following line and hit enter:<pre>player.forceav inventoryweight 0</pre>
  • ERROR . Loading a savefile that was saved before F3C in which you have power armor equipped will cause
    your character's strength to collapse. To avoid this irrevocable problem, first (before activating F3C), open
    your save file, unequip your power armor (body piece only), and *then* save. F3C is not intended to be
    injected into existing save games, so this issue will not be given an automatic workaround.
Installing_______________________________________________________________________________________
  1. Extract the contents of F3Cbetar012.rar into the directory Fallout 3 was installed in, not the /Data folder.
  2. If you're asked if you want to let it overwrite a file, allow it.
  3. You're done. That's it. Go play a new character.
Credits & Thanks_________________________________________________________________________________<blockquote>-DEVELOPER-
Dubby

-ASSISTANT(S)-
Crashdown

-NMA RESEARCH & DESIGN CONTRIBUTORS-
Brother None, Eyenixon, Mikael Grizzly, bhlaab, boundrose, mrowa, mrjingo, exsequien,
Frederic, Grave461, Necro-, gregor_y, Wooz, co0ki3, Tycn, Zychotous, JayTheGay

-ACCREDITED SUBSIDIZED CONTENT OWNERS-
Zelhem, Icha, Vashts1985, Flamshmizer, Malignant, Millenia, Moraelin, Brurpo, Pete,
El Maestro De Graffiti, One Man "Kimono" Army, Darkstorm, Sylon, SaxonSwine, Tycn, UltrikS,
Suijen, Dr_Meat, Uncanny_valley, SirSmokeALot, SpeedyB64, LadyDeadlock, Banjo, CptJoker71,
Halmtier, SKHRNYKHSK

-SPECIAL THANKS-
Timeslip, Brother None, Quetzilla, Elminster

-HONORABLE SALUTE-
Black Isle Studios, The 'Project Van Buren' Team, Troika Games, Bethesda Softworks,
Timeslip

</blockquote>
Addendum_______________________________________________________________________________________
<blockquote>*, Traits must be selected after leaving Vault 101 to prevent a serious bug that can occur with the tutorial quest.
**, Many perks are still very incomplete, and many more perks are not yet enabled (visible).
***, Power Armor Training doesn't yet provide appropriate bonuses if obtained.

(For Licensing information, please view the readme.)
</blockquote>
 
Looks good so far. Hopefully soon we'll be able to get a detailed list of changes. The readme was a tad vague, but I can understand if you're not feeling well atm :P
 
What sort of HUD/Interface changes have you made? I'm already using a UI mod that changes font/dialog boxes, etc. Are the ui changes you made required to be installed?
 
Sorry for bad English.
If starting a new game, when choosing sex - game hangs. As I understand, responsible part of mod "kids killer".
 
mrjingo said:
What sort of HUD/Interface changes have you made? I'm already using a UI mod that changes font/dialog boxes, etc. Are the ui changes you made required to be installed?

Selection boxes are taller, action point listing in the pipboy is slightly wider. Basically, it sounds like the changes in f3c are already ones you're using - with the exception of the fonts.

Yoshikinakota said:
Sorry for bad English.
If starting a new game, when choosing sex - game hangs. As I understand, responsible part of mod "kids killer".

Didn't know that happened.
 
if that is the case, wouldn't the solution be as simple as writing bat kids.txt after you've done the basic vault stuff and are about to leave?
 
Necro- said:
if that is the case, wouldn't the solution be as simple as writing bat kids.txt after you've done the basic vault stuff and are about to leave?

the player has to set the bat themselves by opening the console, and typing "bat kids.txt"
 
yea. i'm assuming that the problem occured because he did the kids.txt before starting the game (eg. before he selected his sex)
 
I'll try to figure out where the "essential" flag is designated for npcs, and see about modding it off directly rather than using a script bat.
 
I'd also like to mention that I would really *REALLY* like to have some help on this project with several things - such as perks & crea/npc editing, but especially with improving the weapons & adding back originals. But this needs modeling, which I cannot do.
 
had a question though:

15. Bobbleheads
*No longer give the player benefits WHEN picked up; but only if bonuses are NOT already present

what does that mean exactly? im assuming that the bonus only comes if your special stat is below a certain point? or?
 
1. VATS
*Changes to camera behavior/restrictions

I am very interested in this... I always got annoyed with VATS in that sometimes it would use the same animation many times in a row, and then not use it again for a long time, plus the camera was almost always really wobbly. What exactly does this component do?

Firewalker

I will take a stabbing guess at this and say that it has something to do with fire damage, which unless to live up to F1/2 I think isnt necessary because I can already walk through fire without getting hurt, and fire weapons don't hurt me much anyway (never let them get that close) ;)
 
so far i started a game and figured i'd give my impressions so far (still in the vault mind you)

first. when taking bobbleheads, it gives u the text, with no bonus but doesn't actually take the bobble head which then stays on the counter and doesn't appear in your inventory either.

second, skills seem incredibly low, for reference the stats i went for was like 7 per, 8 agi, 9 int and for example my energy weapons,lockpick (per skills) are at 7, agi skills suck as small arms at 9 and int skills at 11.

now this seems kind of well low especially considering for example how in order to even unlock a easy lock you'd need to dump a good level or two into purely lockpicking.

Now this probably won't be a problem in later versions where things such as lock requirements and speech requirements are fixed but for now it almost kills it - imho.

Although, i have to say so far good work and keep it up!

Edit: though up of another idea: it might be a good idea to add the amount of ap per shot on each weapons description or somewhere in the window
 
Goweigus said:
1. VATS
*Changes to camera behavior/restrictions

I am very interested in this... I always got annoyed with VATS in that sometimes it would use the same animation many times in a row, and then not use it again for a long time, plus the camera was almost always really wobbly. What exactly does this component do?

Firewalker

I will take a stabbing guess at this and say that it has something to do with fire damage, which unless to live up to F1/2 I think isnt necessary because I can already walk through fire without getting hurt, and fire weapons don't hurt me much anyway (never let them get that close) ;)

The changes to the vats camera affects the camera "in flight" behavior, how it's programmed to handle "special" cutscenes, etc. Basically, what the changes amount to, is the VATS cam is slightly faster and less intrusive than it originally was... but in addition, VATS mode is changed so that you can get 1-2 shots off provided you have clear line of sight to the target and your gun doesn't jam (if it's in bad condition). There's also a slightly longer delay after you initially fire, which balances out the usage of vats with what's going on outside of you & your target. It feels more like turn-based gameplay, but the important thing is to remember to use cover when you can.

And the firewalker perk was a replacement of the snake eater perk. afaik the only thing that causes poison damage (SUPPOSEDLY) are rad scorpions. However damage from fire is a bit more bothersome - which is what the perk does, provides 25% fire resistance. Trust me, flame throwers hurt like hell, and so do those pesky fire ants. I *plan* on adding fire-based collateral damage to conventional explosives too, but... have not quite figured that out yet.


Necro- said:
so far i started a game and figured i'd give my impressions so far (still in the vault mind you)

first. when taking bobbleheads, it gives u the text, with no bonus but doesn't actually take the bobble head which then stays on the counter and doesn't appear in your inventory either.

second, skills seem incredibly low, for reference the stats i went for was like 7 per, 8 agi, 9 int and for example my energy weapons,lockpick (per skills) are at 7, agi skills suck as small arms at 9 and int skills at 11.

now this seems kind of well low especially considering for example how in order to even unlock a easy lock you'd need to dump a good level or two into purely lockpicking.

Now this probably won't be a problem in later versions where things such as lock requirements and speech requirements are fixed but for now it almost kills it - imho.

Although, i have to say so far good work and keep it up!

Yeah, the requirements for the "level 1-only" areas are on the to-do list. Just remember that a tagged skill gets 2 points per skill points instead of 1. And the bobbleheads, should have just gone into inventory and shown the message, but apparently it doesn't. So that's something I'll be fixing then.
 
BUG: when shooting in vats, it doesnt hsoot more than once, for example; i que up 5 shots on a radroach, it shoots once, loads then waits in 3rd person for a bit then goes back to normal action.

if the aim is to turn it into turn-basedish it's kind of working but will become really annoying constantly pressing v.

EDIT: on further testing the bug seems not to be a bug at all but rather the ROF being forced in VATS also, which is good i guess but again, like the AP usage it'd be nice to see them somewhere.

For a short-term solution you could add to the end of the item description pure stats like

AP: x
ROF: y
DMG: z
etc.
 
agility seems not as important anymore as you can only take 1-2 shots in vats and ap regens REALLY fast a few suggestions

if possible:

tie AP regen to agi as such that the higher it is the fast you get it

and i'm not exactly sure how to fix it but something needs to be done to perception as well frankly other than getting your base lockpick/energy weapons up it's mostly useless, maybe something like giving it a bonus chance to crit from range (rationale being your keen observation skills notice a weakness in the enemy's armor) but make it so you must be a certain distance from the enemy

Edit: also, something needs to be done about vendor's because frankly they rarely have enough money and other than buying all the ammo they have there's really no place to see all your loots
 
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