MathieuG89 Classic Modifications

MathieuG89

First time out of the vault
Hey guys, I have released a new plugin that will bring the game experience a step closer to Fallout. It won't significantly alter the game mechanic but will increase the game difficulty. Since changes were made only to the radiation properties it shouldn't conflict with other plugins afaik, make sure to load the plugin after the others and not before for the changes to take place.

* Changed radiation level from 200, 400, 600, 800, 1000 to 150, 300, 450, 600 and 1000 respectively.

* Changed Minor Rad. Poisoning (-1 EN) to Slightly fatigued (-1 ST)

* Changed Advanced Rad. Poisoning (-2 EN, -1 AG ) to Vomiting does not stop (-1 ST, -1 AG)

* Changed Critical Rad. Poisoning (-1 ST, -3 EN, -2 AG) to Hair is falling out (-2 ST, -1 EN, -2 AG)

* Changed Deadly Rad. Poisoning (-2 ST, -3 EN, -2 AG) to Skin is falling off (-4 ST, -3 PE, -3 EN, -3 CH, -1 IN, -5 AG)

* Rad-X value increased from 20 to 300 caps.

* Rad-X gives immediate +50 Radiation Resistance (After 60 Seconds: -25 Radiation Resistance, After 120 Seconds: -25 Radiation Resistance) instead of immediate +25 Radiation Resistance for 4 minutes.

* Rad Away value increased from 20 to 500 caps.

* Rad Away gives immediate -25 Radiation Count (After 120 Seconds: -50 Radiation Count, After 240 Seconds: -75 Radiation Count) instead of immediate -50 Radiation Count.

* The Contemplating Contamination Quest (The Wasteland Survival Guide) has been modified to work with this plugin.

* The Rad Regeneration Perk has been modified to work with this plugin.

* Small changes has been made to the Gameplay, Tutorial and Help messages.

You can download this plugin by following this link.
 
I modified the thread name as to accommodate maybe my future plugins. I released another beta plugin which purpose is to once again bring the game experience closer to Fallout without changing the game mechanic too much.

I always found odd how every chems in Fallout 3 had a base value of 20 caps, how most never seemed to have any effects whats over and how the withdrawal effects were as much of a joke.

ALCOHOL
1.1 * Beer gives immediate -1 PE (After 3 minutes: +1 PE).
1.1 * Beer value increased from 2 to 5 caps.
1.1 * Beer addiction risk decreased from 5% to none.
1.1 * Beer renamed to Gamma Gulp Beer.
1.1 * Vodka gives immediate -2 PE (After 3 minutes: +2 PE).
1.1 * Vodka value decreased from 20 to 5 caps.
1.1 * Vodka addiction risk decreased from 10% to none.
1.1 * Vodka renamed to Rot Gut.
1.1 * Whiskey gives immediate -2 PE (After 3 minutes: +2 PE).
1.1 * Whiskey addiction risk decreased from 10% to none.
1.1 * Whiskey renamed Roentgen Rum.
1.1 * Scotch gives immediate -1 PE (After 3 minutes: +1 PE).
1.1 * Scotch addiction risk decreased from 10% to none.
1.1 * Scotch renamed to Booze.

BUFFOUT
* Buffout gives immediate +2 ST, +2 AG, +3 EN (After 6 minutes: -4 ST, -4 AG, -4 EN, After 18 minutes: +2 ST, +2 AG, +1 EN).
* Buffout value increased from 20 to 200 caps.
* Buffout addiction risk increased from 10% to 25%.
* Changed Buffout addiction effects from (-1 ST, -1 EN) to (-2 ST, -3 AG, -2 EN).
* Increased Buffout withdrawal duration from 30 Hours to 7 Days.
* Increased Buffout duration from 4 Minutes to 6 Minutes.

JET
* Jet gives immediate +40 AP, +1 ST, +1 PE (After 2 minutes: -40 AP, -3 ST, -3 PE, After 4 minutes: +2 ST, +2 PE).
* Jet value increased from 20 to 25 caps.
* Jet addiction risk increased from 20% to 50%.
* Changed Jet addiction effect (-1 IN, -1 PE) to (-4 IN, -4 PE, -3 CH).
* Increased Jet withdrawal duration from 30 hours to 1 year.
* Decreased Jet duration from 4 minutes to 2 minutes.

ULTRAJET
* UltraJet gives immediate +50 AP, +1 ST, +1 PE (After 2 minutes: -50 AP, -3 ST, -3 PE, After 4 minutes: +2 ST, +2 PE).
* UltraJet addiction risk increased from 20% to 60%.
* Changed UltraJet addiction effect (-2 AG, -1 PE, -2 ST) to (-4 IN, -4 PE, -3 CH).
* Increased UltraJet withdrawal duration from 30 hours to 1 year.
* Decreased UltraJet duration from 4 minutes to 2 minutes.

MENTATS
* Mentats gives immediate +2 IN, +2 PE, +1 CH (After 1 minute: -4 IN, -4 PE, -3 CH, After 4 minutes: +2 IN, +2 PE, +2 CH)
* Mentats value increased from 20 to 280 caps.
* Mentats addiction risk increased from 5% to 15%.
* Changed Mentats addiction effects (-1 IN, -1 PE) to (-4 IN, -4 PE, -3 CH).
* Increased Mentats withdrawal duration from 30 hours to 7 days.
* Decreased Mentats duration from 4 minutes to 1 minute.

NUKA-COLA
* Nuka-Cola has no more effects (Still gives a cap when consumed though).
* Nuka-Cola value decreased from 20 to 3 caps.
* Nuka-Cola addiction risk increased from none to 15%.
* Increased Nuka-Cola withdrawal duration from none to 30 minutes.

PSYCHO
* Psycho gives immediate +3 AG, -3 IN, +50 Damage Resistance (After 4 minutes: -3 AG, +1 IN, -25 DR, After 8 minutes: +2 IN, -25 DR).
* Psycho value increased from 20 to 400 caps.
* Psycho addiction risk increased from 10% to 20%.
* Changed Psycho addiction effects (-1 EN, -1 PE) to (-3 AG, +1 IN, -25 Damage Resistance).
* Increased Psycho withdrawal duration from 30 hours to 7 days.

RAD AWAY
1.1 * Fixed: Radiation Resistance affecting Rad Away.
* Rad Away gives immediate -25 Radiation Count (After 1 minute: -50 Radiation Count, After 2 minutes: -75 Radiation Count).
* Rad Away value increased from 20 to 500 caps.
* Rad Away addiction risk increased from none to 10%.
* Rad Away addiction effects (None) to (-20 Radiation Resistance).
* Increased Rad Away withdrawal duration from none to 10 days.
* Increased Rad Away duration from immediate to 4 hours.

RAD-X
* Rad-X gives immediate +50 Radiation Resistance (After 60 Seconds: -25 Radiation Resistance, After 120 Seconds: -25 Radiation Resistance).
* Rad-X value increased from 20 to 300 caps.
* Decreased Rad-X duration from 4 minutes to 2 minutes.

STIMPAK
1.1 * Stimpak no longer restore crippled limbs.
* Stimpak restore +20 HP (+24 HP with Fast Metabolism) instead of +30 HP (+36 with Fast Metabolism).
* Stimpak value increased from 25 to 100 caps.

SUPER STIMPAK
1.1 * Added Super Stimpak (Can be bought at the Craterside Supply).
1.1 * Super Stimpak gives immediate +75 HP (+90 HP with Fast Metabolism)(After 90 seconds: -9 HP (-24 with Fast Metabolism).
1.1 * Super Stimpak value increased from none to 225 caps.
1.1 * Increased Super Stimpak weight from none to 1 pound.

You can download this pluging by following this link.
 
Even though no one seems to have any interest I'll still keep you guys updated - just in case, you know..

Here's my third and probably most noticeable and mechanic altering plugin. Am I the only one who noticed how useless and dumbed down Fallout 3 attributes are. I spent an hour playing with most of my attributes decreased and there was slightly no change at all. Not only that but how incredibly moronic they affect skills! I'm surprised no one ever fixed that...

Attributes points will now significantly affect their related skills and their distribution will become increasingly important as the character level up as you can no longer rely on base modifiers. With only half of your Hit Points, carefully choosing foes and opponents will become a big part of the game, combats are now brutal! Action Points have also been decreased and no longer will you be able to rely solely on your V.A.T.S. to cripple specific body parts. Unarmed and Melee fights are going to be painful and doubtly viable.

You can download this pluging by following this link.
 
Would be nice to see food/drink/meds mod in some bigger mod
Very good idea with effect over time.
Bad part is meds price are kinda high this can make player rich in early lvls just selling few meds thus making game easier. And cripled limbs in purly my opinion stims or doctors should be the only things that heal criple limbs. In Your mod case super stims could heal limbs with over time effect like 3-5 mins.

Anyways very good job on the mod :)
 
mrowa said:
Would be nice to see food/drink/meds mod in some bigger mod
Very good idea with effect over time.
Bad part is meds price are kinda high this can make player rich in early lvls just selling few meds thus making game easier. And cripled limbs in purly my opinion stims or doctors should be the only things that heal criple limbs. In Your mod case super stims could heal limbs with over time effect like 3-5 mins.

Anyways very good job on the mod :)

Hey mrowa, thank you for replying to my thread. The reason why I'm breaking my stuff into several smaller plugins is because it was made to be used with a bigger more complete mod (RttW or XFO for example), you can thus only download the parts that you want and leave the ones that you don't without fear of having issues with the other mod. I know the meds and chems prices are higher but using the plugin with a mod that reduce their amount takes care of the issue. About crippled limbs, I'll have to find a way to deal with that, maybe in a future version or plugin? In any case, thank you for commenting, it is much appreciated.
 
Another thing : can u think of some way to affect the range of weapons ? Shooting a SM Master with Ol' Painless standing 2 km from me with PE = 1 is kinda uber lame.

Maybe something like adding a value to spread of weapon when player shoots, with the value depending on players PE ?
Dunno if it can be made with the GECK tool?

OW. BTW - great work with the chems.
 
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