Re: Drug Overhaul Mod Fallout 4

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Vanina Mazzillo

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Jul 9, 2024, 6:13:17 PM7/9/24
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This section provides detailed information for all of the changes made by FWE. Credits are given to integrated mods for changes attributed to those mods. Changes are grouped into the following categories:

Note, that all of the changes described below are the DEFAULT changes for FWE's configuration options. These options may vary depending on what config settings you choose. Refer to the control panel section for information on what the different options change.

Drug Overhaul Mod Fallout 4


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Changes to the character development include changes to S.P.E.C.I.A.L, skills, perks, level advancement, and a number of other improvements. The intention of these changes is to foster more diverse character types and eliminate the inevitability of becoming a "master of all trades" as seen in the unmodded game.

Barter settings adjusted to make higher levels of barter skill much more useful. At 100 skill you can trade with an equal exchange. With very low barter skills, items are significantly more expensive. This change is configurable:

In Vanilla fallout, a repair skill of 25 would let you repair items to 55%, 50 skill would allow you to repair items to 70% condition, and 75% to 85% condition. FWE tweaked the repair skill settings so you can now only repair equipment to a condition equal to your repair skill.

A new skill based lockpicking and hacking option has been added to the game. When activating a locked door, container, or terminal, a message box will appear allow you to bypass the mini-games and the skill requirement check and utilize a new chance based system. This allows you, for instance, to open a level 50 lock with less than 50 in lockpicking. However, the chance of an unsuccessful attempt get's significantly higher with greater difference between your lockpicking or hacking skill and the lock level. In addition, you run a risk of breaking bobby pins, jamming the lock, or breaking the terminal. The mini-games can still be played normally as well.

In addition, your LUCK plays a minor role in determining success with the chance based system. Each point of luck over 5 provides the equivalent of +3 lockpicking or science skill when determining your success chance.

A second alternative hacking system has been added, which uses new bypass module items and your repair skill,to attempt to break into terminals. The bypass modules are created at the workbench, and require you to obtain one more schematics first (four are hidden in the game world; think about placed with people who might use these). Bypass modules are made from 1 sensor module, 3 microfusion cells, 1 wonderglue, and 1 camera combined at the workbench. Obtaining additional schematics will improve the quality of your built bypass modules. Creating a new bypass module will also upgrade any order versions of the modules that you might have.

When you have a created bypass module and you attempt to use a locked computer terminal, you'll be prompted to "activate" the terminal normally or "Use bypass module." Success with the bypass module is based on your repair skill (not science). However, there is a chance you'll overload your bypass module (breaking it) and locking-down the terminal if your attempt fails.

Explosive Entry allows you to bust inside almost any container or door using explosives. This is considered to NOT be a cheat mod and it is balanced to the best of my abilities using your explosives skill, luck stat, and ranks of the "Demolition Expert" perk. Based on your explosive skill you will be able to use a wider variety of ammunition and weapons to break a lock. A player with poor explosive skills may need a mininuke to open a tough lock that a master of explosives could do with a frag grenade or two. Depending on the game settings there is also a chance of the timer malfunctioning or the explosive destroying items inside a container.

FWE features an significant rebalance and expansion of the vanilla perks, making a number of balance changes to perks and rewarding players that focus their perk advancements to make a more specialized character [credits: XFO].

Big Guns "U.S. Army Specialist"
You know how to effectively use your heavy weaponry and you know that you need and want to carry a lot of it with you. With each rank of this perk, you can carry 10 more pounds of weapons and equipment.

Energy Weapons "Teleforce Hardwiring"
You've learnt some tricks from Nicola Tesla and you've been exceptionally interested in his work with Death Rays. With each rank of this perk, all of your energy weapons do an additional 3% damage.

Lockpicking "Locksmith Training"
Your skill with the bobbypin has made you a natural at tickling the tumblers. Now, those pesky, easier locks are no challenge for you at all. You also have a increased chance with each Rank to recover any broken bobbypins. Lockpicking skill increased by +10 per rank for purposes of determining whether you can pick a lock.

Medicine "Living Anatomy"
You have a better understanding of living creatures and their strengths and weaknesses. You do additional 1% damage to living creatures with each rank of this perk.

Melee Weapons "Barbarian Rage"
Maybe you should show few tricks to those who still say comics are nothing but a waste of time. With each rank of this perk, all of your melee weapons do an additional +1 damage and you gain 10 Hit Points.

Repair "Expert Electronics"
You have a better understanding of repairing and scavenging items. You are more efficient at repairing and you scavenge more parts from items you repair with. With each rank of this perk you gain 1% more condition per repair and 5% more health from items used to repair equipment

Science "Scientific Knowledge"
You've gained knowledge about variety of hi-technology skills, such as computers, mathematics, biology, physics and geology. Now you've all tools to sound and look more nerdy. With each rank of this perk it feels that even harder terminals unlock automatically when you touch them.

Sneak "Special Ops Training"
Through intense study and training in the art of not being seen, you've learned how to become one with the shadows. With each rank of this perk, the weight of worn armor has less of a negative effect on your ability to sneak, allowing you to better sneak in heavier armors.

Speech "Congressional Style"
You have read about and learnt the ways of politicians, you now have a knack for lying. With each rank of this perk, every person you meet seems to like you a bit more.

Unarmed "Pugilism Illustrated"
You have learned the secret arts of the East, or you just punch harder. In any case, with each rank of this perk all your hand-to-hand attacks do an additional +1 damage and you gain 10 Hit Points.

FWE incorporates a heavily modified version of the Alt Start Mod. When you start a new game, after the opening video, the "birth scene" will begin playing normally. Towards the end of the birth scene you will be prompted to "continue dreaming" (which will allow you to play through the remainder of the Vault 101 starting sequence) or "Wake Up!" If you choose to wake up, you will find yourself in an empty shack (not in Vault 101). This is the begenning of the integrated "Alternative Start" mod.

There is a computer you need to activate that will let you choose your initial name, SPECIAL, skills, starting karma, race, and your "history." The different histories determine where you start the game and what equipment you have. While setting up your character, a number of scripts will be initializing in the background.

This mod has been tweaked moderately in FWE for better balance. The starts no longer provide overly advantageous bonuses, others receive better starting equipment, etc. Refer to the "FWE - Alternative Start Histories.txt" document for a description of the different alternative start options.

FWE's combat changes adjust a number of "game settings" and adds other features to make combat behave and function more like a true FPS that is more dynamic and challenging. Certain features expand the range of options at your disposal in combat to provide a more diverse combat experience. While the FPS component has been enhanced, your characters underlying skils and abilities will still play a significant role in determining your overall combat abilities, retaining important RPG elements.

FWE adjusts the global damage formulas in order make combat more unforgiving and ruthless. These changes will apply to all damage calculations, and will affect other weapon mods you might be running. The default changes are as follows:

In Fallout, there are two components that determine accuracy. First is the "aiming accuracy" component, that is based on skill, stance, arm condition status, and other variables, and determines how much your gun sways (when using the iron sights or a scope). The second component is the "gun spread" that determines the inherant accuracy of the weapon. FWE changes settings for both compnent to create a more realistic accuracy model.

To help balance the general reduction in skill's affect on damage, the player recieves a special bonus to the explosive damage delt. Now, with an explosive skill of 0, you will do about 80% of the base damage of the explosive weapon, scaling up to 200% at 100 explosives. This effect stacks with the demolition expert perk. With the third rank, you will deal a total of 320% increased damage for explosives. Missile launchers, fat boys, the MIRV, and the Miss Launcher also recieve this benefit even through they are still classified as "big guns" and use that skill to determine base damage.

Implemented a tweaked version of XFO's unarmed "dodge" bonus feature. This feature provides a chance to avoid damage based on a dodge bonus provided by your unarmed skill. This chance ranges from 0% at 0 unarmed skill to 40% at 100 unarmed skill (skill / 2.5). The weight of worn armor affects the chance of your dodge bonus as well, with armor subtracting its "weight" / 6 from your chance to dodge.

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