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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Find RadAway, or buy RadAway. There's more than enough RadAway available, just look for a teeny bit longer. If you're desperately irradiated and the doc doesn't have any in stock, wait a couple days (2 at most) and his inventory should refresh. Same goes for other merchants too.
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    I think i figured out how to make armor penetration finally!

    First of all, a few things: 1) *All* actors have 71 actor values (AV). Only 60 of them are in use, and 10 of them are blank. 2) More Resistances -can- be created using some of the blank AV's Here's how the system would work: 1) -All- armor will have zero DR. 2) -All- weapons will...
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    More realistic Weapon Statistics - a call 'to arms'

    Ding ding ding, correct! ;) Which is exactly what's been done for F3C release 12. I'm a little past halfway in updating it.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    VATS is not robust enough to support full gameplay, sorry. :| Super Mutants are an infestation in the DC Wasteland, so... they really can't be trimmed down. The Enclave outposts depend on the respawn timer though, and frankly, in F3C, Enclave troopers are rather difficult.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Energy Weapons are -special-. Conventional weapons just do... flat damage that is calculated against your damage resistance (armor!). Energy Weapons *don't* do this. They rely on a seperate, unique defense statistic that is -ONLY- present on high quality armors and a few... rare and powerful...
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    Toggling/removing mods

    What more would you like to know?
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    Is it really only me?

    Dunno, I haven't bothered to follow people around that much to notice. Actually, the only time thus far I -have- hounded innocent NPCs down is when I intend to smash them into tiny bits with any one of the countless and anomalous bloody barrels of (secret) doom.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Ah, good idea! That should simplify it quite a bit. I hope CTDA's are well supported in the GECK. Since you seem to be the expert on them, would you be interested in joining the F3C team? The project is going back into full-swing now, and there's a lot of catching up to do.
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    Project Valhalla

    I probably should have mentioned this sooner, but here is a section of a documentary that discusses (and shows) what happens to urban areas after they have been abandoned due to radioactivity: http://www.youtube.com/watch?v=mWAp8cBnF3A The section in question starts at 4:20
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    Limping Ghouls

    The difference is Ferals have custom animations, and their model is classified as (CREA) a creature entry... the 'Ghouls' on the other hand, are classified as a race, and use the same animations all the NPCs use... and can therefore equip stuff. I don't know if the animations that Ferals use...
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    Limping Ghouls

    Yeah, but ferals are sort of integrated into fallout 3's dialogue and several quests so... that might make things clash too much.
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    Fallout 3: A Reflection on the Writing

    Will read & comment [edit this post] when I have the time. In the mean time, I've bookmarked your essay and this thread. One of the goals of the Fallout 3 Compendium (F3C) is to rebuild (or rework) the main quest into a more robust and satisfying plot. I look forward to this read.
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    Limping Ghouls

    Here's something I thought of for Ferals that I'd like a group opinion on. Ferals are basically bloodthirsty, flesh hungry, rabid zombies. I doubt they feel pain. There's two ideas I've had for this. 1) Therefore, to -kill- a Feral requires destroying their head. Otherwise, they just get...
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    Possible to have limbs removed and keep them alive?

    Yes, but very complicated and messes up animations. (This is something that's doable with shaders)
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Yeah but that requires FOSE, which isn't ready yet. How much more? While I haven't cracked the exact XP formula, I do know how it basically works, and how to adjust it in the way you're describing. Actually I'm planning on a change to power armor mechanics. You will no longer require...
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    Alot of the F3C components don't activate until -after- you've left vault 101 for the first time
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    that's by burst. Traits must be selected after you finish registering the SPECIAL points because of a serious error in how the UI handles "excess" stat points. Right now I don't know how to fix it.
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    Секс с &am

    In other words, every raider is a guro fanatic.
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    Fallout 3 Compendium - Release 12 - Beta v0.6.0.2

    @exsequien Leveling is capped at 20 right now because of skill points, and skills being capped at 100. Please remember, there are a lot of unfinished perks that you can't access yet. You can view them with FOMM however. @bhlaab That should not happen with just fallout3.esm and F3C.esp...
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