Caustic Pak

Holocausto

It Wandered In From the Wastes
Caustic Pak includes:


Actual Armor

-All power armors have increased general damage resistance in a hierarchical scale based on their technology levels/purpose. Enclave & T51b are top, then Tesla, then T-47.

-All power armors now have certain damage resistance types (such as fire & radiation resistance) in line with their composition & technology level. Also care was taken to concede some balances so there is no 1 armor that is the "best" only some that provide better protection from certain things than others (this is based on logical "what ifs") for instance the T-47 has a lower fire resistance because it's essentially plate steel (which will heat up like a skillet after a while IRL) and not composite & more advanced materials like enclave & t51b.

-The radiation suits now actually substantially protect you from a good amount of radiation now (go figure, crazy I know). So now you can choose to carry an anti radiation suit almost in place of rad-resist drugs (though rad-away is still very useful/needed). Also the suits are now made out of lead (since lead is used to stop radiation IRL AND it's HEAVY which is also good for game balance). So the suits will be heavy so you can't just 'pop' it out whenever you need it with a very minimal penalty while not in use. Now it's pretty heavy so you'll have to decide if you want it or not but you'll have to give up substantial carrying capacity which is a good "balance" tradeoff IMO.


Note: If you already installed the previous version of actual armor you will be prompted to overight/replace the original file, do this and you are good to go.

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Deadly Weapons

-aims to provide more logical (and still balanced) weapons behavior based on RL aspects such as clip sizes, bullet fired/damage caused, weight of the gun, accuracy etc. *note* (melee & unarmed weapons are unchanged). This mod was designed with the "very hard" setting in mind but it may also be ok for easier settings though it's possible they might be overpowered if you play on anything less than "hard". So my suggestion is to play on "very hard" if you run this mod. I can't list every single weapon change but most of them are changed in one if not multiple ways. Things like the firing rate of certain weapons have also been changed to better balance or increase their lethality/purpose and make them more useful while not breaking believablity (SMG for example). Grenades & mines have also been changed appropriately. Followers & other NPCs weapons are changed as well making them more in line with the players guns and less crazy ridiculous. Now mysterious stranger for example will not be super rad savior but more of a helping hand.

-Sniper rifles now have a higher scope zoom (not sure that it really matters since often enemies cannot be shot even though you can see them) but at least you can now use the sniper rifles as a scouting device (think binoculars) to spy situations from afar much better than before.

-The weapons which have known Fallout lore information have been appropriately named. The ones I have yet to find what they are called I made up some names which hopefully suit the Fallout universe well. (ex fatman & missile launcher). Some of the weapons have new functionality or changed functionality to be more 'believable' and less idiotic. The fatman & MIRV are now lobbers (Lob King) which no longer fire ridiculous nukes but more believable "lob" ammo and in a less ridiculous arc. Think of them as medium/long range grenade/napalm launchers now. The missile launcher (Kill-Tek Annihilator) is now the most devastating player weapon. I wanted it to be able to take out a deathclaw when you are at level 20 and playing on very hard. There is a EMP variant (Kill-Tek Disrupter) of it as well which is very useful for taking out robots from afar.

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MoneyMedsFoodMulti

-liberty prime is now vulnerable (he can be killed) and his weapons have been toned down so you can't just let him do most the work for you *tear*. This is in keeping with my insane notion of "challenge" over cool effects and victory cakewalks. *note* I realize this may make the ending problematic/un beatable since LP needs to disable force fields but this is still a WIP and since I have no clue about the world editor It'd be great if somebody else made a mod to either disable or make the player/NPCs able to break the fields instead in the event of liberty primes demise.

-player base health has been brought in line with most other NPCs (50) to make you slightly less uber.

-bottlecaps now have weight. Bottlecaps & medicines now have physical weight with respect to their size and RL weight approximations. To avoid confusion about bottlecap stats 10,000 caps will weigh 50 in game pounds, 20,000 = 100 pounds etc (which is based on RL weight of 10,000 bottlecaps weighing 52 pounds).

-Rad-x has been given some side effects since I think it's a little too easy to be magical anti-rad pill popper without any real penalties (also the cost is more). Hey if you want proper anti rad get a radiation suit or power armor eh? Psycho has been changed as well since as far as I'm aware there is no drug you can take to make your bullets do more damage (ask the guns for confirmation on this). So psycho now gives you an increase in melee & unarmed combat power instead which makes much more sense.

-Rad Scorpion venom has been made potent. If a scorpion stings you you will be poisoned and left untreated it's very possible you will die (depending on your health, level etc). Now you can die from a sting if you don't have anti venom or enough stimpacks, so best not to get stung!

-Med-x is now anti venom. If you don't have any anti venom on hand be prepared to dish out some stimpacks to keep yourself alive. If you get stung you want anti venom, not stimpacks so plan accordingly.


Assorted medical & food items have been given price changes to make them more valuable with respect to their benfits they provide. The economic portion of this mod is for those who like greater realism (believability) in physical capabilities/limitations of a human (no more infinite bag O holding). For those who want an economy that plays a much more important factor in the game instead of the non-factor/free for all/non concern it currently is IMO. This mod will force you to make game choices which might not always be easy (do I collect more caps or keep my minigun for example). You can no longer 'have it all'. Now you have some "weighty" (pun intended) decisions to make for your survival. Now money (bottlecaps) is a factor in the game much more so than before where it was essentially how you stocked up on ridiculous loads of gear/bullets/meds. Now it's very difficult to be loaded with caps unless you want to sacrifice important things. This is the basis of choice & challenge IMO. If you don't have to sacrifice anything other than ridiculous piles of (weightless) caps which you shouldn't even be able to carry that many to begin with where is the challenge?

*note* I changed the name of the mod from "MoneyMedsFoodEconomy" to MoneyMedsFoodMulti". Delete "MoneyMedsFoodEconomy" and use 'MoneyMedsFoodMulti" in its place.

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To install these mods place the files in your fallout 3 "data" folder then launch the game click "data files" and select the files.

Download: http://www.megaupload.com/?d=GE0F56VV

*note* I've included a special treat (watch in fullscreen for best experience).
 
bump for new version. Also if a mod could change thread title to "Caustic Pak" that would be great.
 
Looks like a very nice mod pack, are you open to suggestions of mods to be added, because some mods are almost too nice to pass up on, for instance Mart's Mutant Mod, or weapon mods mod.

very nice modpack nonetheless
 
Spoonfeed said:
Looks like a very nice mod pack, are you open to suggestions of mods to be added, because some mods are almost too nice to pass up on, for instance Mart's Mutant Mod, or weapon mods mod.

very nice modpack nonetheless
Oh these are mods made by be, not a compilation of others work, sorry for the confusion.
 
pipboy-x11 said:
Also the suits are now made out of lead (since lead is used to stop radiation IRL

They are not being made of lead IRL. There are lighter materials
Yeah when I was researching I came across that info/tech. Basically if the suits are light then the price needs to be high so everybody won't be able to have one for couch change. Then the dilemma of what is the right price to set which is no easy task to get it right. I will probably reduce their weight and have them be non-lead suits, I was just trying to make sure they weren't overpowered and easily exploitable so the heavy weight penalty was attractive as a way to prevent that without endless price fiddling.
 
Incremental update:

MoneyMedsFoodMulti


Version 2 changes:

-changed many creatures to be more tough where appropriate (no more pushover low level super mutants for example). Supermutants have been given more attack damage as well. Hard shell creatures such as mirelurks, scorpions are immune to poison (little dart isn't going to penetrate their hard shell). Also deathclaws are immune to poison since they are a reptile with tougher skin (scales) which darts don't do well against. Ants now move faster.

-Disabled BS "perks" What I consider BS perks are perks which boosts your skill points or SPECIAL thus cheapening the purpose of your skill & SPECIAL and the whole concept of choosing which "path" or skillset you want. I disabled the worst offenders mostly as if I got rid of them all then there would be very few perks left.

-BOS, Outcasts & Enclave have been largely ungimped (they all do wear power armor & not nightgowns right? Just checking). I can't vouch that I ungimped them all but this is a WIP and if I missed any wayward NPCs & soldiers in the editor I will be going over everything when I get the time to make sure they are all up to par. So you may run into wimpy and non wimpy versions but hopefully mostly non wimpy. I tried to balance so they are not TOO tough but tough enough so if you play on very hard you better be ready to bring it if you start something with them and it won't be easy. Also all power armor wearing factions have poison immunity (stinger/dart + metal = rejected). Other NPCs have had their base health & the condition of their armor/apparel improved as well to make them less wimpy.
 
Holocausto said:
Spoonfeed said:
Looks like a very nice mod pack, are you open to suggestions of mods to be added, because some mods are almost too nice to pass up on, for instance Mart's Mutant Mod, or weapon mods mod.

very nice modpack nonetheless
Oh these are mods made by be, not a compilation of others work, sorry for the confusion.

No reason to apologize, I was the one who was blatantly wrong ;)

Then it's an even nicer collection! Chapeau!
 
New version

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Deadly Weapons

Version 2 changes:

-dart gun is no longer the uber crippler. Now it just poisons for a certain amount of time. It should be useful against low level enemies with low health but no longer a major threat to powerful enemies.

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Actual Armor


note worthy Version 2 changes:

-Power armor now has poison resistance but it mainly seems to work on NPCs and not the player as well (or at all). Anyway NPCs in power armor still need protection in case they get stung by a rad scorpion so they don't drop dead.

-It's now impossible to sneak in power armor (with the exception of using a stealth boy). I figured this by imagining clanky klank/metal rubbing + servo noise that power armor should likely make. This serves as a good balance so power armor has a realistic downside (aside from price).

-forgot to mention this detail before; you no longer need power armor training to use power armor.

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MoneyMedsFoodMulti


note worthy Version 3 changes:

-Damage multipliers for different difficulty settings have been redone so enemies will always damage you the same amount with the only change being you damage them less at higher difficulties. I think this is a better balance which approximates enemies having more health the more difficult the setting instead of making enemies go into 'ultra damage mode' where a couple of shots tears your head off or drains your HP to zero after a short burst of fire which is thourougly stupid when you are wearing power armor for instance. The new way makes more sense IMO and is less absurd.

-Experience multipliers for 'hard & very hard' settings have been reduced to the same number as 'normal' difficulty so you won't level as quickly while playing on hard or very hard.

-stimpacks are no longer instant effect. This makes it slightly more realistic + you can't do the 'pip boy pause N insta heal' anymore. Your HP will replenish a certain amount over a certain time period (based on your medicine skill).

-Changed 2 of the traders outfits, I think they suit them better. Also made traders & guards a little more hearty (more stimpacks).

-You no longer recieve bad karma if you decide to clear out "the family" and their oh so 'noble' lifestyle.

-Disabled some more perks which fast track you to level 20 far too quick for my liking (there are already MORE than enough problems with the game being too easy and leveling too fast without making it even worse than it has to be).
 
Thank you for your work Holocausto. I'll be trying this out now. Been playing with "Balance Overhaul" before, but somehow my saves got corrupted so I uninstalled the game. I'm tired already of looking for mods that would actually make this game challenging at least on Very Hard, so packs like this are very appreciated. Martigen's Mutant Mod doesn't do it for me, I don't want much more enemies, I'm not playing Serious Sam here, I just wan't them to be much more challenging.

Disabled some more perks which fast track you to level 20 far too quick for my liking

Because of this, I assumed that Swift Learner perk would be disabled as it is the biggest boost in leveling up speed, but I load my save near the vault exit, go out, level up and there it is.. So have you left it in or the mod isn't working the way it is supposed to? I did check all of esp's.

EDIT: Nevermind, everything else seems to work exactly as you described, so I assume that answers my question. And Medicine is actually the skill I want to increase now, yay.
 
Multidirectional said:
Thank you for your work Holocausto. I'll be trying this out now. Been playing with "Balance Overhaul" before, but somehow my saves got corrupted so I uninstalled the game. I'm tired already of looking for mods that would actually make this game challenging at least on Very Hard, so packs like this are very appreciated. Martigen's Mutant Mod doesn't do it for me, I don't want much more enemies, I'm not playing Serious Sam here, I just wan't them to be much more challenging.

Disabled some more perks which fast track you to level 20 far too quick for my liking

Because of this, I assumed that Swift Learner perk would be disabled as it is the biggest boost in leveling up speed, but I load my save near the vault exit, go out, level up and there it is.. So have you left it in or the mod isn't working the way it is supposed to? I did check all of esp's.

EDIT: Nevermind, everything else seems to work exactly as you described, so I assume that answers my question. And Medicine is actually the skill I want to increase now, yay.

Thanks. I just want to mention that these are still works in progress. I haven't got around to everything yet. As far as the perks, yeah there are I think 3 more on the chopping block that I haven't got to yet. I believe swift learner is one of them. Another is comprehension because getting 1 point per book read is quite enough...we don't need 2 points. To make matters worse there are already too many redundant skill padding books as it is IMO. I think also I have one more perk on my 'to cut' list (I write all my finalized ideas down on paper so I can remember everything I did & changed/want to change.)
 
The problem I see with removing so many perks is that there won't be much left to choose from. There isn't already. For those who play with level cap 20 it's fine maybe, but I just can't deal with such a low level cap, I always increase it to 40 when I play this game - one of the reasons why I'm so desperate for enhancing difficulty greatly. I actually had to choose swift learner perk with your mod simply cause there weren't anything else to choose from up to level 6. I think it would be more reasonable to just remove exp perks but leave skill perks intact, while also increasing skill cap to 200 or so, and then balance enemies according to that. Not that I'm telling you what to do, of course.. :)
 
Multidirectional said:
The problem I see with removing so many perks is that there won't be much left to choose from. There isn't already. For those who play with level cap 20 it's fine maybe, but I just can't deal with such a low level cap, I always increase it to 40 when I play this game - one of the reasons why I'm so desperate for enhancing difficulty greatly. I actually had to choose swift learner perk with your mod simply cause there weren't anything else to choose from up to level 6. I think it would be more reasonable to just remove exp perks but leave skill perks intact, while also increasing skill cap to 200 or so, and then balance enemies according to that. Not that I'm telling you what to do, of course.. :)
I tried to structure the perk levels so there is at least 1 non conditional perk to choose if your character doesn't meet any conditions for the conditional perks at a certain level. I'll be re-evaluating their placement and possibly changing some to provide a more plentiful choice to help avoid the chances of only having 1 perk to choose from. Also you play with a level mod I assume (40). By lvl 40 you are going to be pretty uber (40 perks+ all those skill points). I don't think the enemies will scale that high either. Not my play philosophy but anyway...yeah for you what will happen is you'll have a good selection up until level 20 then it will just be a perk countdown from there.
 
Well it's not like I've ever actually reached level 40, I stop playing until that, but yeah, of course I'm aware that by that time I would become uber. It's just that in the action RPG with a stupid plot like this game there isn't much more to do than kill enemies and level up. At least for me. As soon as I'd reach the level cap I'd stop playing. To be even more precise, I'm playing Fallout 3 about the same way I'm playing Diablo 2 or Titan Quest - building the character is the only source of fun. That's why I'd like to see skill caps being increased too and of course enemies that would make you feel the need to level up even at level 30.
 
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