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.
=============================================================================================================
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.
===============================================================================================================
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.
================================================================================
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).
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.
=============================================================================================================
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.
===============================================================================================================
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.
================================================================================
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).