Jashin on 30/1/2010 at 23:40
Some good mods there, I'm especially looking for a good UI mod.
Although I'm debating whether to bother with anything else, as I know 1.) in the wrong order they'll gimme grief, 2.) imbalance the game, and 3.) the bundles can never be tailored exactly to one's taste.
I finished FO3 with only 2 mods - a ui one and a faster movement one. The default ui and moving speed is just too crap and slow.
PeeperStorm on 31/1/2010 at 03:31
The GNR- More Where That Came From mod sounds like just what I've been looking for. I've been playing lately with the in game radio turned off, and with a radio next to my computer tuned to a local oldies station. Unfortunately much of their music doesn't fit very well...
Dresden on 31/1/2010 at 10:24
Quote Posted by Jashin
Some good mods there, I'm especially looking for a good UI mod.
Although I'm debating whether to bother with anything else, as I know 1.) in the wrong order they'll gimme grief, 2.) imbalance the game, and 3.) the bundles can never be tailored exactly to one's taste.
1.) Not as much as you might think and FOMM has a button that automatically orders all of the popular mods.
2.) The game's already imbalanced. I need mods that balance it. Easily maxing all skills and everything dying in one VATS round are big annoyances for me.
steo on 31/1/2010 at 10:56
Well, I've started again now, and after a lot of hassle trying to get mods to work, I'm having a pretty good time of it. Just got to level six, I think, and found GNR.
I originally tried using XFO, because it looked to have the best balance, but since it's not compatible with FOOK2, I ended up switching to (
http://www.fallout3nexus.com/downloads/file.php?id=2761) FWE. I'm also using MMM, and FOOKU2 - a texture mod for FOOK. The combat is pretty tricky, which was a little frustrating at first, but I'm used to it now. One of the first things I did in the game was help Leo Stahl out with his problem, which net me a big supply of drugs (FWE includes a mod which adds tonnes of new chems). I then bought a .32 pistol and 11 bullets and went to the Springvale school. Naturally, 11 rounds was immensely insufficient to deal with a large band of raiders, so I ended up going on a drug-fuelled frenzy round the school with a fire axe and bullet-time, hacking all of the raiders to pieces.
Having bullet-time and sprinting is a good way to increase the use of agility, especially since I don't really like to use VATS. Bullet-time is very powerful, particularly with sniper-rifles since you can easily get accurate shots and toggle it off between shots so it never runs out (kind of exploitative, really). It is, however, balanced by the fact that the combat is so brutal anyway - since you die so much quicker, bullet-time really only slows down the speed at which you get killed to how it was in vanilla.
Weighted ammo is nice, and I find myself buying stimpacks now, but it's a bit silly that the 12.7mm (.50cal) depleted uranium rounds are the lightest ammo type. It's also a big shame that they haven't added many new ammo types to the game, since they've added lots of new guns that should use other calibres, but instead they end up with one bullet filling the role of four or five different bullets. This is a big big shame, because having to match guns to the right calibre would greatly increase the survivalist aspect of the game, and add a purpose to holding on to a lot of the different guns - the MP5A4, MP9, MP7, P90, Makarov, etc. all share 10mm ammo, so you work out which one is best and forget about all the rest. If you had spare 9x18mm rounds, you might use the makarov a bit to kill easy enemies, so you could conserve ammo for your favourite SMG, for example. Hopefully they'll rectify this in a later version of FOOK.
Dresden on 31/1/2010 at 14:28
FWE looks interesting. I'm not sure I like the idea of making a shooty RPG even shootier though. Can you still use VATS in it? Well I guess they can't take VATS out but is it still a viable option?
PeeperStorm on 3/2/2010 at 02:26
Turns out that the GNR mod mentioned previously is exactly what I wanted. 100 new songs, and all of them fit the GNR style perfectly.
PeeperStorm on 17/2/2010 at 03:26
I didn't even know that D&C was still around. Thought they folded about 8 years ago.
Too bad a lot of those mods listed require the use of FOSE. The script extenders that have been put out for all of the Bethesda games (starting with Morrowind) have always made my computer crash about three times as often as without, and FOSE is no exception.
Dresden on 17/2/2010 at 05:26
Are you sure it's FOSE? I used to think that too but after I disabled a certain codec from my system FO3 started crashing ten times less.
PeeperStorm on 18/2/2010 at 04:13
"A certain codec" narrows it down to about a billion files. :confused: