I have given this file a rating of 10
Allows the player to make the game much more to his/her liking easily, and brings to game closer to, in my opinion, what it should have been.
XFO -- Xodaraps Fallout Overhaul - Endorsements
Started by
Site Bot
, Nov 12 2008 06:34 AM
284 replies to this topic
#41
Posted 02 December 2008 - 03:38 AM
#42
Posted 02 December 2008 - 07:55 AM
I have given this file a rating of 10
If anyone can't get 0.78b to work upgrading from 0.76b, try renaming XFO_Preconfig_STANDALONE_v078b.esp to XFO_v076b_misc_tweaks.esp, since it was named incorrectly. Worked for me.
Great mod btw!
If anyone can't get 0.78b to work upgrading from 0.76b, try renaming XFO_Preconfig_STANDALONE_v078b.esp to XFO_v076b_misc_tweaks.esp, since it was named incorrectly. Worked for me.
Great mod btw!
#43
Posted 04 December 2008 - 05:41 AM
I have given this file a rating of 10
I don't think I had ever gotten around to rating your Mod yet. Duh.
I don't think I had ever gotten around to rating your Mod yet. Duh.
#44
Posted 04 December 2008 - 10:46 AM
I have given this file a rating of 10
wonderful mod for a game that was as easy as it was, makes the game MUCH harder but in a good way. look forward to the future perk additions, the "pistoleer" perks add a ton of fun.
wonderful mod for a game that was as easy as it was, makes the game MUCH harder but in a good way. look forward to the future perk additions, the "pistoleer" perks add a ton of fun.
#45
Posted 04 December 2008 - 11:37 PM
I have given this file a rating of 10
Finally found the rate button!
A must have mod. Don't bother with the vanilla version.
Finally found the rate button!
A must have mod. Don't bother with the vanilla version.
#46
Posted 06 December 2008 - 02:03 AM
I have given this file a rating of 10
I love this mod! If Bethesda fails at anything, it's always numbers. It sucks that someone always has to plug these holes for them, but I'm glad someone did it.
Little issue I noticed: The Power Armor description says +75 LBS. This abbreviation is not used anywhere else in the game and it should say +75 WG.
Also, I think the Pacing modules should include another option to increase the level cap, say to 25. Though I wonder if after level 20 you should stop receiving Perks to preserve some semblance of game balance so players don't pick all 4 level 20 Perks. Though since you've given more ranks to perks, perhaps players will need an extra 5.
The Computer Whiz perk is quite useless for a level 18 perk. There is always the option to just log out after 3 attempts or search for hidden parentheses bonuses. The requirement is a Science rating of 70% and by then hacking has become real easy. I think Computer Whiz should do something else, like make Hacking automatic, considering how high level it is. You could always lower the level requirements of the perk but that doesn't make it any less useless. Considering how common bobby pins are, Infiltrator may need similar attention.
I don't know if giving Daddy's Boy/Girl, Gun Nut, etc five ranks is a good idea, since no one is going to want to spend five valuable perk selections on them. 3 ranks seems sufficient and even then I would never get that many.
While unbalanced, making Comprehension level 16 seems a little steep and I think now makes it a bit useless since you won't get it until the endgame. 12-14 might be better.
I like the Pistoleer perks, by the way.
That's all. I'd like to help if I can so if I notice anything else I'll let you know.
I love this mod! If Bethesda fails at anything, it's always numbers. It sucks that someone always has to plug these holes for them, but I'm glad someone did it.
Little issue I noticed: The Power Armor description says +75 LBS. This abbreviation is not used anywhere else in the game and it should say +75 WG.
Also, I think the Pacing modules should include another option to increase the level cap, say to 25. Though I wonder if after level 20 you should stop receiving Perks to preserve some semblance of game balance so players don't pick all 4 level 20 Perks. Though since you've given more ranks to perks, perhaps players will need an extra 5.
The Computer Whiz perk is quite useless for a level 18 perk. There is always the option to just log out after 3 attempts or search for hidden parentheses bonuses. The requirement is a Science rating of 70% and by then hacking has become real easy. I think Computer Whiz should do something else, like make Hacking automatic, considering how high level it is. You could always lower the level requirements of the perk but that doesn't make it any less useless. Considering how common bobby pins are, Infiltrator may need similar attention.
I don't know if giving Daddy's Boy/Girl, Gun Nut, etc five ranks is a good idea, since no one is going to want to spend five valuable perk selections on them. 3 ranks seems sufficient and even then I would never get that many.
While unbalanced, making Comprehension level 16 seems a little steep and I think now makes it a bit useless since you won't get it until the endgame. 12-14 might be better.
I like the Pistoleer perks, by the way.
That's all. I'd like to help if I can so if I notice anything else I'll let you know.
Edited by Cyber Scryer, 06 December 2008 - 03:24 AM.
#47
Posted 06 December 2008 - 07:26 AM
I have given this file a rating of 10
love how u made this modular so i get to choose what I want in.
love how u made this modular so i get to choose what I want in.
#48
Posted 06 December 2008 - 07:16 PM
I have given this file a rating of 10
I installed this last night, and I must say, I'm impressed in and pleased at the work done on this, it's a major improvement to the game.
Thank you!
I installed this last night, and I must say, I'm impressed in and pleased at the work done on this, it's a major improvement to the game.
Thank you!
#49
Posted 07 December 2008 - 03:33 AM
I have given this file a rating of 10
Cyber Scryer here, just changed my name to something more Fallouty. I think the energy mod is a good idea and the beauty of your mod is that if people don't like it then they can still use your other mods without it! Inevitably, for any modable RPG someone will do a hunger/sleep mod, but at least it seems to be in capable hands with you.
One of the things that always bugged me about Fallout 3 is that SPECIAL did not convert to an FPS as gracefully as I would have liked. Some stats were underpowered while others were nearly useless. I love the rebalancing you've done to Intelligence and Endurance and Action Points, but I think more needs to be done. I have a few suggestions to help balance SPECIAL so that some of the toned down stats are more useful. I don't like the game being too easy, but I like to know that spending valuable attribute points is actually worth the investment!
Strength doesn't seem to have much of an effect on melee damage. A rating of 10 is supposed to be of heroic proportions, but a measly bonus of 5 damage is barely noticeable. I think bringing it to 1 damage point per level (rather than 0.5) will make investing in Strength more worthwhile to melee players without being too unbalancing. 0.5 per point worked in Fallout 1 and 2 because hit points were lower for everyone in those games. With higher hit points a higher damage bonus is needed to balance it out. As is, Strength is hardly essential for a melee player and someone wielding a Ripper with a weakling Strength of 1 is just about as effective as someone with a Herculean Strength of 10. While I don't like making the game easier, it's common RPG law that Strength is an essential stat for melee combat.
Perception is a fairly useless stat as is. I can tell you that I rarely even notice those red blips on my compass. Even then it doesn't help much since telling me that there are enemies nearby doesn't mean anything when there are almost always enemies nearby! To make it more useful, your Perception rating could affect your base accuracy for ranged weapons in VATS, raising your percentage chance like a high guns skill would without increasing the damage. Perhaps gun skills' effect on accuracy should be lowered slightly to compensate because, again, I don't want the game easier, just for the SPECIAL stats to all be useful. Admittedly, this idea isn't very original since this is exactly how Perception worked in Fallout 1 and 2.
Action Points, while useful, are not nearly as essential as they were in previous Fallout games. Since you already have a speed mod, perhaps instead of that each point of Agility should increase movement speed by 2% in addition to the AP bonus. A 20% bonus to movement speed at max Agility would be very nice without being too much and is certainly worth the investment. Perhaps the numbers should be tweaked a bit, but 20% doesn't seem unreasonable since players actually have to earn it, rather than having it handed to them like in speed mods. Speed is essentially what Action Points are so why wouldn't it affect the movement of your legs as well as your trigger finger? Even then, moving faster would also help a bit in combat for players who don't rely on VATS. Do enemies have Agility ratings? Because this could effect them as well (follower Agility should be scaled so they can keep up). Maybe, just for the hell of it, Agility could affect jumping height slightly too. This would have little effect on gameplay but would be a fun bonus and seems fitting.
What is the actual effect of Charisma on gameplay? I understand it improves others' disposition towards you, but what does that mean in numbers? I'm not sure whether or not to say that Charisma is entirely useful. Though it did get me thinking: What about a high level perk that increases your follower limit by 1? Fallout 2 had this perk; they called it Magnetic Personality. High Charisma would have course be necessary; Fallout 2 required 10.
Cyber Scryer here, just changed my name to something more Fallouty. I think the energy mod is a good idea and the beauty of your mod is that if people don't like it then they can still use your other mods without it! Inevitably, for any modable RPG someone will do a hunger/sleep mod, but at least it seems to be in capable hands with you.
One of the things that always bugged me about Fallout 3 is that SPECIAL did not convert to an FPS as gracefully as I would have liked. Some stats were underpowered while others were nearly useless. I love the rebalancing you've done to Intelligence and Endurance and Action Points, but I think more needs to be done. I have a few suggestions to help balance SPECIAL so that some of the toned down stats are more useful. I don't like the game being too easy, but I like to know that spending valuable attribute points is actually worth the investment!
Strength doesn't seem to have much of an effect on melee damage. A rating of 10 is supposed to be of heroic proportions, but a measly bonus of 5 damage is barely noticeable. I think bringing it to 1 damage point per level (rather than 0.5) will make investing in Strength more worthwhile to melee players without being too unbalancing. 0.5 per point worked in Fallout 1 and 2 because hit points were lower for everyone in those games. With higher hit points a higher damage bonus is needed to balance it out. As is, Strength is hardly essential for a melee player and someone wielding a Ripper with a weakling Strength of 1 is just about as effective as someone with a Herculean Strength of 10. While I don't like making the game easier, it's common RPG law that Strength is an essential stat for melee combat.
Perception is a fairly useless stat as is. I can tell you that I rarely even notice those red blips on my compass. Even then it doesn't help much since telling me that there are enemies nearby doesn't mean anything when there are almost always enemies nearby! To make it more useful, your Perception rating could affect your base accuracy for ranged weapons in VATS, raising your percentage chance like a high guns skill would without increasing the damage. Perhaps gun skills' effect on accuracy should be lowered slightly to compensate because, again, I don't want the game easier, just for the SPECIAL stats to all be useful. Admittedly, this idea isn't very original since this is exactly how Perception worked in Fallout 1 and 2.
Action Points, while useful, are not nearly as essential as they were in previous Fallout games. Since you already have a speed mod, perhaps instead of that each point of Agility should increase movement speed by 2% in addition to the AP bonus. A 20% bonus to movement speed at max Agility would be very nice without being too much and is certainly worth the investment. Perhaps the numbers should be tweaked a bit, but 20% doesn't seem unreasonable since players actually have to earn it, rather than having it handed to them like in speed mods. Speed is essentially what Action Points are so why wouldn't it affect the movement of your legs as well as your trigger finger? Even then, moving faster would also help a bit in combat for players who don't rely on VATS. Do enemies have Agility ratings? Because this could effect them as well (follower Agility should be scaled so they can keep up). Maybe, just for the hell of it, Agility could affect jumping height slightly too. This would have little effect on gameplay but would be a fun bonus and seems fitting.
What is the actual effect of Charisma on gameplay? I understand it improves others' disposition towards you, but what does that mean in numbers? I'm not sure whether or not to say that Charisma is entirely useful. Though it did get me thinking: What about a high level perk that increases your follower limit by 1? Fallout 2 had this perk; they called it Magnetic Personality. High Charisma would have course be necessary; Fallout 2 required 10.
Edited by BOS Man, 07 December 2008 - 03:40 AM.
#50
Posted 08 December 2008 - 08:54 AM
I have given this file a rating of 10
Great mod.
Great mod.



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