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explosivo666

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  1. Well, I still dunno where to put Somah, so I could use some suggestions on that.
  2. I've been toying with making Somah a vendor once the main quest ends, its intended for her to sell the stuff from MZ you normally find in the Mothership, plus the odd alien power cell, and maybe the unique weapons you may have missed. Also been tinkering with making Paulson a follower.
  3. No-one here does that, because it'd get removed instantly, and the uploader would get banned, this is not some random torrentsite where everything gets uploaded.
  4. There isn't one, and given the Author hasn't been here in over a month, almost 2, he is either on vacation, or left the modscene. Given I probably wouldn't be able to get permission to change it, I can re-create the mod for the latest patch, but how much degradation slowdown you looking for?
  5. player.rewardkarma 2000 instant boost to highest karma player.rewardkarma -2000 instant boost to lowest karma Karmic rebalance. Short CurrentValue Set CurrentValue to 0 - Player.GetAV Karma Player.RewardKarma CurrentValue
  6. Don't have the mod, but should just take 1 second to make one that does the exact same thing. Edit: Done, and here it is. Download: http://www.fallout3nexus.com/downloads/file.php?id=7383
  7. Released the first version. http://www.fallout3nexus.com/downloads/file.php?id=7307
  8. Adds 4 new perks. Mirelurk Ecology: After hours of studying, you've finally learned to exploit a mirelurk's weaknesses and gain a +5 damage bonus while attacking one. Gray Matters: Protect what's important. With the Gray Matters perk you'll receive 25% less damage when hit in the head. Shotgun Diplomacy: You do +10 extra damage with shotguns. Swing For The Fences: With Swing For The Fences you'll do an additional 10 points of damage while any one or two handed melee weapon is equipped. Adds 2 new weapons. Pa's Fishing Aid, Double Barrel Shotgun. Fireman's Axe, an Axe which when above 50% condition does +35 extra damage.
  9. 1 Raiders How about some Raiders based inside an Alaskan War Museum, a nice excuse to re-use those chimera tanks. 2 Brotherhood of Steel Can be situated inside Fort washington, just copy fort independance for easy construction. Several outposts in various places, fighting enclave on occasion. 3 Enclave JFK, along with recruitment center and other outposts inside the city, sometimes fighting the Brotherhood, neutral to the player, give them a chance to either side with Enclave or Brotherhood. 4 Ghoul Town Could have a big settlement inside Penn station, former relief center after the fallout due to its metro tunnels. 5 Sky City Richer upper class settlement, with walkways between skyscrapers, hires Elite Mercenaries to protect themselves. 6 Rock Bottom Poor low class settlement, situated around Sky City, citizens show signs of infection like with the people in The Pitt. 7 Williamsburg Small settlement of those that are too infected and have been evicted from Rock Bottom by the Elite Mercenaries for being a danger to the population. 8 Elite Mercenaries Power Armor wearing mercenaries, well equiped, and operate in strike teams. HQ near Sky City entrance. They go out on occassion to get fresh supplies, should be seen on occassion fighting raiders/Super Mutants around the city. Or assaulting buildings like police HQs, and hospitals, to capture them from Super Mutants/Raiders, for said supplies. Possible outposts near bridges/metro stations to keep out bad elements. 9 Super Mutants Carrying M60s/FN FAL, mostly found inside queens/the bronx, only ones to fight over the badly radiated parts of the city with the feral ghouls. 10 Feral Ghouls Inside the metro tunnels, and at night inside the Bronx/Queens. 11 Trogs Found mostly around Williamsburg, and in smaller amounts near Rock Bottom.
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