Xokks Posted April 25, 2009 Share Posted April 25, 2009 While playing I had mixed feelings. It felt cheap I could carry all the armor and Stimpaks I could ever need and at the same time I felt I couldn't carry enough when looting places and making 3-4 trips every time I found a new location. So - Here's a list of all the useful items I could find that currently have no weight. One of the things I'd like changed in the mod I'm working on is adding weight to all these items to limit the player on how many they can lug around and perhaps force them to plan trips to places rather than just take a few hundred Stimpaks and all the ammo you could need. I'm posting here for some suggestions on what things could weigh and any other suggestions people may have regarding this issue. If there's a mod that already does this I don't want to know about it. I'm doing this for the learning experience. If that mod has an idea you liked feel free to mention it though. Anyways, enough is a enough. Here's the list. DrugsBerry MentatsBuffoutGrape MentatsJetMed-XMentatsOrange MentatsPsychoRad AwayRad-XStimpakUltrajet Ammo.308 Caliber Round.32 Caliber Round.44 Round, Magnum10mm Round12 Gauge12 Gauge Shotgun Shell5.56mm Round5mm RoundAlien Power CellBB'sDartElectron Charge PackFlamethrower FuelMesmetro Power CellMicrofusion CellMini NukeMissleRailway Spikes OtherPre-War Money Link to comment Share on other sites More sharing options...
xaechireon Posted April 25, 2009 Share Posted April 25, 2009 Since Fallout 1 stimpaks were weightless. You could carry a thousand of them if you cared enough to find that many. The difference between using a Stimpak in combat in Fallout 1 and Fallout 3 is that in Fallout 1 they cost AP to use (and/or AP to open your inventory), so there's only so many you can administer in one turn. Whereas in Fallout 3, you can administer stimpaks with basically no delay. I do agree though, that ammunition should not be weightless, and certain types like mini nukes should be rather weighty. Link to comment Share on other sites More sharing options...
Xokks Posted April 25, 2009 Author Share Posted April 25, 2009 This is what I came up with. Maybe I give characters all around an extra +10 they could carry at the start, but I'm not sure this will cause too much trouble. Anyone want to share their input? Would be nice to have a few little test rats that I could make this into a mod and hand out to and they could give some input on how it's effecting their game. DrugsBerry Mentats = 1Buffout = 1Grape Mentats = 1Jet = 1Med-X = 1Mentats = 1Orange Mentats = 1Psycho = 1Rad Away = 1Rad-X = 1Stimpak = 1Ultrajet = 1 Ammo.308 Caliber Round 20 = 1lb.32 Caliber Round 24 = 1lb.44 Round, Magnum = 20 = 1lb10mm Round = 24 = 1lb12 Gauge Shotgun Shell = 20 = 1lb5.56mm Round 24 = 1lb5mm Round = 50 = 1lbAlien Power Cell 10 = 1lbBB's = 10 = 1lbsDart = 10 = 1lbElectron Charge Pack = 10 = 1lbFlamethrower Fuel = 10 = 10lbsMesmetro Power Cell 10 = 1lbMicrofusion Cell = 10 = 1lbMini Nuke 1 = 4lbsMissle = 1 = 2lbsRailway Spikes 8 = 1lb OtherPre-War Money 0.5 = Needs increase in worth then as well. Default is 10 atm. Link to comment Share on other sites More sharing options...
DaCrazyBegga Posted April 26, 2009 Share Posted April 26, 2009 id say its ok that those thinds (aid ,ammo)dont weight anything but there should be a predestined number wich u can carry for example :u can carry 15 stimpaks80 .44 Calibre Round20 Missles200 Flamethrower Fuel70 Alien power Cells Link to comment Share on other sites More sharing options...
ManOfGah Posted April 27, 2009 Share Posted April 27, 2009 For a weapon like the Flamer that chews up ammo, I don't think the ammo should be so heavy, especially when you consider how much one "fuel" is. The tank that holds the fuel probably comes with the weapon, so you could probably fit the fuel to fire it for a second in a plastic bag. Link to comment Share on other sites More sharing options...
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