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Weightless Items


Xokks

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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.

 

Drugs

Berry Mentats

Buffout

Grape Mentats

Jet

Med-X

Mentats

Orange Mentats

Psycho

Rad Away

Rad-X

Stimpak

Ultrajet

 

Ammo

.308 Caliber Round

.32 Caliber Round

.44 Round, Magnum

10mm Round

12 Gauge

12 Gauge Shotgun Shell

5.56mm Round

5mm Round

Alien Power Cell

BB's

Dart

Electron Charge Pack

Flamethrower Fuel

Mesmetro Power Cell

Microfusion Cell

Mini Nuke

Missle

Railway Spikes

 

Other

Pre-War Money

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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.

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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.

 

Drugs

Berry Mentats = 1

Buffout = 1

Grape Mentats = 1

Jet = 1

Med-X = 1

Mentats = 1

Orange Mentats = 1

Psycho = 1

Rad Away = 1

Rad-X = 1

Stimpak = 1

Ultrajet = 1

 

Ammo

.308 Caliber Round 20 = 1lb

.32 Caliber Round 24 = 1lb

.44 Round, Magnum = 20 = 1lb

10mm Round = 24 = 1lb

12 Gauge Shotgun Shell = 20 = 1lb

5.56mm Round 24 = 1lb

5mm Round = 50 = 1lb

Alien Power Cell 10 = 1lb

BB's = 10 = 1lbs

Dart = 10 = 1lb

Electron Charge Pack = 10 = 1lb

Flamethrower Fuel = 10 = 10lbs

Mesmetro Power Cell 10 = 1lb

Microfusion Cell = 10 = 1lb

Mini Nuke 1 = 4lbs

Missle = 1 = 2lbs

Railway Spikes 8 = 1lb

 

Other

Pre-War Money 0.5 = Needs increase in worth then as well. Default is 10 atm.

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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.
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