AIM - more RPG - like weapons system
⚪ Last updated 2009Preview

🔍 Analysis
- 👍 2.3% endorsement rate — high engagement, a strong quality signal
- 🏆 #155 of 378 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Every weapon have skill requirements. More realistic damage (3-4 shots from every weapon is fatal to every human). Much-less ammo. Better repairing lists
All weapon damage Increased Many changes in weapons. You need high weapon skill to use more powerfull weapons ========== Abstract ========== Let me tell you about 2 ideas! 1. When I played FO3 first time, i got Chinesse Assault Rifle on second level in Megatonne (rest in peace, brave Sheriff, you attempt to arrest some very evil person granted me nice weapon!). Before this event, my character only used BB gun and voila, he has very powerfull Chinessa Assault Rifle - and he can easily kick everybodies ass. And he can use it with deadly effectivity, but his small arms expireince is small - killing radroach on tenth birthday (i refused taking 10mm pistol from Amata and directly went to megatone after leaving vault, and tag skills were medecine, sneak, melee). I think, this is not realistic, and not RPG like too. So, i made a point in developing weapons skills - you can use more powerfull weapons, which you can\'t use with low skills. 2. In terms of gameplay, why do we need a lot of slighly different weapons? Maybe the game will be more interesting, when we have less, but very distinguishable weapons? And everybody can choose a set of favourite 3-4 which can deal with every enemy in every case. Base bullet damage is 40 or more points for every bullet – so, every weapon now is a weapon, so every fight is much more quick and bloody. Also, there is less ( in about 3-4 times) ammo in the world. Damage of weapon slightly depends on it\'s condition and character skill. But, character skill greatly affects spread and accuratricy of weapon. Melee and hand2hand weapons have damage, which greatly depends on weapon condition and character skill + bonuses from strenght. Also, all weapons are divided in tiers, by precission, rate of fire and other things, which make them more or less deadly. This mod is in early stage of development, so it is not compatible with DLC yet( !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I advise to use Adrenaline Bullet Time http://fallout3nexus.com/downloads/file.php?id=6158 Hunger Thrist based Regeneration http://fallout3nexus.com/downloads/file.php?id=3661 SPECIAL is FATE http://fallout3nexus.com/downloads/file.php?id=4227 with this mod, because i was balancing gameplay with these mods !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Weapons tier is marked with symbol after its name, where x is a number of tier. If character skill is too low, he/she can\'t use this weapon and drop it. ==================================== ==================================== Tier 0 Small Arms (skill >0) + 10 MM Pistol - this is actualy a weapon (base damage is 35) and a good spare parts source for SMG + BB Gun – just a toy for killing radroaches Lincoln’s Repeater – because it already has a script attached. ==================================== Tier 1 Small Arms (skill >25) + Silenced 10 mm Pistol + . 32 Revolver (better damage and precission than 10 mm Pistol
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- iliary_rus
- Version
- 1.0
- Downloads
- 599
- Endorsements
- 14
- Category
- Gameplay Effects and Changes
- Created
- 9/20/2009
- Updated
- 9/20/2009
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