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大家不觉得FO3里面升级太快了吗?而且技能方面也有一些不合理的地方。fallout3nexus上已经出了几个相关的平衡调节mod,其中一个包括技能点、武器伤害和命中、经验值等等,有兴趣的同志可以看下
http://www.fallout3nexus.com/downloads/file.php?id=334
以下贴出说明……填充页面
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"SP_" esps:
These change the formula for calculating SPs, as I felt there were far too many in vanilla, and that much too much importance was placed on intelligence (making even my fighters pick 10 INT).
PICK ONE! of the following (or none):
* "SP10 TAG30" For a greatly reduced 290 total SP (320 with Tag!, plenty more with books). The base 10 SP in unchangeable: INT is not taken into consideration, as I felt it was by far and away an overpowered stat before, forcing many to pick 10 INT, regardless of character type. This is my recommendation.
* "SP15 TAG15" For a balanced approach with more total SP than before, but INT still is not a factor, and the 15 is consistent. Tag! skills have moderate importance.
* "SP20 TAG0" For many more total skill points (400), but no Tag! Specializations (you don't need them with 20SP per level!). With the Tags, Educated, and INT removed, this should be fairly balanced, providing a total of 400 SP.
* "SP6 INTx1" This is similar to the original formula, but with just over half the base SP (11 to 6), and the "vanilla" weight for INT. Tags are normal (15) and Educated and Comprehension are still removed, with all of the rank adjustments to the other perks.
* "SP0 INTx2" This is just another permutation: base SPs are at zero, but INT provides TWO points per level instead of one, ranging from 2-20 possible points. For you brainiacs that feel ripped off, I guess. :P
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"Pacing"
Leveling rates have been slowed globally (ixpbase from 150 to 250).
Hacking and lockpicking rewards have been cut in half, but exploration has been doubled.
The rewards for killing "Very Easy" through "Average" enemies has been significantly reduced, but
The rewards for killing "Hard" and above enemies has been slightly increased.
The bonuses for "Hard" and "Very hard" difficulties have been reduced from 50% and 25% to 20% and 10%, respectively.
Various other minor tweaks have been made to the leveling and experience formulas. This should allow far more exploration and random encounters before "capping" at level 20, and places an emphasis on questing for leveling (keeping you in control).
==========
"Stat Changes"
Health per level has been reduced for players, increased for enemies (making top-end enemies tougher)
Base health slightly reduced, putting emphasis on Endurance.
Encumbrance per point of Strength raised 50%, base Enc left untouched (it's a subtler effect than it sounds like).
Base Action Points reduced with higher multiple for Agility (crossing at 5 Agi with "Vanilla" Fallout3; that is, higher AP for Agi>5, lower for Agi<5)
AP regen raised a bit.
Previous tweaks to AP requirements for different actions have been removed (reverted to vanilla).
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"Weapskill" esps:
In "V2" of these mods, the weapon damage has been raised much further than before, with careful balancing for melee/unarmed fighters. A host of new perk choices (if you install that mod) should allow these fighters to make it through the more lethal firefights.
* "dmg not accuracy"
This was my original formula, and it's still the one I personally prefer. Weapons do more base damage by about 30-50%, with additional variance in damage based on skill levels (for about 15-90% difference from Vanilla). This affects you and your enemies. Not realistic, but it feels more RPG-ish to me (it's not realistic to gain HP with levels, either, or to heal a bleeding bullet-wound with food...)
* "Accuracy not dmg"
Weapons do more base damage across the board, 50%. Skill level and condition now both factor heavily into accuracy (both negatively and positively). At low levels with a poor weapon, you will shoot all over the place, especially with full auto. At 100 skill with a perfect-condition weapon, however, you will see much better accuracy than in Vanilla! The same works for your enemies (when testing, I got one-shotted in the head by a distant enemy sniper!)
Strength factor in melee damage doubled, to make up for their rip-off (accuracy doesn't help them). Unavoidably, the melee skill WILL affect melee accuracy (now; it didn't before) and NOT damage -- get pyro or iron fist, or upgrade your strength for more noticeable boosts than before.
The testing and tweaking that went into this was obscene; if you feel that you're too inaccurate, repair your weapon or spend some skill points. Or don't go fully automatic ;)
The effect in VATS ranges from subtle to gross, but is not as strong as outside of VATS. In testing, VATS should cross with vanilla with 55-60 skill in a 50-70% condition weapon; below, it will be less accurate than before, but at high levels/condition, it will approach the VATS cap (there appears to be a distance-to-accuracy cap for each weapon).
In Vanilla, skill had a moderate impact on weapon damage. It now has NO impact on weapon damage. This is, obviously, more realistic.
* "Dmg and Accuracy"
Skill levels and condition weigh in heavily on both damage and accuracy. Base values also raised across the board. This one is probably the best for those who want accuracy, but don't want the melee skills to be worthless. May need more testing, but should be the "have your cake and eat it too" alternative. :p
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Perk overhaul! "Perk changes":
The 5/5 skill perks -- Daddy's Boy/Girl, Scoundrel, Thief, Little Leaguer, and Gun Nut -- are all now available at level 2. They also have five total ranks now (from 3), including the fifth "mastery" rank, which has double efficacy (10/10 SPs, for a total of 30/30). With the lower SP formulas, this may make these overlooked skills much more worthwhile, as well as giving a bonus to specialized builds.
Size Matters has been brought down to 10 SP per rank, to keep in line with it's fellow 5/5 perks. It also now features five ranks, and the mastery rank adds a significant bonus to encumbrance (for hauling around those big beasts!). The level req has been reduced to 6.
Cyborg has been revamped to give more love to the energy weapons users, who previously had no real way of raising their skill. It now only gives 5 DR/PR/RR at level one, but gives 10 points to energy weapons for each rank up to five ranks. Mastery grants the completion of cyberization, bringing the resistances up to 10 (like they were in vanilla). Level req has been reduced to 8.
Chem Resistance now gives total immunity to chem addictions (it just wasn't worth picking before).
Finesse now has three ranks, granting +3% (instead of 5%) to critical chance per rank, with an additional percent at mastery for 10% for three ranks.
Cannibal can't be changed, I'm afrain, as it's scripted. Same goes for Intense Training.
Lawbringer and Contract Killer, being "fun" skills, have been lowered to a level req of 10. Child at Heart, for similar reasons, has been lowered to 2.
Nerd Rage has been "beefed up," in consideration of its high level and its low HP requirement. It now maxes out the player's DR at 85% whenever HP drops below 20% (in addition to the previous 10 STR).
Toughness now has five ranks, for 5% DR each. With the greatly increased weapon damage, this gives fighters the option to beef up without (or in addition to) armor. This also balances with lower cyborg DR and lower initial DR. Five ranks would grant +25% to DR! Lvl req is 8.
Strong Back now has three ranks, for +30 pounds each. Lvl req is 10.
Comprehension, being really the most overpowered perk in the game (potentially over 300 SP from it!), has been raised to a lvl req of 16.
Educated, also previously badly overpowered relative to other skill perks, now has three ranks, each of which grant an additional skill point at level up. This still puts each rank as more powerful than other skill bonus perks, and more versatile. Level req slightly increased to 6.
Life Giver now has three ranks, for 20HP each. Strangely enough, these ranks were already programmed in the game, just deactivated.
Here and Now was a joke, so I kept it a bit of one: it now requires lvl 19, for some immediate need gratification ;)
Demoltion expert now gives +30% explosives damage per rank, with an additional 10% at rank three for a total of double damage. Puts explosives back where they should be when combined with the splash radius increase from my misc tweaks esp.
In accordance with my radiation increases, Rad Resistance has been increased to 33% (from 25%).
In an optional esp, by special request, a "fix" of the sniper perk has been included. Activating this esp will change the sniper perk to add 10% to hit any body part with a rifle in VATS (previously 25% better chance to hit only the head.)
Future NEW perks in the planning will include a more damage perk for headshots, as well as a few perks to make one-handed guns more useful. Sorry, I doubt that I have the skill to pull of dual-wielding in hex :P
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"Karma Changes"
It felt like karma was far too easy to manipulate before. Now the karma range is significantly increased (from 2000 points to 4000 points), and the "Good" and "Evil" are much wider proportionally. It will be much more difficult to establish oneself as "VERY" good or evil, and MUCH harder to stay that way. The "wiggle room" for Very good/evil has been reduced from 250 to 50, so performing a good act when Very Evil will cost you your status as such, and vice versa.
The karma penalty for stealing has been severely reduced (from -5 to -1).
I strongly recommend Reneer's excellent Invisible Karma Mod at http://fallout3nexus.com/downloads/file.php?id=246 to eliminate the annoying sounds an messages for everything.
=============
"Radiation Changes"
This greatly increases the rate at which you will accumulate radiation (ESPECIALLY when swimming!). I felt that the fear of radiation was completely lacking from the game. Other than intentionally for a quest, I don't think I ever had radiation sickness, nor did I *ever* use a Rad-X.
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"Misc Tweaks" (despite the name, it is optional, like all of the others)
All the rest of the original tweaks (MANY) -- and, yes, I plan to separate these further (like the level cap and the camera), in the next day or two. It is NOT required to use the others (though it is recommended, of course). :)
Some of the tweaks from the original readme:
Explosion splash radius increased by 30%
Movement penalties for crippled limbs significantly increased (from 85% and 75% to 66% and 33%) -- for both you and enemies
--The penalties are increased, which means that movement is much SLOWER for one or two limbs crippled
Increased the level multiplier for "boss" enemies
Repair Costs slightly reduced
Paralyzing Palm chance reduced (from 30% to 10% -- and it's still OP, IMO!)
v04b: Now medicine skill BASE is lowered by 50%, so early levels of medicine will be relatively ineffective, but very high levels will be more effective than in Vanilla. Relative effectiveness is doubled.
v04b: Energy weapons and big weapons base is raised -- if you use either of the skill damage mods, this will effectively raise energy weapons or big weapons damage. In the future, I will make much more specific tweaks, but this is a quick fix.
Player limb damage brought to normal (from 50% to 100%)
Armor decay rate lowered (35% to 20%)
Melee damage strength multiplier raised (.5 to .7)
Damage taken in VATS raised from 10% to 100% (VATS was God Mode... silly)
Movement speed increased; relative sneak speed increased (77 to 90 and 57% to 66%)
Odds of dismembering/exploding body parts greatly reduced (to 10%); Bloody Mess left as it was, for those who want a mess ;)
===============
* REMOVED as of v03b:
The level cap has been removed, but beware: there is a bug that (probably) can't be fixed until we can compile scripts: You CANNOT be "evil" or "very evil" past level 20! The game will crash -- if you'd like to cap yourself at 20 to prevent this, use "~" to go into the console and type setgs imaxcharacterlevel 20 .... this shouldn't matter much as the level pacing has been revamped. THIS BUG IS NOT MY FAULT! It's Bethesda's doing.
Third Person Camera centered
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Install: Unrar into your data directory and check what you want to use. DO NOT use the Accuracy and Dmg esps together; that's what the "dmg_AND_accuracy" esp is for. Pick one of the three "Weapskill" esps. I also strongly recommend finding and downloading Timeslip's FOMM.exe FallOut Mod Manager for easier mod management.
====================================================================
Thanks to qzilla for helping me sort out my FormID mess in my perk mod.
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================
Rationale, for those who are interested...
First, the reasoning behind the mod in the first place is pretty obvious: I felt that the game was shallow and unbalanced, though all of the potential was right there. But as for some of my decisions, there is a strong "realism" crowd that tends to disagree with my balances.
Let me say a few things about realism. First, it's terribly unbalanced. In a realistic wasteland, you'd ONLY want to be a sneaky sniper. In a world where one bullet kills and you don't get to reload, no one ever "beats the game" -- that's why there are games. Clearly, the perk system, skill system, and armors are there to allow for a wide variety of playstyles. If I multiply damage 20x for every bullet, how is an unarmed power-armor "tank" character going to get ANYTHING done? On that note, it seems perfectly realistic to me that (1) power armor can take quite a few bullets, (2) mutants can take as many as devs want them too, since they're a physical invention OF said devs, and for all we know, they survive like cockroaches, without a head or full of metal, and (3) people adapt quickly to difficult settings, so the wastelanders may be able to handle a punctured liver or a shattered jaw better than us. This isn't a realism mod. It's a balance mod. As far as I'm concerned, ramping up damage grossly is called a "cheat." You can see a red dot on your compass or a head on the horizon, and you shoot first. When one bullet kills, you shoot last. Secondly, if you want realism, you're going to have to do away with levels, perks, 90% of the skill-point and SPECIAL system, HP, AP, VATS, and just about everything else that makes this a game.... and fun.
I am, however, open to suggestions, and that's why I created the "accuracy_not_dmg" mod, for people who wanted ONLY accuracy from skills. Again, not fair for the melee/unarmed fighters, but fine if you don't plan on going this route.
For the overpowered nature of the sneaky sniper, I plan to put together a sneaking revamp soon (requires a lot of playtesting first), as well as some good non-rifle perks other than pyromaniac and iron fist. One-handed pistol wielders are especially needing some love. For the tanks, I'm trying to figure out how to create a perk to add 5 to the total DR cap. It'll happen eventually. I'd like to see a skill like "heavy armor," but it won't happen until we get scripts to compile.
Despite the rant I just had to get out, if you have suggestions, ideas, or considerations, feel free to comment away on the comments page of my mod. I'm open to just about anything. Even if I disagree with it, that's not reason to not add it for those who do agree. :) (So you'll likely see a lot more realism options anyway :P)
I hope you enjoy Fallout 3 in the XFO style! |
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