

- Fallout 3 nexus power armor training mod#
- Fallout 3 nexus power armor training portable#
- Fallout 3 nexus power armor training mods#
* Complete overhaul of faction equipment lists for greater faction diversity and character * Improved enemy AI and combat performance * Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis * Sleeping recovers health/condition depending on time spent sleeping * Radiation is much more dangerous and accumulates faster * Morphine and certain other drugs allow you to temporarily ignore crippled effects. * Stimpaks heal over time instead of instantly * Complete rebalance of all drug and chem effects. * Stimpaks and other drugs are much more rare * New healing system (Triage) for fixing crippled body parts * Significantly increased the negative effects of crippled limbs * Over 40 new chems and drugs added to the gameworld in vendor and loot lists
Fallout 3 nexus power armor training portable#
* New bedroll, water purifier, and portable grills for sale * New portable lab kits and infirmaries for sale * OPTIONAL worn weapon's module makes good condition weapons much rarer * Rebalanced the value and weight of misc items * Ammo now has weight so you can't carry mountains of it around * Added many new CRAFT'able items to the workbench * Greatly expanded the repair parts lists for fixing weapons + armor * Weapons more likely to jam on reload or firing when in poor condition

* Power armor + recon armor helmets have night vision capabilities * Power armor overhaul, making PA potentially more powerful but more difficult to acquire * Complete rebalance of all armor for greater range of viable armor choices * Explosions and super sledges now have a knockdown effect * Complete rebalance of all explosives for greater stopping power and realism * Complete rebalance of all weapons, all weapons now have a viable purpose * Missing unique weapons + armor added to the wasteland * Over a dozen new armors added, appropriate to the fallout setting

* Over 30 new weapons added from prior fallout games and to the gameworld * Greatly increased velocity and range of projectiles * Adjusted Action Point pool size and recharge rates ) * Integrated Sprinting feature that uses AP's (configurable) * Integrated Bullet time feature that consumes AP's * Backwards movement speed dependent on agility * Optional VATS real-time and half-time modules * VATS balancing, including increased player damage and adjusted hit % * Reduced limb explosion + dismemberment rates * Implemented body-part location based damage specific to each NPC/creature type

* Unarmed skill provides a "dodge" bonus when wearing lighter armors * Adjusted the weapon spread (accuracy formula) for better gameplay * Significantly lessened the effect of auto-aim * Greatly increased the global damage multiplier for damage taken and dealt * Skill books now provide unique perks instead of skill points * Improved barter settings for a more balanced economy * Changed health formulas for the player for better balance * Sneaking made more realistic and challenging * Additional lockpicking + hacking choices (bypassing terminals, explosive entries) * Adjusted bobblehead bonuses and functionality * Skills matter more to your performance in most situations * Major rebalance of existing perks and new FWE-specific perks * SPECIALS's made more important to your character's skills and abilities * Slower experience, leveling, and pacing choices
Fallout 3 nexus power armor training mods#
* Compatiblity with other popular mods including MMM, WMK, EVE, and FOOK * Overall a more immersive game experience * Improvements to the diversity, character, and behavior of many actors, factions, and creatures * New equipment and a complete rebalance of all weapons, armor, and other gear * Greatly improved the survival aspect of the game, including injuries, loot rarity, and daily needs * Faster paced and more unforgiving combat for an enhanced FPS experience * Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
Fallout 3 nexus power armor training mod#
Note: The video also demonstrates Mart's Mutant Mod and additional FWE Tweaks by Kai. If you have questions, please ask here first. In some cases, mods have changed significantly from their original state, and mod authors may not be able or willing to provide effective support. Please do not contact the original mod authors for support with mods integrated into FWE. * Fallout Interoperability Program (FOIP)Ĭompatibility patches Martigen's Mutant Mod (MMM), Weapon Mod Kits (WMK), and Energy Visuals Enhanced (EVE) *The Fallout Mod Manager (FOMM) is HIGHLY recommended for properly installing and troubleshooting FWE. The follower mods/utilities are required for FWE:
