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Fallout GigaPatch

[b]Fallout Giga-Patch[/b] is a hefty pack of patches for [b]Fallout Collaboration Project[/b] mods, which fixes bugs and rebalances the content to fit standards set by vanilla and DLCs. Scope of the changes: [list] [*] Tuned down all obscenely overpowered stuff (75% accuracy minigun, 12x better social apparel, +50% research boots for 20 cloth etc.) [*] Changed items according to their flavour, creating alternatives to vanilla ones with slightly different application or a spacer tier versions of industrial weapons [*] Rationalized all market values. No more cheap junk to sell for thousands or op guns to buy for pennies [*] Swapped research requirements for stuff that was put in medieval tier but had stats better than industrial/spacer tier [*] Added missing weapon tags and Ideology classes [*] Changed apparel that takes all 3 layers to adequate number of layers [*] Fixed wrong weapon offsets [*] Added mechanics that were mentioned in descriptions but wasn't there. (e.g. Shock Sword desc reads [i]"Causes EMP and burns."[/i] so now it really shocks and burns) [*] Fixed missing sounds, integer errors and other misc stuff [*] Plants are no longer simply better than vanilla ones - now they have a bit smaller yield and require more work, but are resistant to toxic fallout and blight [*] Most descriptions were not touched, but I removed things like [i]"XYZ can inflict 16 damage per hit in good condition"[/i], which was both immersion-breaking and untrue [*] Changed any copy-paste skins into alternative versions of given weapon, with ups and downs fitting the description [*] Fixed some laser weapons not dealing heat damage [*] Unearthed items that missed XML completely [*] Made unique weapons not appear in trading or on raiders. If you create only one, it will be truly unique. Also, made them have a positive beauty score [*] Undid any uncalled changes these mods silently made to vanilla files [/list] At the moment FGP tweaks 100+ weapons, 100+ armours and 7 plants across 22 mods. Below you can see the list of currently patched mods. You can use one, few or all, although I recommend subscribing to everything. I tweaked them to complement each other when possible and they fill the tech tree nicely, enhancing item progression. 1. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2635484477]Enclave Armory[/url] 2. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2617012006]Bert's Fallout Armory[/url] 3. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2537679221]Chinese Remnant Equipment[/url] 4. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2522252565]Classic Combat Armor[/url] 5. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2538643394]Fallout New Vegas Submachine Guns[/url] 6. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2541612295]FNV Heavy Weapons Pack[/url] 7. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2608148101]FNV Laser Weapons[/url] 8. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2538737483]FNV Assault Rifles and LMG Pack[/url] 9. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2538459641]FNV Lever Action Rifles[/url] 10. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2543838139]FNV Pistols[/url] 11. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2537730350]FNV Revolvers[/url] 12. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2537976269]FNV Shotguns[/url] 13. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2543891891]Creation Club Rifle Pack[/url] 14. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2529969640]Fallout Plants[/url] 15. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2526607612]Great Khan Equipment[/url] 16. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2607668154]Makeshift Handguns[/url] 17. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2607985525]Makeshift Rifles[/url] 18. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2550991340]Minuteman Equipment[/url] 19. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2607655479]Classic Plasma Weapons Pack[/url] 20. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2548035824]Raider Armor and Apparel[/url] 21. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2527587775]US Army Equipment[/url] 22. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2640058237]Unstoppables Costumes[/url] [hr] FAQ [b]Q: Is it safe to add or remove mid-game?[/b] A: Yes. [b]Q: Why do I see yellow warnings about things that were supposed to be fixed?[/b] A: They are fixed. The game informs you about errors in original files, which were later overwritten. That's due to the method of patching. [b]Q: Method of patching? Wait, these are not patches at all![/b] A1: Indeed. While usually it's a bad practice to overwrite defs to make fixes in someone's mod, we have a specific situation here. First of all, these mods are not maintained in their current state, so there are no new changes the overwrites could harm. A2: But most importantly, Rick plans to rebuild these mods to use new FCP Framework. As a side effect, said framework will require people to start a new game. Rick also decided they will change some defnames along the process (which I am strongly against) and such changes simply break saves. So if/when this happens, [b]don't panic[/b]. Give me a day or two and this workshop entry will be transformed into a legacy fork, with all fixes applied and old defnames restored. With FGP you'll be able to continue playing on your save. [b]Q: What about mods that are missing from the list?[/b] A: I released this initial package to quickly fix the mods I use in my [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2796093939]600+ modlist[/url], because they contain some really op stuff that needed to be tweaked asap (and I'd rather do that than just remove them). I will include more, although in a bit slower pace, as this was a lot of work already. If you know a FCP mod that needs tweaking to fit vanilla, make a comment and I'll get to it, 1 mod a day. [hr] If you'd like to see a Fallout overhaul one day, consider supporting [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2518249845]Fallout Collaboration Project[/url]. It's a very cool, ambitious project and they would appreciate help.