Dax’s Tweaks for Fallout Factions Expanded

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Author: daxdax64

Last revision: 16 Jun at 05:57 UTC

File size: 77.6 MB

On Steam Workshop

Description:

My personal modifications to Colt’s Fallout Mod alongside the submod Fallout Factions Expanded, taking on a variety of changes across the spectrum of mechanics. Not designed with any particular balance in mind but I’ll give it a good college try to keep them vaguely in step with each other.

All requests and recommendations are welcome.

If you would like to play a version only encompassing changes to the original Colt’s Fallout Mod and not requiring the submod, see the link below.

https://steamcommunity.com/workshop/filedetails/?id=3729414480

Gameplay Tweaks
-Increased player accuracy.
-Adjusted locational damage to make headshots more lethal.
-Increased supply range and faster supply regen.
-Increased the effects of veterancy.
-Increased vision range.

Conquest Tweaks
-Increased global CP and made stage CP a flat 100 across the board.
-All call-in stage research set to 0 rp requirements for easier co-op campaigning.

Sound Tweaks
-All weapons have received a sound overhaul/expansion. I brought in a lot of missing reload/firing sounds, mostly authentic Fallout ones but a handful of hand-picked alternatives slotted in where preferrable/necessary.

Weapon Tweaks
-All small arms have been totally overhauled from the ground up. A middle ground between accuracy to the game and then accuracy to individually selected IRL equivalents was struck.
-Each weapon has it’s own total stat table, covering muzzle velocity, rate of fire, damage, penetration, and any other relevant stat.
-Weapon names were also adjusted to step away from the Fallout trend of having more generic names, usually taking directly from their lore name, direct IRL equivalent, or simply a fictional name I came up with.

Energy Weapon Balance Principles
-Plasma has very low velocities, often dodgeable by infantry, however when it hits it hits with the highest damage and penetration of the all the energy categories. Penetration is all or nothing, as long as you’re within the weapon’s range you get the full effects of its penetration values however it goes to 0 outside of its range.
-Laser weapons have lower damage then plasma but generally trend higher then equivalent ballistics. Functionally hitscan velocities, lower range then ballistics but higher then plasma. They have minimal penetration but a flat penetration curve.
-Institute weapons have been re-imagined as particle beam weapons (gatling laser is the single exception to this). They have velocities above traditional ballistics but significantly below laser weapons. Their damage is higher than laser but lower than plasma, penetration is similar, but much closer to plasma then laser. They also have a high range, between intermediate and full rifle ballistics. Unlike most of the synths that carry them, the Institute weapons are highly lethal and should be treated with extreme care.

Credits:
Bethesda – Various assets.
CTA Weapon Pack – Various models and sounds.
JSRS Soundmod – Various sounds.