See README for detailed modification descriptions.
- Initial HP formula changed.
- Initial AP formula changed.
- Initial AC formula changed.
- Melee damage formula changed.
- Carry weight formula changed.
- Rad resitance formula changed.
- Tagged skill (both initial and Tag! one) receives +20 bonus.
- Tagged skill does not grow twice as fast.
- Skill cost is based on skill level added on top of base and other bonuses. Thus eliminating skill cost exploits.
- Average stats character should end up with all initial skills at about 25%.
- Skill level advancement cost start from 1 SP and then increments every 25% skill added.
- Combat skills base is about same for all of them. No more Small Guns preference.
- Combat skills depends on various more or less lore related stats.
- Speach and Barter are both now 5% x CH increasing CH stat attractiveness.
- Other skill initial level formula changed to add more primary stats variety.
- Unarmed attacks.
- New attacks come at 10% skill intervals.
- Stats requirements are reduced especially on lower level when player may not have drugs to raise them. EN requirement added for top level attacks instead.
- Secondary attack AP requirements are reduced to have smoother progression. Vanilla 9 AP attack cost is completely insane.
- Average damage (accounting criticals) per AP steadily grows with more advanced attack. There is no a single attack comptely inferior to preceeding one.
- Punches are faster, deliver slightly more damage / AP, and have higher criticals. Kicks are generaly more damaging per attack.
- Secondary attacks take more time but more damaging, and have higher criticals comparing to primary ones.
- High end unarmed attacks are comparable to mega power fist.
- Some amount of APs can be carried over to next round.
- All ammo AC mod values are set to zero.
Skill rate = 15 + 1 * IN
- All armor DT values are set to zero.
- Books can affect other skills.
- Books contribution to skill is equivalent of spending 6 SP on it.
AP = 7 + AG / 4
(fractional AP are accumulated over combat rounds).AC = 2 * AG
- Reverted: All armor DT values are set to zero.
- Accounted for Comprehension in book effect.
- Updated weapon Min ST formula.
- Modified weapon display message with corrected Min ST.
- Modified ranged accuracy.
- Mention weapon perk in the description.
- Scrutinized weapon Min ST little bit.
- Power armor ST bonus reduced.
- Shotguns are reworked to be more accurate, short ranged, non AP weapons.
- Weapon accurate perk is removed from all burstable weapons except shotguns.
- Beautified weapon description with Min ST and perk on a new lines.
- Fixed problem with proto data been reverted to original on map entrance.
- Relaxed Min ST requirements. They are too harsh for weaker character.
- Lowered insufficient Min ST penalty to 10%.
- Shotguns are not accurate anymore.
- Shotguns damage is not reduced anymore.
- Shotguns range is reduced even more.
- Ammunition DR mod is standardized and modified slightly.
- Shotgun ammunition is given high DR mod for better damage but worse penetration.
- Slug: +00.
- Standard: +35.
- Buckshot: +70.
- Added flare and home-made grenade (EcCo) to improved grenades FO2Tweaks list.
- All improved grenades in fo2tweaks.ini/[improved_grenades]/weapons are given weapon accurate perk.
- QoL: Lockpick skill is adjusted automatically with lockpicks in the inventory.
- Adjusted armor normal DT/DR for smoother progression and more distributed weapon type selection.