Fallout 3 20th Century Weapons

2020. 1. 24. 01:09카테고리 없음

Fallout 3 20th Century Weapons
  1. Fallout 3 20th Century Weapons Mod
  2. Fallout 3 20th Century Weapons
  3. Best Gun Mods Fallout 4
  1. 19th and 20th Century weapon conditions fix; Filename: 19thand20thCenturyweaponconditions.rar; File size: 13.62 KB; Downloaded: 4637; File date: 2011-02-21 12:13:52; File comment: This makes it so that when you modify a weapon (switch from silenced to scoped for example) the weapon condition stays the same instead of fully repairing the weapon. Make sure this is after the 19th and 20th century esm.
  2. 20th Century Weapons -Plus- Reborn v1xxRC-18668-ALIVE (TEST Container).esp -= Optional, to be paired with v5 ALIVE (TEST Container).esp above =-= Optional - Requires MMM - Recommended =-20th Century Weapons -Plus- Reborn v1xxRC-18668-ALIVE(Chinese Ghoul).esp -= Optional, must be paired with v5 ALIVE (Chinese Ghoul).esp above =.

Carl's Fallout 3 Strategy Guide Main Quest Walkthrough, Weapons, Skills, and Tips I've started a Guide to Fallout 4, with a mobile friendly design, and promise to cover it much more extensively this time around. This Fallout 3 Guide is pretty much completed, and covers most quests, but who knows when it can ever hit 100%, as I do all of this on my own and Fallout 3 is a massive game.

Legend- Damage: This information comes straight from the and shows the damage caused by a single click of the mouse/trigger. For most, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), and for the it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.- Damage per second: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. Weapons that require a reload every shot have damage per second shown including reload times, all others show sustained rates without reloads.l- Rate of fire: The maximum cyclic number of shots/attacks per second, without considering reloading.- Spread: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon.

0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition.- Critical chance multiplier: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. Each bullet fired from your ). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT% MULT of x2, then each shot has a 5% x 2 = 10% chance to critically hit. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit% Mult stat in the G.E.C.K.

Is divided by the G.E.C.K.' S Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired.

Note that single V.A.T.S. Attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if critical hit is done.- Critical hit Damage: The amount of damage that is added when you score a critical strike. The more specialized deals twice the damage of a common critical strike.- Action Point cost: The amount of used per shot in V.A.T.S.- Area of effect: The blast radius of the explosion in units of measurement displayed in the G.E.C.K.- Durability: This is the maximum number of times a weapon can attack/fire from full health before completely breaking.- Ammunition used: The type of ammunition the weapon uses.- Magazine capacity: The maximum ammunition capacity of the weapon. Shots per reload: The maximum number of shots possible from a full magazine.- Weapon weight: Weight value of the weapon that applies to encumbrance.- Weapon value in caps: Base value of the weapon in.

Resale value is effected by skill.- Value to weight ratio: The ratio of the base weapon value in to the weapon weight.Pistols.

Fallout 3 20th Century Weapons

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Fallout 3 20th Century Weapons Mod

Want to talk about Modding? Whatever it is, you can do it here!Weekly Posts. Request Wednesday - All Requests must go hereFILTER BY GAMERULES.Posts must be about Fallout / Modding.No Image Macros/Memes as posts.Editing console saves is not 'modding'.Comments not adding to discussion / flaming, will be removed.Use Descriptive Titles. One word or vague titles will be removed.Posts asking questions that are answered in sidebar guides may be removed.Don't promote Piracy. This includes posting mods that were removed / taken down. Piracy is a ban, no warnings.Support posts without load orders (Not mod list) will be removed.Do not post the same mod/video more than once, with the exception of major updates.Posts promoting a released mod must link to the MOD, not a video.All request posts must be in the weekly sticky thread (Wednesdays).

Fallout 3 20th Century Weapons

Fallout 3 modern weapons mod

Best Gun Mods Fallout 4

All others will be removed.POST FORMATTINGPlease use tags in your post titles for what game, and what you want to discuss! Each post MUST have a tag for which game you are posting about.FO4 - For Fallout 4FNV - For New VegasFO3 - For Fallout 3FO2 - For Fallout 2FO1 - For Fallout 1FOT - For Fallout TacticsF76 - For Fallout 76EXAMPLE: FNV New Vegas Fiend CompanionSpoilersPlease use spoiler tags for MAJOR game events. Minor spoilers should be expected here.Type Without quotes:'Mr House is actually an Alien who started the great war' (/spoiler)To get this:Useful linksExplore the Fallout Network- Reddits Fallout Home- Discussion Fallout 3- Discussion for New Vegas- Discussion for Fallout 4- For the early Fallout games- In depth discussion for everything lore relatedVisit our sister subreddit at! First off Install the Fallout Mod Manager v0.13.21+ as it's mandatory for mod installs/uninstalls/updates, total control of Load Order.

Then go down to where it says REQUIRED FILES and install the ones they link to:FWE - FO3 Wanderers Edition v6.03Weapon Mod Kits v1.1.9+ - 3388Fallout Interoperability Program with its patches for FWE, WMK and optionally, MMM.Finally install:20thcentuaryweapons5.12withaddons.7z which is in the 'Required' Files tab.Also make sure you install the latest Fallout Script Extender - FOSEand have all the DLC. You can also use DARN UI but it's optional.These are HIGHLY RECOMMENDED but optional:Marts Mutants Mod andeXcalibr - ammo eXpansion pack by EARACHE42.There are more they recommend but what I listed about should get you set up.

Fallout 3 20th Century Weapons