

- #Fallout 3 nexus alternate start mod#
- #Fallout 3 nexus alternate start skin#
- #Fallout 3 nexus alternate start mods#
You can not read a skill book until your character has attained a minimum threshold in that skill.

Now when several skill books are read, they give a direct perk related to their skill area, for example with the Comprehension Perk by reading 3 Flamethrower Recipe books you will increase the wieght your characters can be carry by 10#. Skill Books So there is no +2 skill points for every skill book read with the Comprehension Perk. The skill books is where the big change comes in and that is that they don't increase your skill points anymore. The skill Bobbleheads still work, but only half as hard as they give a +5 instead of +10 to your skills. The rest of them will never get there, even by level 30 as it looks like it is mathematically impossible to max out all of the skills. A single tagged skill can be maxed out by level 3 or the second level up. However, those same 14 points when allocated to a Tagged skill will increase that skill by 28 points, which is significantly more than in vanilla fallout. A character with intelligence of 6 and the Educated Perk can expect 14 skill points per level up, which is significantly less than in vanilla fallout. The base skill points at level up is 10 and is increased by half the intelligence and possibly an extra point from the Educated Perk (not 3 any more). Tagged skills are now much more important as they gain twice as fast as the untagged skills. Skills According to the readme the base skill is supposed to be 5, but it looks like it is about 3 as far as I can tell. A sad note is that the attribute Bobbleheads just collect dust and no longer server any useful purpose like adding points to your SPECIAL attributes. Minor tweaks to the rest of the attributes. It also governs how fast that you can run backward, so their is no more kiting unless you have very high agility. Agility increases the AP(Action Points) by 10 instead of 2 in vanilla fallout, but decreases the base to 20 from 65. Intelligence is dumbed down as it only adds a half a skill point at level up, more on this later. I believe it is up to 4 followers with a Charisma of 7 and 7 followers with a Charisma of 10.
#Fallout 3 nexus alternate start mod#
Even an attribute like Charisma can be powerful, since with this mod a character with high Charisma can have multiple followers. Strength is reworked so that the base weight is only 25# versus 150#in vanilla, but with each point in strength an additional 25# can be carried versus only 10# in vanilla. S.P.E.C.I.A.L All of the SPECIAL attributes now add 3 points to their associated skills versus 2 in vanilla.
#Fallout 3 nexus alternate start skin#
How cool is that? The other ghouls still call you smooth skin and I don't know if they will let you in Tenpenny Tower, but all the ferals leave you alone. Each one has some strengths and weaknesses and possibly a special perk. Under the history menu, you can choose from over twenty starting locations and faction affiliations, like Raider, Ghoul, Brotherhood Outcast, Refugee, Chinese Remnant, among others. Activating the terminal reveals several menu options for your character development including SPECIAL, Tagged Skills, Karma, and History. If you choose "wake up", you will find your character in a shack with a terminal and a bed. The game starts out the same in the delivery room, but instead of going to the one year old, a menu pops up asking if you would like to "continue dreaming" with the vanilla character development or "wake up" and go with the alternative start. This mod is best used with a new game to be safe, I don't know if it would even work on an existing saved game.

Unlike the original game where a player could fairly easily max out their skills by level 20, FWE makes the player wisely pick and choose their SPECIAL attributes, tagged skills, and perks.

The focus of FWE is on role playing and immersion. FWE is the most interesting mod that I have played in Fallout as it radically changes the game play from the original. This is definitely for the person who played through vanilla(unmodded) Fallout on Very Hard and thought it was too easy. Maybe another one word description is "Hardcore". The downside is that the bad comes along with the good, but FWE does a decent job of giving the player options of either eliminating parts of the mod or changing certain facets to build a better gaming experience. The benefit of this is that the game balancing and conflicts have been ironed out.
#Fallout 3 nexus alternate start mods#
FWE is a compilation of about 55 mods into one package. Fallout Wanderer's Edition(FWE) If there is one word to describe this mod it would be "Brutal".
