For unique weapons in other Fallout games, see Unique weapons. There are several unique weapons in Fallout 3, weapons of which only one exists in the game world. Some are found in specific locations while others are obtained as quest rewards. This page lists all weapons in Fallout 3. The content is not described in full detail on this page. For details, please see the respective articles. For weapons in other Fallout games, please see 'Weapon.' For an overview of Fallout 3 content, please refer to 'Portal:Fallout 3.' Best Weapons Fallout 3 Cheats; For unique weapons in other Fallout games, see Unique weapons. There are several unique weapons in Fallout 3, weapons of which only one exists in the game world. Some are found in specific locations while others are obtained as quest rewards. Best Answer: there are a few very cool and destructive weapons in this.
FWE adds a number of new weapons, armor, and other useful equipment, increasing the diversity and range of options available to players. All new and existing items have been rebalanced for a consistent feel and to ensure that everything has a worthwhile use. New weapons and armor have only been added that were present in prior Fallout games to maintain the 'canon' of the series.
Contents
- 6 Power Armor Overhaul
- 7 Equipment Tweaks
- 9 Repair Overhaul
Integrated Weapon Scanner [Credit: Kai Hohiro]
With changes to global damage and the weapon stat changes (describd below), the normal pip-boy dispay for weapon damage becomes very unreliable. FWE integrates Kai Hohiro's 'Pip-Boy Weapon Stat' mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption.
To use the scanner, equip a weapon for which you want to view the stats and hit the weapon scanner hotkey (default S-key). You can change the hotkey settings for the weapon scanner by opening the FWE control panel and going to 'Sub-Mod Configs > Weapon Scanner'
Weapon Re-balance
- All weapons (including new additions, see below) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.
- You will find that all weapons are more accurate and do slightly more damage compared to the original weapon balance. This is in addition to the global damage increase described above.
- Spread modifers for all weapons were adjusted and standardized by class of weapons (i.e. SMG, assault rifle, rifle, etc.)
- AP costs for all weapons tweaked. You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.
Projectile Weapons
- Properties based more on 'real world' physics.
- The 10mm round was used as a benchmark for adjusting individual weapon damage, and now does 20 base damage. Higher caliber weapons do scales up in damage (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.
- The critical damage of projectile weapons is typically 50% that of the base damage. Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.
- The speed and range of projectile weapons has been tweaked. Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further. Pistol rounds are also slower, making them less effective over longer distances.
- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature. Simpler weapons (like a .32 pistol or shotgun) have higher durability.
Energy Weapons
- Energy weapons generally do more damage than originally. Their crit damage and crit chance is higher than projectile weapons.
- Laser weapons shoot very far, very fast, very accurately.
- Clip sizes for most energy weapons reduced, forcing more reloads.
- The durability of energy weapons is significantly reduced compared to projectile weapons to offset their increased power.
Explosive Weapons
- Explosion damage and radius increased noticeably for most explosion types [credit: Realistic Explosions]
- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.
- Explosive 'ammo' (i.e. grenades, thrown grenades, mines) are targetable in and out VATS [credits: Explosive Explosives]
- Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.
Melee Weapons
- Knockdown effect added to the super sledge weapons, although the chance of knockdown is less than for explosions.
Unique Weapons
- Nearly every unique weapon now has a unique texture or model, and have been extensively tweaked to fill new and unique roles.
- Missing Unique Weapons added to game. These are hand placed throughout the wasteland [credits: Missing Unique Weapons]
New Weapons
FWE integrates a heavily tweaked version of Classic Fallout Weapons [Credits: War1982], which adds dozens of new weapons to the game, in addition to a few other new weapons, all occuring in prior fallout games. New items appear in loot containers, on NPC's, and in vendor lists. New ammunition types (CALIBR supported) are added to the game.
In addition, most new weapons feature new 'pip-boy' style icons [credit: The 3rd Type]
Small Guns
- Shotguns: HK CAWS, Pancor Jackhammer, Shotgun
- SMGs: PN P90c, Tommy Gun, M3a1 Grease Gun
- Pistols: .223 Pistol, Desert Eagle, 14mm Pistol, PPK12 Gauss Pistol (credit to Einherjrar et al.)
- Rifles: HK G11, HK G11 E, FN FAL, XL3OE3, M72 Gauss Rifle (credit to Einherjrar et al.)
Big Guns
- Bozar, L86 LSW, M60 Machine Gun
Energy Weapons
- Pistols: Wattz 1000 Pistol, Magneto Laser Pistol, Pulse Pistol, Glock 86 Plasma Pistol (credit to DaiShi)
- Rifles: Wattz 2000 Rifle, Winchester P94 Plasma Rifle, Turbo Plasma Rifle, Pulse Rifle
Melee + Thrown Weapons
- Rocks, Motoltov Cocktails, Cattle Prod, Wakizashi
Armor Rebalance + Additions
- Max DR raised to 95%
- Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].
- All armors are rebalanced and tweaked to improve the range of valid armor choices [based on: MR Armor Rebalance]
- Many 'light' armors are significantly less heavy and are are well-suited to sneaky types.
- Other armors increasingly weight more for the amount of protection they provide.
- New Advanced Combat Armor [Credit: Prometheus_ts], which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.
Night Vision [Credit: delamer]
FWE includes a simple night vision feature. When wearing power armor helmets, recon armor helmets, or the stealth armor helm (if using Operation Anchorage), you can now turn on night vision using a hotkey. There are two stages of night vision depending on the ambient brightness level. If wearing power armor on your body, night vision does not require any power to operate. If not using Power Armor, night vision drains a small amount of energy cells over time. The hotkey and energy use rates are configurable. Open the FWE Control Panel and go to 'Sub-Mod Configs > Night Vision
Power Armor Overhaul
FWE completly overhauls power armor, in terms of acquisition, training, repair, and armor stats.
Obtaining Power Armor and Training
Regular (non-unique) power armor looted that you find in the wastes or loot from enemies can no longer be worn immediately. It must be carried back to a workbench and CRAFTe’d into a “fitted” version that your player can wear. This change applies to regular power armor, brotherhood armor, enclave armor, outcast armor, tesla armor, and hellfire armor (if using the Broken Steel DLC). Both the body armor and the helmet must be fitted.
Once power armor has been fitted at a workbench, it can be worn immediately, even without the power armor training perk. However, without training you will suffer additional agility, perception, and weight penalties when wearing power armor. Acquiring basic power armor training (through the usually methods or those added by the integrated “more ways to obtain power armor training mod) removes these extra penalties and provides additional benefits.
Finally, an Advanced PA Training perk has been added as a level 12 perk requiring 7+ END that can be selected during level up, and which provides additional benefits. The breakdown of power armor training benefits is as follows:
No PA Training:
Armor only accounts for 50% of its weight
-3 to AGL
-1 PER
no STR or other bonuses.
Basic Power Armor Training:
Armor accounts fully for its weight,
-1 to AGL
+1 STR
+1 PER
Adv. Training:
Armor accounts fully for its weight
No agility penalty
+2 STR
+2 PER
+1 END
Alternative Power Armor Training (by Gryphon)
This feature adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route. This is essential for starting histories that don't let you follow the normal main quest. Highlight the space below to see spoilers for what these other means of obtaining training are:
- Branchtender Linden's reward for the Oasis Quest
- Graining the Outcasts trust
- A book near the Medic Power armor
- A terminal near the T-51B power armor
Power Armor Stat Changes (Armor/Helmet)
*** Note that power armor continues to provide extra effects specific to their type (i.e. hellfire armor continues to provide fire resist)
T-45d / Brotherhood Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1000 / 75
Outcast Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1200 / 100
Best Fallout 3 Weapons
Enclave Power Armor Mark II
Weight: 80 / 5
DR: 70 / 15
Condition: 1500 / 120
Tesla Power Armor
Weight: 60 / 5
DR: 55 / 10
Condition: 950 / 60
T-51b Power Armor
Weight: 110 / 10
DR: 75 / 10
Condition: 1800 / 150
Enclave Power Armor Mark I
Weight: 110 / 10
DR: 80 / 15
Condition: 1600 / 130
Hellfire Power Armor
Weight: 120 / 10
DR: 75 / 15
Condition: 2000 / 200
Repairing Power Armor
Repairing power armor uses other suits of power armor or fusion batteries (for the suit) and sensor modules (for the helm).In addition, you can CRAFT a power armor repair kit at a workbench. These repair kits are made from 3 scrap metals, 1 abraxo cleaner, and 1 conductor, and will yield two power armor repair kits. You need at LEAST 50 repair skill in order to CRAFT the repair kit.
Disabling Power Armor Fitting Requirements
You can disable the Power Armor fitting requirements, allowing you to immediately wear looted power armor (provided you have the basic training perk) by going to the FWE Control Panel > FWE Settings > Power Armor. You will no longer be able to create fitted PA suits, but you can wear found power armor normally provided you have basic training.
Equipment Tweaks
Weapon Condition
- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.
- When reloading, there is a chance the weapon will jam. 1% at 50% condition, to 25% at 10% condition.
- Weapon condition has a slightly greater effect on fire rate for automatic weapons, with slower rates of fire at progressively lower conditions.
- Reduced equipment condition degradation rates [credit: XFO]. Damage to weapon and armor condition is roughly halved. This option is configurable:
Equipment Wear Rates Control Panel Options ( Combat > Wear Rates ) Option 1 - Very Low Wear Rates - 12x slower Option 2 - Low Wear Rates (FWE Default) - 6x slower Option 3 - Moderate Wear Rates - 2x slower Option 4 - High Wear Rates (Vanilla Default) |
Medical Equipment
Various items of medical equipment now provides a bonus to your medicine skill when combined at a workbench into a medical kit. Combining a Bonesaw, Scalpal, Forcepts, Tweezers, and a Toolkit at the workbench creates a 'Medical Kit' misc item that provides +10 to your medical skill when in your inventory.
Item Values
Full rebalance of item values, in particular weapons and food/chem items. Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste. Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced as well. This contributes to an improved economy and makes accumulating mountains of caps more challenging.
Best Fallout 3 Weapon Mods
Misc Items
The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].
FWE includes T3T's Misc Item Icons mod, which adds new pip-boy style icons for many misc items in the game.
A configurable option has been added to control the rarity of misc items in loot, containers, and vendors.
Misc Item Rarity Control Panel Options ( Loot Settings > Misc Supplies Rarity ) Option 1 - Abundant Loot (Vanilla) Option 2 - Less Loot (FWE Default) Option 3 - Rare Loot |
Ammo Overhaul
Ammo now has weight [Credit: Weighted Ammo Mod] when held in your inventory. Now you can't carry an entire ammo supply dump around with you. Ammo weight is applied to used CALIBR ammo types as well. Ammo weight is as follows:
- 0.01 lbs : Darts; BB Ammo; 5mm
- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel
- 0.05 lbs : 44 Magnum; .308 Caliber; Rail Spikes
- 0.10 lbs : Shotgun Shell; Mesmetron Cell
- 1.00 lbs : Missile
- 3.00 lbs : Mini Nuke
See Full List On Fallout.fandom.com
The weight of the different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].
The total weight of ammo carried can be seen by looking at the < Ammo Supply > item in your misc items tab.
You can DISABLE ammo weight by opening the FWE Control Panel and going to 'FWE Feature Settings > Ammo Weight' and choosing the disable ammo weight option.
Ammo is typically 2-3 times more valuable. This makes ammo a significant commodity for trading.
Ammo is now much less common (by default) throughout the wasteland, including ammo found at vendors, in loot containers, and on NPC's. This option is configurable:
Ammo Rarity Control Panel Options ( Loot Settings > Ammo Rarity ) Option 1 - Abundant Ammo (Vanilla) - Chance none ~25% Option 2 - Common Ammo - Chance none ~40% Option 3 - Limited Ammo (FWE Default) - Chance none ~66% Option 4 - Uncommon Ammo - Chance none ~75% Option 5 - Rare Ammo - Chance none ~90% |
Repair Overhaul
Cross Repair
The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].
- Many weapons and armor are now cross-repairable with logical counterparts.
- Schematic-built weapons repairable with original parts
- Clothing and leather armor repairable with fabric items and wonderglue
- Weapons and metal armors repairable with scrap metal
- Wooden stuff repairable with wooden stuff
Scrap Metal
Changed the role of scrap metal for use in repairing weapons and armor. Scrap metal is no longer used in the repair lists. Instead, you must use the workbench to CRAFT 'repair parts' out of scrap metal. You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts. At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts. The weight of scrap metal has been increased from 1.0 to 1.5. Repair parts weigh 0.5, so converting scrap metal into repair parts is a weight effecient solution.
Toolkit
You can now CRAFT a tool-kit at a workbench by combing a lunchbox with a hammer, wrench, scissors, and iron. The 'toolbox' will provide +10 to your repair skill when held in your inventory.
Other Repair Changes
Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].
Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.
The repair skill of vendors has been increased to provide an alternative to those who do not specialize in repair.
The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor, it should be more feasible to use vendors to repair.
FWE adds a number of new weapons, armor, and other useful equipment, increasing the diversity and range of options available to players. All new and existing items have been rebalanced for a consistent feel and to ensure that everything has a worthwhile use. New weapons and armor have only been added that were present in prior Fallout games to maintain the 'canon' of the series.
Contents
- 6 Power Armor Overhaul
- 7 Equipment Tweaks
- 9 Repair Overhaul
Integrated Weapon Scanner [Credit: Kai Hohiro]
With changes to global damage and the weapon stat changes (describd below), the normal pip-boy dispay for weapon damage becomes very unreliable. FWE integrates Kai Hohiro's 'Pip-Boy Weapon Stat' mod , which allows you to quickly view the base stats for weapons, including damage, fire rate, spread, and AP consumption.
To use the scanner, equip a weapon for which you want to view the stats and hit the weapon scanner hotkey (default S-key). You can change the hotkey settings for the weapon scanner by opening the FWE control panel and going to 'Sub-Mod Configs > Weapon Scanner'
Weapon Re-balance
- All weapons (including new additions, see below) were completely rebalanced, using T3T's Weapon Tweaks as a platform for additional tweaks.
- You will find that all weapons are more accurate and do slightly more damage compared to the original weapon balance. This is in addition to the global damage increase described above.
- Spread modifers for all weapons were adjusted and standardized by class of weapons (i.e. SMG, assault rifle, rifle, etc.)
- AP costs for all weapons tweaked. You will be able to fire less shots in VATS for many of the higher powered weapons, while others have had their AP costs reduced.
Projectile Weapons
- Properties based more on 'real world' physics.
- The 10mm round was used as a benchmark for adjusting individual weapon damage, and now does 20 base damage. Higher caliber weapons do scales up in damage (proportionally by kinetic energy) to the sniper rifle which does 75 base damage.
- The critical damage of projectile weapons is typically 50% that of the base damage. Some projectile weapons with rarer round types (i.e. .44 magnum) do additional crit damage or have higher crit probabilities.
- The speed and range of projectile weapons has been tweaked. Pistol cartridges are capped at 10,000 range (same as VATS engagement distance) while rifle rounds shoot much further. Pistol rounds are also slower, making them less effective over longer distances.
- Automatic weapons have a greatly reduced durability to reflect their more temperamental nature. Simpler weapons (like a .32 pistol or shotgun) have higher durability.
Energy Weapons
- Energy weapons generally do more damage than originally. Their crit damage and crit chance is higher than projectile weapons.
- Laser weapons shoot very far, very fast, very accurately.
- Clip sizes for most energy weapons reduced, forcing more reloads.
- The durability of energy weapons is significantly reduced compared to projectile weapons to offset their increased power.
Explosive Weapons
- Explosion damage and radius increased noticeably for most explosion types [credit: Realistic Explosions]
- Plasma explosions have higher damage but a smaller radius, fragmentation explosions have a wider radius but less damage.
- Explosive 'ammo' (i.e. grenades, thrown grenades, mines) are targetable in and out VATS [credits: Explosive Explosives]
- Added an explosion knockdown effect, inspired by Pararaptor's Explosive Knockdown mod. Most explosives now have chance to knock players, NPC's, and creatures down. This chance is based on the average strength and endurance of the actors in the explosion radius. With a 1 END/STR average, the knockdown occurs 100% of the time, scaling down to a 10% chance at 10 STR/END.
Melee Weapons
- Knockdown effect added to the super sledge weapons, although the chance of knockdown is less than for explosions.
Unique Weapons
- Nearly every unique weapon now has a unique texture or model, and have been extensively tweaked to fill new and unique roles.
- Missing Unique Weapons added to game. These are hand placed throughout the wasteland [credits: Missing Unique Weapons]
New Weapons
FWE integrates a heavily tweaked version of Classic Fallout Weapons [Credits: War1982], which adds dozens of new weapons to the game, in addition to a few other new weapons, all occuring in prior fallout games. New items appear in loot containers, on NPC's, and in vendor lists. New ammunition types (CALIBR supported) are added to the game.
In addition, most new weapons feature new 'pip-boy' style icons [credit: The 3rd Type]
Small Guns
- Shotguns: HK CAWS, Pancor Jackhammer, Shotgun
- SMGs: PN P90c, Tommy Gun, M3a1 Grease Gun
- Pistols: .223 Pistol, Desert Eagle, 14mm Pistol, PPK12 Gauss Pistol (credit to Einherjrar et al.)
- Rifles: HK G11, HK G11 E, FN FAL, XL3OE3, M72 Gauss Rifle (credit to Einherjrar et al.)
Big Guns
- Bozar, L86 LSW, M60 Machine Gun
Energy Weapons
- Pistols: Wattz 1000 Pistol, Magneto Laser Pistol, Pulse Pistol, Glock 86 Plasma Pistol (credit to DaiShi)
- Rifles: Wattz 2000 Rifle, Winchester P94 Plasma Rifle, Turbo Plasma Rifle, Pulse Rifle
Melee + Thrown Weapons
- Rocks, Motoltov Cocktails, Cattle Prod, Wakizashi
Armor Rebalance + Additions
- Max DR raised to 95%
- Missing Unique Armors are added to game, these are hand placed throughout the wasteland [credits: Missing Unique Armors mod].
- All armors are rebalanced and tweaked to improve the range of valid armor choices [based on: MR Armor Rebalance]
- Many 'light' armors are significantly less heavy and are are well-suited to sneaky types.
- Other armors increasingly weight more for the amount of protection they provide.
- New Advanced Combat Armor [Credit: Prometheus_ts], which adds three new sets of armor, in both Talon Merc and normal wasteland varieties. This includes Combat Armor Light, Combat Armor Mark II, and Combat Armor Mark II Heavy, and a new masked and unmasked combat helmet. You'll notice the talon versions appearing on the Talon Merc's, which adds to the diversity of their armor. The non-talon varieties will appear in vendor lists.
Night Vision [Credit: delamer]
FWE includes a simple night vision feature. When wearing power armor helmets, recon armor helmets, or the stealth armor helm (if using Operation Anchorage), you can now turn on night vision using a hotkey. There are two stages of night vision depending on the ambient brightness level. If wearing power armor on your body, night vision does not require any power to operate. If not using Power Armor, night vision drains a small amount of energy cells over time. The hotkey and energy use rates are configurable. Open the FWE Control Panel and go to 'Sub-Mod Configs > Night Vision
Power Armor Overhaul
FWE completly overhauls power armor, in terms of acquisition, training, repair, and armor stats.
Obtaining Power Armor and Training
Regular (non-unique) power armor looted that you find in the wastes or loot from enemies can no longer be worn immediately. It must be carried back to a workbench and CRAFTe’d into a “fitted” version that your player can wear. This change applies to regular power armor, brotherhood armor, enclave armor, outcast armor, tesla armor, and hellfire armor (if using the Broken Steel DLC). Both the body armor and the helmet must be fitted.
Once power armor has been fitted at a workbench, it can be worn immediately, even without the power armor training perk. However, without training you will suffer additional agility, perception, and weight penalties when wearing power armor. Acquiring basic power armor training (through the usually methods or those added by the integrated “more ways to obtain power armor training mod) removes these extra penalties and provides additional benefits.
Finally, an Advanced PA Training perk has been added as a level 12 perk requiring 7+ END that can be selected during level up, and which provides additional benefits. The breakdown of power armor training benefits is as follows:
No PA Training:
Armor only accounts for 50% of its weight
-3 to AGL
-1 PER
no STR or other bonuses.
Basic Power Armor Training:
Armor accounts fully for its weight,
-1 to AGL
+1 STR
+1 PER
Adv. Training:
Armor accounts fully for its weight
No agility penalty
+2 STR
+2 PER
+1 END
Alternative Power Armor Training (by Gryphon)
This feature adds a number of alternative ways to achieve power armor training aside from the usual Brotherhood of Steel route. This is essential for starting histories that don't let you follow the normal main quest. Highlight the space below to see spoilers for what these other means of obtaining training are:
- Branchtender Linden's reward for the Oasis Quest
- Graining the Outcasts trust
- A book near the Medic Power armor
- A terminal near the T-51B power armor
Power Armor Stat Changes (Armor/Helmet)
*** Note that power armor continues to provide extra effects specific to their type (i.e. hellfire armor continues to provide fire resist)
T-45d / Brotherhood Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1000 / 75
Outcast Power Armor
Weight: 100 / 5
DR: 65 / 10
Condition: 1200 / 100
Enclave Power Armor Mark II
Weight: 80 / 5
DR: 70 / 15
Condition: 1500 / 120
Tesla Power Armor
Weight: 60 / 5
DR: 55 / 10
Condition: 950 / 60
T-51b Power Armor
Weight: 110 / 10
DR: 75 / 10
Condition: 1800 / 150
Enclave Power Armor Mark I
Weight: 110 / 10
DR: 80 / 15
Condition: 1600 / 130
Hellfire Power Armor
Weight: 120 / 10
DR: 75 / 15
Condition: 2000 / 200
Repairing Power Armor
Repairing power armor uses other suits of power armor or fusion batteries (for the suit) and sensor modules (for the helm).In addition, you can CRAFT a power armor repair kit at a workbench. These repair kits are made from 3 scrap metals, 1 abraxo cleaner, and 1 conductor, and will yield two power armor repair kits. You need at LEAST 50 repair skill in order to CRAFT the repair kit.
Disabling Power Armor Fitting Requirements
You can disable the Power Armor fitting requirements, allowing you to immediately wear looted power armor (provided you have the basic training perk) by going to the FWE Control Panel > FWE Settings > Power Armor. You will no longer be able to create fitted PA suits, but you can wear found power armor normally provided you have basic training.
Equipment Tweaks
Weapon Condition
- Starting at 80% condition, there is a 0.1% chance of a weapon jamming, to 10% at 10% condition.
- When reloading, there is a chance the weapon will jam. 1% at 50% condition, to 25% at 10% condition.
- Weapon condition has a slightly greater effect on fire rate for automatic weapons, with slower rates of fire at progressively lower conditions.
- Reduced equipment condition degradation rates [credit: XFO]. Damage to weapon and armor condition is roughly halved. This option is configurable:
Equipment Wear Rates Control Panel Options ( Combat > Wear Rates ) Option 1 - Very Low Wear Rates - 12x slower Option 2 - Low Wear Rates (FWE Default) - 6x slower Option 3 - Moderate Wear Rates - 2x slower Option 4 - High Wear Rates (Vanilla Default) |
Medical Equipment
Various items of medical equipment now provides a bonus to your medicine skill when combined at a workbench into a medical kit. Combining a Bonesaw, Scalpal, Forcepts, Tweezers, and a Toolkit at the workbench creates a 'Medical Kit' misc item that provides +10 to your medical skill when in your inventory.
Item Values
Full rebalance of item values, in particular weapons and food/chem items. Weapons are typically worth 2-4 times LESS caps than previously, reflecting the relative abundance of weapons across the capitol waste. Many over priced food items are reduced in value (in particular pre-war foods) and the value of many drugs were reduced as well. This contributes to an improved economy and makes accumulating mountains of caps more challenging.
Misc Items
The weights for most miscellaneous items has been tweaked and adjusted for better reflect real world weights [credits: Miscellaneous items Fix].
FWE includes T3T's Misc Item Icons mod, which adds new pip-boy style icons for many misc items in the game.
A configurable option has been added to control the rarity of misc items in loot, containers, and vendors.
Misc Item Rarity Control Panel Options ( Loot Settings > Misc Supplies Rarity ) Option 1 - Abundant Loot (Vanilla) Option 2 - Less Loot (FWE Default) Option 3 - Rare Loot |
Ammo Overhaul
Ammo now has weight [Credit: Weighted Ammo Mod] when held in your inventory. Now you can't carry an entire ammo supply dump around with you. Ammo weight is applied to used CALIBR ammo types as well. Ammo weight is as follows:
- 0.01 lbs : Darts; BB Ammo; 5mm
- 0.03 lbs : 10mm; .32 Caliber; Small Energy Cell; Alien Power Cell; 5.56mm; Microfusion Cell; Electron Charges; Flamer Fuel
- 0.05 lbs : 44 Magnum; .308 Caliber; Rail Spikes
- 0.10 lbs : Shotgun Shell; Mesmetron Cell
- 1.00 lbs : Missile
- 3.00 lbs : Mini Nuke
The weight of the different ammo's appears in their item name in the pip-poy [credits: DAV Weighted Ammo Weight].
The total weight of ammo carried can be seen by looking at the < Ammo Supply > item in your misc items tab.
You can DISABLE ammo weight by opening the FWE Control Panel and going to 'FWE Feature Settings > Ammo Weight' and choosing the disable ammo weight option.
Ammo is typically 2-3 times more valuable. This makes ammo a significant commodity for trading.
Ammo is now much less common (by default) throughout the wasteland, including ammo found at vendors, in loot containers, and on NPC's. This option is configurable:
Ammo Rarity Control Panel Options ( Loot Settings > Ammo Rarity ) Option 1 - Abundant Ammo (Vanilla) - Chance none ~25% Option 2 - Common Ammo - Chance none ~40% Option 3 - Limited Ammo (FWE Default) - Chance none ~66% Option 4 - Uncommon Ammo - Chance none ~75% Option 5 - Rare Ammo - Chance none ~90% |
Repair Overhaul
Cross Repair
The range of items available to repair armor and weapons is greatly expanded [credits: Repair Rethought].
- Many weapons and armor are now cross-repairable with logical counterparts.
- Schematic-built weapons repairable with original parts
- Clothing and leather armor repairable with fabric items and wonderglue
- Weapons and metal armors repairable with scrap metal
- Wooden stuff repairable with wooden stuff
Scrap Metal
Changed the role of scrap metal for use in repairing weapons and armor. Scrap metal is no longer used in the repair lists. Instead, you must use the workbench to CRAFT 'repair parts' out of scrap metal. You will gain this ability once your repair skill reaches level 50, at which point TWO scrap metals will yield TWO repair parts. At repair skill 75, two scrap metals will yield three repair parts, and at skill 100 four repair parts. The weight of scrap metal has been increased from 1.0 to 1.5. Repair parts weigh 0.5, so converting scrap metal into repair parts is a weight effecient solution.
Toolkit
You can now CRAFT a tool-kit at a workbench by combing a lunchbox with a hammer, wrench, scissors, and iron. The 'toolbox' will provide +10 to your repair skill when held in your inventory.
Other Repair Changes
Standing next to a workbench provides an addition +10 to your repair skill [credits: Haldur's Improved Workbench].
Tweaked the repair gamesettings. You can now repair weapon armor condition the same level as your repair skill. For example, in the original fallout, 50 repair skill let you repair things to 70% condition, and in prior FWE versions only to 30% condition. Now with 50 repair skill you can repair to 50% condition.
The repair skill of vendors has been increased to provide an alternative to those who do not specialize in repair.
The base cost for repair has been reduced, from 2x down to 1.25x base weapon cost. In conjunction with the broad price reductions for weapons and armor, it should be more feasible to use vendors to repair.