Re: Angel Park
Posté : 18 oct. 2011, 19:57
Dac
https://www.confrerie-des-traducteurs.fr/forum/
https://www.confrerie-des-traducteurs.fr/forum/viewtopic.php?t=8950
DJ MYSTRO�S �ANGEL PARK REMIX� coming soon
DESCRIPTION:
This esp file heavily modifies Angel Park to work how I (DjMystro) intended (as and some point Dogtown and myself diverged in exactly how the mod should play through). Expect a very different game to the original version with a complete overhaul of exterior and interior enemies, all weapons, loot, recipes, ammo and pretty much every aspect of how the mod plays.
CHANGES OVER ORIGINAL:
-Over 30 locations modified, many completely re-arranged for an entirely new combat/search experience. A lot are just enemy replacements/reshuffles.
-Alien Ammo Damage modifiers reset to their very deadly original stats along with original schematic recipes for said ammo restored (each ammo has a corresponding misc item).
-Each creature type has been added to their own faction group so they fight each other (mostly).
-Schematics terminals are back so you have to find schematics before you can craft alien ammo, armor or weapons.
-Many notes moved, changed and added back in after everything was moved to the new worldspace.
-Friendly NCR Turrets back.
-Total overhaul of exterior enemies around Angel Park. Don't expect to run into any Brahmin or cats out there. They will have been killed long ago. There are less enemies overall but the enemies that are left are very tough.
-About 30% more Nanites. They will not be craftable (yet) but there are currently approximately 160 individual jars spread around to find plus random spawns on certain creatures.
-Weapon stat overhaul. All weapons rebalanced where needed. Many are now much more powerful.
-Loot rebalance - you will only find one of each new weapon lying around in Angel Park, though most will still be spawning on enemies as well. Reductions in ammo and other loot (such as grenades) too. No weapons or armor will be found at 100% condition if I can help it.
-Weapons lists will now include vanilla weapons that the enemies have salvaged from the previous occupants of the valley.
-Ammo lists fixed via scripts so Xcaliber ammo can be used alongside the new alien ammo variants and Alien Ammo works in vanilla guns.
-4x 4D Storage devices available to find.
-Adds about 6 map markers (including one in a new Camp outside the entrance tunnel)."
-Set 1sp Person anims for Chainsaw.
-Lots of other minor fixes and alterations (too many to list).
Gaeus a écrit :ou en est t'on?