This is a post to explain the changes made to equipment in TTW. For the most part, the changes follow pretty consistent rules (which I'll try to explain), but there are exceptions (which I also explain). A lot of this is covered in other places of the forums, but I wanted to get it all in one place and fill in the holes. This is meant as a resource for new players who are curious as to how this changes FO3, and for old players who may not be aware (or remember) certain changes. It is not all-inclusive, but I'll add stuff as time passes if there's something important missing.
Apologies for wall of text. The following are what I've found so far going through the game files and playing:
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Normal Weapons/Armor scaled to nearest NV equivalent. Weapons without a NV equivalent are given values similar to the closest logical weapon from NV. Overall, weapons do more damage to accomodate the DT system. -
In accordance with this, .32 ammo and shotgun shells have been removed and replaced on a per-weapon basis. See the FAQ for more info. Or just see the FAQ. Good read. FO3 weapons are also added to any relevant formlists for perks/effects/scripts. -
Unique Variants: The power of any unique has been scaled proportionally to the power of the base weapon. -
(i.e. Super Sledge (FO3)=25 dmg, Fawke’s SS=32 dmg; In TTW, Super Sledge=72 dmg, Fawke’s SS=90 dmg. 90/72 ≈ 32/25) -
A few exceptions to this rule apply, mostly with unique weapons where the base version was changed in NV, or unique weapons with no NV equivalent.
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Samurai Sword – Equivalent to fully modded GRA Katana, but faster (~4.6 attacks/sec). It uses the same model as the fully-modded Katana, sheath and all. -
A3-21’s Plasma Rifle – Now uses 2 MFC per shot, like NV plasma rifle. -
Alien Power Module - New effect: "DT x0.50" (makes alien weapons pretty powerful, makes Zeta pretty hard to beat). Prepare to be probed… violently. -
Dart Gun - No longer has its signature crippling effect. This was a balance decision made by the team (admit it, the dart gun was basically a win condition in FO3). Instead, darts may now can be poisoned with any of the “survivalist” poisons at an ammo bench. This allows the dart gun to function as a nifty pseudo-melee weapon (albeit one that still relies on the Guns skill). Darts also have a "DT-4.00" effect. -
Rock-It Launcher - Uses the Explosives skill now. Functions very much the same, but can be buggy, as the guys had to remake its script from scratch. Still fun though.
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Quest rewards equivalent to NV versions (Non-unique ATM). This includes the Gauss Rifle, T-51b, etc.
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Both Regulators and Talon Company have new reinforced and Mark II combat armors that spawn on higher-level members of those factions. The leveled-list is currently bugged, however, and low-level bounty hunters tend to spawn with high-level armor. This makes encounters tough, but also pretty rewarding. Invest in explosives, perhaps. Or bring Charon, who now has a lever-action shotgun.
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Weapon mods exist for most FO3 base weapons, and are added to formlists to be sold by weapons vendors. At the moment, weapon mods reportedly appear to be somewhat rare in the Capital, as most vendors in CW appear to use lower-tier vendor lists (equivalent to caravan traders in NV). Mileage may vary.
TL;DR: Stuff is more differenter than it was. It makes sense though.
