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Posted by3 years ago
  1. Fallout 3 Mod Sites
  2. Fallout 3 Accuracy Mod
Fallout 3 Accuracy Mod
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As soon as you start modifying guns in the game, it becomes obvious that the statistics you see aren't the whole picture. Recoil is the most egregious example; several modifications for several different slots have an effect on it, but it isn't tracked by the stat panel.
So, what exactly do all the stats you're given mean, and what hidden stats are there? What do gun mods do to those hidden stats? I can make some guesses.
  • Damage: pretty straightforward, seems to directly correlate with the amount of health removed from enemies, based on their resistances.
  • Ammo type is, well, what it is. Also displays the number of rounds you're carrying, which is handy.
  • Fire rate isn't too straightforward, as precisely how the number correlates to rounds per minute, I can't say without testing. But it higher does mean faster firing, so that's easy to compare from one gun to another.
  • Things start getting fuzzy with Range: is this number related to bullet drop? I haven't noticed any bullet drop, personally. Or does damage decrease based on how far away your target is? Side note: why does putting a stock on a plasma pistol decrease its range? Mysteries.
  • Accuracy: most likely, this number correlates to how wide the dynamic crosshairs are. Higher accuracy means your first shot from the hip will land in a tighter area. Probably.
  • Weight: annoyingly, weight seems to be tied to a couple of important variables, namely movement speed and action point cost in VATS, only the first of which is spelled out.
  • Also, value. More expensive isn't always better, though.
So those are the stats that the game telegraphs to you. However, weapon mods change a bunch of other stuff, like:
  • Critical shot damage: modified by some receivers, the bonus damage done by a crit can make some weapons way better than would be apparent from looking at their stats as given. Get the weight down so you can do lots of individual shots in VATS and you can have a weirdly powerful weapon.
  • Armor penetration: several receiver mods give added armor penetration, but never the top tier mod nor the one with the highest damage rating. This desperately needs more testing to determine its importance.
  • Sighted accuracy/hip-fire accuracy: several mods alter the ratio of sighted and from-the-hip accuracy. Exactly how these two are related is difficult to determine; generally speaking, shots fired from the sights seem to line up perfectly (at least the first shot does) pretty much every time. Hip-fire is easier to understand, as it widens the dynamic crosshair significantly when hip-fire accuracy is reduced.
  • Recoil: recoil is the big one. It's kind of difficult to pin down, especially because at least two mods (the compensator/muzzle break) improves two different types of recoil: per-shot and 'recoil control.' If other recoil improving mods improve both or either is unclear. It's pretty reasonable to guess that per-shot recoil is how high the barrel climbs when shooting, but you'd think recoil control would be directly related to that.
-Side note: the compensator and muzzle break showcases another problem with the way mods are presented, namely the use of the words 'Exceptional,' 'Improved,' 'Superior,' and 'Better,' correlating in some way to levels of improvement. The best I can guess is that Improved < Better < Superior < Exceptional, but that's not definitive.
  • Ammo capacity and reload speed are both straightforward enough not to need explanation, but man, it would be nice if they were quantified and displayed with the rest of the weapon stats.
  • No accuracy penalty while firing: only one mod in the game seems to have this effect, namely the Finned barrel for the pipe pistol/rifle. Exactly what that means, I think, is that when firing the gun, your accuracy should not decrease, leading to much tighter grouping; this isn't true at all, though, whether sighted or from the hip, there's still lots of recoil that results in wide spread, with both auto and semi-auto firing. Perhaps it's a bug.
  • Focus: the only scope mod that isn't self-explanatory is for reflex sights, and seems to correlate with a decrease in action point cost in VATS, despite increasing weapon weight. The change is very slight, but demonstrable.
So! If anybody has a better idea about any of this garbage I'd be glad to hear it. Cooler than that would be if someone could come up with a chart of all the mods and their numerical effects, but I figure that won't be peeled out of the game until mod tools are released.
5 comments
Id prefer the M107 because it looks more intimdating than the AS50 but either would be awesome to take down people/creatures from far away dont you agree?
YouTube link-
The AS50 .50 BMG sniper/anti-materiel rifle is the latest creation of British firearms producer Accuracy International. The AS50 enables operators to engage targets at very long range with high accuracy using explosive or incendiary ammunition. The AS50 employs a gas operated semi-automatic action for rapid fire engagement of multiple targets. The rifle is also highly transportable, ergonomic and lightweight. It can be disassembled in less than three minutes and serviced without tools. The rifle has an accuracy of 1.5 MOA. The barrel is free floated and features a dual chamber muzzle brake to reduce recoil, which is lower than that of the AW50 bolt action .50 BMG rifle. The two-part machined steel receiver features an integral accessory rail for the mounting of optical sights. Two additional rails are mounted on the sides of the short barrel shroud. An adjustable bipod and rear support leg/hand grip allow for stable shooting. This weapon is proven to accurately hit a target over a mile away. The low recoil system built in the back of the rifle can allow it to fire rapidly while still retaining its accuracy. The AS50 weighs 14.1 kg empty and holds 5 rounds of .50 BMG in a single stack removable box magazine.
YouTube link- http://www.youtube.c..feature=related
The XM107 was originally intended to be a bolt-action sniper rifle, and it was selected by the U.S. Army in a competition between such weapons. However, the decision was made that the US Army did not, in fact, require such a weapon. The rifle originally selected under the trials to be the XM107 was the Barrett M95. When the Army decided it no longer needed these weapons, it found that it had money already allotted for 'XM107 rifles,' and rather than deal with this complication, the decision was made to change the M82's designation to M107, and use the money to purchase those type of rifles instead. In summer 2005, the M82 finally emerged from its Army trial phase and was approved for 'full materiel release', meaning it was officially adopted as the Long Range Sniper Rifle, Caliber .50, M107. The M107 uses a Leupold 4.5x14 Vari-X scope The Barrett M107 is a .50 caliber, shoulder fired, semi-automatic sniper rifle. Like its predecessors the rifle is said to have manageable recoil for a weapon of its size owing to the barrel assembly that itself absorbs force, moving inward toward the receiver against large springs with every shot. Additionally the weapon's weight and large muzzle brake also assist in recoil reduction. Various changes were made to the original M82A1 to create the M107, with new features such as a lengthened accessory rail, rear grip and monopod socket. Barrett has recently been tasked with developing a lightweight version of the M107 under the 'Anti-Materiel Sniper Rifle Congressional Program,' and has already come up with a scheme to build important component parts such as the receiver frame and muzzle brake out of lighter weight materials. The Barrett M107, like previous members of the M82 line, are also referred to as the Barrett 'Light Fifty'. The designation has in many instances supplanted earlier ones, with the M107 being voted one of 2005's Top 10 Military Inventions by the U.S. Army.
'both descriptions provided by Wiki'
Weapon Mod Kit is a mod for Fallout 3, created by Antistar. It allow you to use standard Workbenches to modify your favourite firearms with a range of handy attachments:

Fallout 3 Mod Sites

- Auto-Fire Mechanism (AF): Adds full-auto firing capability to most guns that do not have it otherwise (also increases weapon spread by around 50% and reduces weapon to 65% of its default accuracy in VATS).
- Extended Magazine/Clip (EC): Doubles magazine/clip capacity.
- Laser Sight (LS): Increases accuracy (reduces weapon spread by around 33% and increases weapon accuracy in VATS by 25%).
- Scope (SC): Can use scope to sight targets, increases range by 30%.
- Silencer (SI): Makes weapon silent, reduces damage and projectile speed (by around 10% each).
Fallout 3 Accuracy Mod
In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 25% (of its base durability). How to make speaker work on computer.
How to install:
- If you have not done so already, you will need to install Fallout 3 Script Extender (FOSE) version 1 or above. Get it from here: http://fose.silverlock.org

Fallout 3 Accuracy Mod

- Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WeaponModKits.7z archive file to your Fallout 3Data directory. If asked if you want to overwrite files and folders, click 'Yes to all'.
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- In the Data Files section of the Fallout 3 Launcher - or using a tool like Fallout 3 Mod Manager - place a tick in the box next to WeaponModKits.esp. Dnd 5th edition playable races.
- If you have not done this already (this is needed for a wide range of mods), go to your My DocumentsMy GamesFallout3 directory, make a backup of the Fallout3.ini file there, and then:
- Open the Fallout.ini file and change the line 'bInvalidateOlderFiles=0' to 'bInvalidateOlderFiles=1'. Save changes. (Alternatively, you can use the 'ArchiveInvalidation Invalidated' tool: http://www.fallout3nexus.com/downloads/file.php?id=944)
- VERY IMPORTANT: Create an automatic merged patch (see below).
Report problems with download to support@gamepressure.com
Name
Type
Size
Date
Total
7 days
Fallout 3 - Updated Unofficial Fallout 3 Patch v.2.3.2mod211.3 MB3/20/201711.2K116
Fallout 3 - v.1.7 USpatch51.1 MB8/3/20096.9K54
Fallout 3 - Fellout v.1.23.456.7mod5.9 MB2/21/20163.9K48
Fallout 3 - Weapon Mod Kits v.1.1.9mod13.8 MB9/12/201410.4K41
Fallout 3 - Fallout 3 Re-Animated v.22.1mod1017 KB3/10/20163.2K40
Fallout 3 - NMC’s Texture Pack v.1.0mod1299.3 MB2/21/20166.8K38
Fallout 3 - ArchiveInvalidation Invalidated v.1.0.6mod246.2 KB3/10/20162.6K37
Fallout 3 - FOSE (Fallout Script Extender) v.1.2b2mod1.6 MB3/20/20177.2K35
Fallout 3 - GNR Enhanced v.1.2mod1205.4 MB2/21/20162.9K30
Fallout 3 - Sprint v.1.0mod1.8 MB2/21/20162.1K28
Fallout 3 - Underground Hideout v.7.2mod46.1 MB2/21/20162.3K27
Fallout 3 - Ultra Realistic Wasteland Lighting v.6mod26 MB2/4/201884920
Fallout 3 - New Vegas Weapons v.2.5mod683.9 MB6/4/201892720
Fallout 3 - Fallout Stutter Remover v.4.1.36mod172 KB9/13/20162.2K18
Fallout 3 - Hardcore Rebalance v.1.8.Finalmod64.2 KB2/4/201841517
Fallout 3 - UHQ Terrain, Rock, Roads & Grass Overhaul v.26012018mod355.6 MB2/4/20181K17
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