WastelandWarrior – Massive Overhaul, from the Vault to Zeta WastelandWarrior is a massive overhaul of 3 and all DLC, including most record types, from Actor to Worldspace. It tries to fit the lore of the game, making it harder, more interesting and sometimes funny.

WastelandWarrior has a lot of unique features, you don't need any bugfixing mod anymore and it's built with performance and stability in mind. You can even configure how many actors are loaded by the game, depending on your hardware.

You can play it in one of the three survival modes against ultra hardcore enemies with a lot of mean effects. But you can also disable most additional enemies, free Paradise Falls and gain a working slave settlement with player house, join a caravan or order BoS groups as enforcement in some places. If you're stupid enough to get a deadly radiation, you can also play as Ghoul Reaver and recruit some Glowing Ones as compagnions(optional).

There are a lot of unique encounters, new named npcs and enemies, improved places(all settlements, places of interest like the Citadel or Roosevelt Academy, caravan trader points, ...), upgraded actors like the scavenger at Pennsilvania Av), and a lot of easter eggs. You can find new weapon recipes for Spider mines and grenades, an artillery strike marker, clutter for the recipes, new books and sometimes funny surprises without any sense.

There are some hardcore and maybe unfair enemies on any difficulty and survival mode settting. But I was trying to weaken the player, not to create unkillable enemies. There are no unkillable or respawning enemies where you have to pass to a quest destination and can't use another way. Outdoors you should evade some groups, but you can complete quests in interiors without followers. I've played every possible quest or quest path and removed any plotstopper through enemy excess.

The gameplay is highly customizable in a comfortable menu: follower behaviour, radiation and surival modes, player scale and beauty, sandbox modes for player and followers, additional effects like underwater effects, gore mode, performance settings, spawn caps, or enemy toughness. Nearly every spawn system is optional and customizable: Eight new caravans, encounter, avengers, spawn from triggers, actors or even Punga plants. You can play on Easy with the count of enemies you want, if you don't like to fight too much. You can enable caravans and encounters, but disable the other spawn systems. There are also more friendly or neutral actors in the game which will give you a hand in combat.

I've tried to improve with some features of modern shooters like Auto Stimpak and blood view(display of your current health with red filters, very immersive). They are optional. But they are also integrated well in the RPG system. No healing without Stimpaks, effectiveness depends on your medicine skill. Gained skillpoints depends on your Intelligence(+Comprehension). You need double of the XP to reach a new level(faster leveling module available).

There are two level of survival modes, the last one is only for some really crazy people(like myself). Everything is halfed or doubled, depending on what hurts more. If you find a door with "Irradiated" as prefix, you should take it seriously, it's a promise.

There are more perks and every follwers gives you a special ability. You gain some perks for a count of kills per faction or will be enforced if you're friendly with him. There is a lot of new clutter to use with schematics, eg an Eyebot body to craft combat drones. The workbench system is fully overhauled with categories, but you can also cook on every oven in the game. I've also added more ovens and workbenches to the DLC.

You can't use an other overhaul like CBO, that's why I've added my own follower system with the posssiblity to give team commands and with improved AI. You can recruit all companion at the same time, still depending on karma conditions, and you can travel with them to Point Lookout buying tickets. You can call one or all from every place of the game, you can give Psycho or Stimpaks to the team, or repair RL-3 with fission batteries. You can set them to be essential or, better, you can choose a mode where you have to heal knocked out followers, or they will die. All of them can enter sandbox while following, they know, when you are sitting and will sit near you.

Okay, I didn't include new followers so far, except the ghouls you can command in the Ghoul Reaver form or some simple followers like soldier groups in Anchorage and at the Adams Airforce Base. But the overhauled Vanilla companions are really improved, and you can download an optional beauty addon for Cross and Clover. Comming soon: A patch fo Bittercup Follower.

I was trying to be compatible to other mods, but you can't be compatible when you want to improve the whole game. So I've tried to improve all npc faces slightly to use them together with mod textures. My actors are a littlebit more attractive(also no white faces and too ugly generated random actors, even ghouls are looking better). I've added a huge list of new handmade npc faces(not too beautiful and using beards) and so you don't need any face overhaul.

All DLC content is fully integrated in the game. Every DLC has its own features and all known bugs are fixed. From Anchorage to Zeta: you will have a way better and sometimes even more funny gameplay. WastelandWarrior doesn't add new third party weapons or armor to the game, except Bronson's Bikini Armor. But it adds a lot of variation of original content with improved textures. There are several new cool outfits, e.g. a whole set of new BoS armor, from inititate to pilote and they will profit from installed Type 3 conversions. There is a new Chinese Intelligence Service uniform, a collection of bandanas, a better black businesswear and you can have all armors from Anchorage. And it adds new grenades and spider mine types and even an artillery strike marker or a rocket launcher with incendary missiles. Existing weapons, especially crafted ones, are improved, the Railway Rifle ignores armor and the Rockit Launcher can knockdwon enemies. Tobar sells weapons and armor from Point Lookout an you can find some other DLC weapons earlier. I personally created a big ressource mod with the best weapons and armors in the Nexus. But I can play WastelandWarrior without them, I love the Railway Rifle, the Tribal or Pitt outfits and the Double-Barrel Shotgun.

Skill system, perks, gameplay • Gained skill point are based on your Intelligence(+3 Comprehension) • It needs double the XP for a new level, but you can level up to 50. • More features depends on you skills and they react on your skills from 1 to 100. • New perks for survivor mode, Melee and Unarmed. • Simplified repair lists, you can repair all small energy weapons with others. And you can repair everything, all DLC fully uncluded. • You can find schematics and recipes to use with ovens. • A lot of new clutter added which you can use to build new weapons or to cook. • More poison and other crit effects, knockdowns, you take more damage from radiation and any attacks. • Two survivor modes, the way WastelandWarrior is meant to be played. Even worse vendor prices, stronger radiation.

Radiation • You take more damage from radiation. • Radiation has various optional effects, like hallucinations or ghoulification. • You will transform first in a human ghoul, than in a Ghoul Reaver. • In the Ghoul Reaver form you gain ghoul claws ignoring armor and ghoul pus to throw. • You regenerate ghoul pus and can give them to your companions as grenades. • You lack every gun skill, but are strong in unarmed combat. • In the optional hardcore setting of the ghoulification mode, you can't complete nany quests anymore and everbody hates you. • Ypu can recruit up to three ghoul companions which you can command and heal(only in hardcore ghoul mode). You can enter combat with three Glowing Ones. • In the normal mode you can do everything and heal yourself with RadAwayx, even as Ghoul Reaver. • In the hardcore mode you can heal only in the Dunwich Building, everybody hates you, excpt other creatures. • Three new ghoul eyes and all Vanilla hairs available for ghouls. (You can't change eyes and hair via script.)

Companions • Fully overhauled Vanila companions: better AI and combat behaviour, balanced resistance to a harder game. • Companions can go to sandbox mode while following. If you're sitting, the will sit too. Or they can drink, eat or do anything. • No companion limit anymore, you can recruit all together, if you have the right Karma. • Each of them gives you a special perk. • You can give them any any Vanilla book to read and they gain the skills, depending on your Comprehension perk. • Companions have special behaviours for some scenes, like the briefing from Lyons, all of them have a proper place to stand in fromation. • Comanions are automatically dismissed, where they have to stay back. But they will wait for longer and in a proper place like the camp near the Pitt tunel. • You can travel to Point Lookout with them if you buy a ticket for each of them. • You can configure heal and death modes for companions. • You can give team commands or call each of them, you can call, enforce and heal them from a menu in your inventory. • To Do: Release of my Bittercup version. The best companion you can have, integrated with WLW.

Combat For me, only an unfair enemy is a good enemy, WLW can be harder than any shooter on Insane difficulty. But you don't need to play it like that. You can disable most spawn systems, set all values to a minimum and play it on Easy. Combat will still be better than Vanilla and WLW has a lot of other features to enjoy than just combat.

• Everything is set to a faster and harder combat with a loat of mean surprises. • All unarmed weapons have a stronger rumble on the pad. They have improved impact and sound effects. • All unarmed and melee weapons are faster and you can find improved items. • New drugs and healing items, you can find recipes for some of them: Cateye in three colors, Fixer, Berserk, Antivenom and others. • Optional auto heal mode using Stimpaks and depending on perks and skills. • Optional blood effects and filters showing your health state. • Improved VATS distance with melee and unarmed wepaons. • gauntlet now actually ignores armor, also the Railway Rifle. The Rockit Laucher can knockdown enemies and you can fire more clutter with it.

Enemies and friends Most enemies have a spawn rate which you can configure in a comfortable menu. You can even disable most spawn systems. But you can set it also to insane levels, with two hundred actors in scene, unplayable for most people, but still with a reasonable performance. This is possible, because I've debugged and tweaked most actor scripts in the game to a better performance. Every actor has heavy script functions on it, but they are trimmed to be as performant and stable as possible. Yes, there is a lot of enemy spawn, but very often some good guys will spawn too, from unique encounter or wastelanders to heavy Reilly or BoS groups. Every actor in the game which can enter combat is as hard as every enemy.

• Thousands of new spawn points, some of them generic, others with unique enemies. • Enemy spawn rate, thoughness and scale configurable. • Spawn will be capped with a configurable setting, based on the count of loaded actors in memory. • All enemies are enforced beyond their level. Most of them scale with the player, where it made sense. Some places, you just can't visit under a certain level, but it will stay hard the whole game(on high difficulty settings). • A lot of new crit and poison effects added to enemies, eq mutants can knock you down. • Hundreds of new enemy types, a huge variety of existing and new ones. • New enemy classes added, like unarmed Raiders, female Talon, animal mothers with babies. • Ultra tough giant enemies and monsters added, like Lurkzilla. • Avenger groups hunting you in the Wasteland, from Androids of the Railroad to Tribals or Pitt slaves, if you made wrong decisions on missions. This is optional and configurable. • Encounter system can spawn enemies and friends at the same time and you can choose a side. • A lot of new uniquie encounters and improved old ones. • Encounters can also spawn in metros and in the city. They are not bound to a certain place, you can stay the whole game in Rock Creek and will never run out of new actors. • Most encounters have a meainingful destination and you can follow them even trough some metros. You could follow a big Reilly group from Old Olney to the their HQ. • All potential followes like Red or the scientists have good health and regen. • 8 new caravans with unique leaders in a configurable size. You can follow them undefinitly to 11 destinations. • Improved vanilla caravans with more members. • The most ugly faces in the game fixed, from talon to Underworld ghoul. • Hundred of new hand made faces added, using beards and other accessories. • Dad is now a follower until you bring them to Rivet City.

World and dungeons • A new scientists camp behind Rivet City added, unlocked with level 20. • Paradise Falls will be settled by slaves, when you've killed Eulogy. His pad is then a fully functional player house with map marker. You will find vendors, a doctor, and a new unique actors wit a fully working day- night-cycle. PF is protected by heavy guards and from time to time, they will be attacked. • Overhauled Citadel plaza with a lot of new features and actors. • All settlemets have new habitants, sometimes it depends on a quest. • Most settlements now have nice and illuminated trading points, with special idle markers for the caravans. • Porter's Bar in Canterburry is a fully working, illuminated and decorated. • The Grisly Diner can now be used as player house and can have visitants. • A new creepy dungeon in Rock Creek. • New traders in some places and improved exiting ones. • A new dog house and a companion for DogMeat at the Vaul 101. • A lot of landscape bugs fixed, also in the DLC. • Some new map markers, points of interest and water planes added. • A lot of radios, deco stuff and illumination in all places added.

Workbench system • Fully overhauled workbench menu with categories and new stuff to build, with the option to build all possible items with a click. • Some new schematics to find in the world, like various spider mine types and grenades. • A lot of new clutter added, from Ghoul Sperm to Eyebot body. Recipe system • New recipes to find, for drugs, remedies and meat, you can use it with every oven. • New goodies like Cateye in three colors, Epo, Antivenom and Fixer. • Nearly every item in the game makes sense now.

Optical and accoustic effects • Improved impact effects on weapons. • All melee and unarmed weapons have improved rumble on the pad. • Bloody filters on low health • Underwater effects • Configurable basic DoF filters • WastelandWarrior-Effects with advanced image filters. • WastelandWarrior-Lighting improves alll interior cells of the game.

Special features • Pip-Boy and gloves remover • Beauty features(player scale, race menu, haircut menu) • Player can enter sandbox while not moving. You can smoke, scratch yourself or dig in your nose.

Zeta • Survival mode(optional): You can get your stuff only at the end from the captain. You can't use any alien weapon but will find new workbenches and special schematics. • New alien clutter, usable with the RockIt launcher, which now can knockdown enemies • Additional spawn, stronger and faster aliens and new enemies. • All enemy AI improved. • Healing arc repairs weapon(Bethesda had it in mind but was too stupid to bring it to work) • Healing arcs heals depending on your Medicine skill • All enemies can have leveled shields which goes down under fire but regenerates. • Quests are more stable and failsafe, replaced triggers and debugged scripts. • Expoy is only consummed if you have a weapon drawn.

Broken Steel • Survival mode(optional): you have to clean the satelllite relay station yourself • Perk to improve the Deathclaw Scrambler, doubled the distance, are weaker in close combat, but more reisistant • Full and complete overhaul of Adams Airforce Base(new enemies, new friends, easter eggs, a full overhaul to the lightng system with hundreds of new light sources, bug fixing, landscape fixes, no more flickering buildings). Epic! • Additional and optional BoS enforcements and two funny unique allies at Adams Airforce Base • A new epic ending for the bad people, improved destroyed Citadel with some bad and a good surprise. • Bug fixes, eq to the shields on the crawler. No more companions standing in a disabled shield, taking dammage. And fixed the bug in the metro to AFB where Fakwes made the train go through walls.

Point Lookout • It's even harder than before, no survival mode needed :) • Follower can travel to PL if you buy tickets for them. • Random passengers on a cleaner and illuminated Duchess Gambit. • Every crash related to companions fixed, e.g. the door to The Bog. • Improved quests, more failsafe and logical. • A loat of spawn points for new friendly and hostile actors. The swamp lives! • New uniqe enemies and improved existing ones. • Optional: Hardcore tribal female Shamans with Deathclaws as companion, and gauntlet as weapon, this option adds a Deathclaw nest to the cathedral. • Normalized loot and leveled lists, makes more sense. • Landscape fixes, bug fixes, ...

Ancorage • The most complete overhaul of Anchorage, makes it failsafe, harder, more epic, funny and RPG like. • Bugfixing: Sorry, Anchorage was on Hello World level, I didn't know if I had to laugh or cry. I've spent two month to fix all the mess: terminals, scripts, quests and stages, landscape, AI and combat behaviour, faction relation, from Bailey's Crossroad to the end. I barely couldn't find any acceptable record or script in the esm. And then I've added an epic battle with current hardware and Michael Bay in mind, but with more RPG elements. I'm proud of it :) • Epic battle: a lot of Vertibird landings from both sides(new textures on it to distiguish it) • Up to 15 recruitable followers against a • Recruiting and equipment systems and terminals now works like expected, fully debugged. Now you can gain more recruitment markers freeing captives or completing objectives. You can afford now a SentryBot. • New actor types and improved existing actors on both sides, unique encounters and followers • Weapon caches don't regenerate, health dispensers are reacting on your medicine skill, but some activators more added • Added spicked knuckles to the start quest, for the unarmed fighter • Improved HQ: a lot of unique actors, deco stuff, a new weapon, more npc, full day and night cicle • Deadly mine field. Really. I mean it. • Follwers won't die anymore in the elevator of the Outcast bunker. • Because I couldn't find any bug anymore, I've added some optional funny glitches to the simulation. What about a cow rain? ;)

The Pitt • Full overhaul, not as big as Anchorage, but simply working. • Improved AI and leveled lists on both sides, slaves are as tough as Raiders • Everything debugged, from scripts to quests. • Now both quest pathes are playable. It was boring to side with theR aiders before. Now, on both sides you can have an epic battle with current hardware in mind, with some tough companions as enforcement. • Survival mode(optional): You can get your overpowered stuff from the Wasteland only after completing the main quest. As hard as Point Lookout. • But new workbenches, more crafting loot, and a player container added. • There is also a small player area, nothing spectacular, but with workbench, bed and deco.

All DLC: • Combined leveled list where it made sense. • Unique vigilant groups will try to find you if you made a wrong decision. There are even ghulified Anchorage chinese soldiers with Chimera prototypes trying to catch yoiu. Also Pitt Raiders or slaves, tribals, Enclave or BoS groups. Or Androids from the Railroad.

Additional modules • WastelandWarrior-Lighting: Improves all cells of the game. The included version is slghtly changed. • WastelandWarrior-Effects: The included version needs WLW as master, you can access the settings in the WLW menu system. • WastelandWarrior-Followers: Improved faces for Cross and Clover.Bug fixes, tweaks • No bug fixes and patches needed anymore, as far as I know. I'v fixed more bugs than the Wiki knows of. • A lot of Vanilla script fixed and tweaked to be more performant and stable. • No plotstopper in the ending video when you use a costum race. • Better integration of DLC items in leveled and repair lists. • Fixes quest pathes, improved quest actors, new features added to quests. • Debugged AI everywhere.

Modder features • Meaningful new leveled lists for groups and vendors

Compatibility WastelandWarrior is meant to be played as the only overhaul. I didn't want to be incompatible with other mods, but that's the way, the engine works. An example: Only one mod at once can change an actor. You have to know yourself if you want a interesting and tough, or a beautiful, but stupid actor. Because I like beautiful actors too, I've improved all the ugliest faces in the game slightly and added a lot of new handmade ones, so you don't need a beauty overhaul, which changes faces.

Playing WLW together with the following mods or similar ones is not supported. I mean it. I personally couldn't make a patch for it, compatibility is impossible. It's not meant as an offense, it just doesn't fit together. Venom, Emod, Marts Mutant Mod, CBO, mods which changes companions or faces in general, Lings Pretty Things, Point Lookout Reborn, Mothership Zeta Crew.

But WLW is compatible with Realtime Settler, Ling's Beauty mod, DCInteriors, A world of pain(a really good mod), Streetlights and with minor problems with Living Wasteland. You can play it with Chryslus Club, Raider Dolls, Alton IL or The Librarian. And there is a required patch for RH_Iron sights if you use it.

You know, every mod can build a house on a spawn point of new enemies or change leveled list to worse. There's nothing, I can do about. If you want a perferctly working Fallout 3, you have to know how to work with FO3Edit anyway. But this mod is still supported and I can give you advise how to get mods compatible. More infos about compatible mods later.

Known errors • When you cure from the ghoul form, the normal maps of the player body are not changed back. This is a temporary engine bug and it's fixed restarting the game after a save. • I can't change eyes and hair from a script in Fallout 3. When you transform in a ghoul, you can chose from three ghoul eyes and all the Vanilla hair. When you change back, you have to go to the race menu again to get the appropriate eyes and hair.

Requirements and recommendations Fallout Patch 1.7 required. All official addons have to be installed and active, or the game will crash. FOSE is needed, some nice functions you just can't do without. WastelandWarrior-Patch.esp is required, you just can't do changes to statics with an esm file. CASM is also strongly recommended and for it you need FOSE too. It's not just a save manager, it makes your game way more stable. 4GB enabler, Fake Fullscreen and GWFL disabler makes your game more stable too. You don't need to start in the Vault 101, but it's recommended. But you shouldn't install (or uninstall) it in the middle of a main mission or being in one of the DLC locations.

Recommended mods for the ghoul form For the ghoul form of the player, I've added a improved copy of the Vanilla ghoul texture to WLW. There are four texture folders, one for each ghoul type, female and male, human ghoul and Ghoul Reaver. „1“ means human ghoul, „2“ means Reaver. • \Data\textures\wlw\ghoulmale1 • \Data\textures\wlw\ghoulmale2 • \Data\textures\wlw\ghoulfemale1 • \Data\textures\wlw\ghoulfemale2 • You can replace them with the textures from this mods yourself: • BOG Ghoulishly Gross Skin Breezes • BOG Ghoulishly Gross Skin Type 3 • Ghoul Retex Type 3 und Breezes

If you use another body than Vanilla or Type 3 you may have to install the correct meshes too.

Installation/Uninstallation All data is packed in one bsa for a simple installation or deletion. If you were using the Pip-Boy disabler, be sure to have the Pip-Boy and the gloves equipped in the last save or you have to get them with the console again.

Update You should go to a simple interior cell and make a save. Then restart the game, wait three days in the room, then make a new save and leave.

Load order • Fallout3.esm • Anchorage.esm • ThePitt.esm • BrokenSteel.esm • PointLookout.esm • Zeta.esm • [Other esm filles] • WastelandWarrior.esm (required) • WastelandWarrior-Modul-A.esm • WastelandWarrior-Modul-B.esm • [Other esp files] • WastelandWarrior-Patch.esp (required) • WastelandWarrior-Modul-A.esp • WastelandWarrior-Modul-B.esp Disclaimer • The only third party content used in WLW is Bronson's Bikini Armor. Thank you very much. • All used textures and meshes are own variations of assets from Fallout 3 and its addons. • WLW can't be played without all DLC installed.

Acknowledgment • Bronson for his nice Bikini Armor • Bethesda for this great game • GlobalGamePort : To the staff and the members for the kind support. • Auslieferator for his help with the translation • Marex, MadWatz, Greenspot, Aaaaaimbot, Inge, inga, Tommy and others for testing and feedback.

Used tools • Notepad++ for scripting • GECK • FO3Edit for cleaning and analysis • Photoshop CS 3 for the textures • Nvidia DDS plugin for Photoshop • NifScope

Project Omega (not finished yet) Some time ago, I've started to implement an new huge quest with up to ten new epic dungeons. It was a liittlebit to much for only one modder, searching for a new job at that time. But I've decided to open the dungeons if you want to see them, because they are epic and maybe surprising. One of them is the biggest interior cell in the game. Most of them are fully navmeshed, but some have dead ends. I recommend to make a save before entering one of those cells, to which you can go back later. There are some tough enemies. If you don't want to confront them, use a Stealth Boy to explore the cells. You can find the main key in a toolbox near the door of Powerstation MDPL-123, wich is located near Fort Independende, walking in direction . You should take enough Radaway and Rad-X on your journey, some rooms are heavily irradiated.

Story The story remembers the early history of the Dune universe with the Omnius incarnations. The Vault 123 was devastated by the enslaved residents to stop the current incarnation, no matter of collateral damage. Some of the survvivors still live in the cave system of the Vault 123. You have the mission to stop Omega trying to infect more Vaults.

Locations

Treatment plant in the closed Metro Fairfax Industrial Located under the bridges of Fairfax, close to the metro station Fairfax Industrial. Behind the metro you can find an access tunnel to the plant. The habitants are not actually hard. The plant itself has not yet been connected to other cells. Tip: You can find a radiation protection suit nearby, which gives you the ability to dive and protects you from the strong radiation.

Powerstation MDPL-123 Near the road from Megaton to Fort Independence. Main entrance to the vault, this room is not yet connected, the lift does not work yet. But I think that it's quite a nice little dungeon, with which I wanted to show how the Vault was supplied.

Buenavista Diner: Behind the Vault 101, on the road to Fairfax. It's the huge main dungeon with three cconnected areas. It's recommended to make a save before entering, because there is no exit yet. A sewer behind the diner leads to the back entrance of the Vault 123. There are some tough enemies in it. You can use a Stealth Boy to sneak behind the Raider group, most of them will die on the way. Once you've reached the Vault entrance in the cave, you need Rad-X. The Vailt is deadly irradiated. Don't try to jump to the cave ground, it's deadly. Another group of enemies will wait at the end of the Vault. You can evade them using Stealth Boy. You have to find the ventilation grate to the next part at the wall of the right-hand-side restroom. In the utility room, you have to dive to reach the cave ground. There are two groups in combat there, you can explore the cave using a StealtBoy again. There is no exit from here, load the previous save. List of new actors

Creature variants • Animal mothers with puppies: Dogs, Yao Guai, Deathclaws, Molerats, Mirelurks, Wolves. • Mutants: Monstrous Overlord, Dwarf Behemoth, variants of all mutant types with new textures and weapon classes. A new mutant type on the Adams Airforce Base. • Bloatflies: ghoulified, burning or acid spitting. • Dogs: new variants and more puppies, combat and guard dogs, vicious dogs. • Deathclaws: Giant Queen and other variants with new textures. • Ants: A giant queen with warrior and guards. New texture variants, some of them can spit acid or can be poisoned. • Yao Guai: Families and variants, improved textures. • Radroaches: Queen and King, nest guards and other variants. • Mirelurks: Queen and King for all types, even Nuka Lurk. Improved textures. • Scorpions: New variants with improved textures, some of them giant, others neutral and harmless. • Ghouls: A lot of new variants with mean effects. Ghoulfied supermutants. New texture variants. • Trogs: New variants with new textures. • Aliens: New taller Alien Elite class, all aliens and drones can have a working shield. • Chimera: Smaller prototype variant, still deadly enough. • Craftable Spidermine variants with nice textures: Toxic gas, Incendary, Shock and Frag. • Craftable combat drones. • Robots: More factions use more robots, Mr. Butcher(Gutsy variant with bloody saw) • New races: Undead(only appears at night) • Small neutral variants with new textures: Emerald Bug, Deadman's Bug, Leafcutter Ant, Swarm scorpion, Swarm Lurk, Punga Rat and Punga Fly. They usually can be found as a small swarm.

Human variants • Almost all groups have new weapons classes: Unarmed, Melee, Sniper, Heavies, Flamer. • Especially female opponents get their faces out of a pool of hundreds handcrafted faces. • Point Lookout Tribals: Unarmed combat Shamans with deathclaws as follower. • Point Lookout Bandits: New weapon classes. • Talon: Female Talons and new weapon classes. • Raider: New weapon classes, female unarmed groups. Suicider, dwarfes and psychos. • Regulators: Female regulators and new weapon classes. • BoS: Pilots, Officers, new weapon classes. Optional enforcement at Adams Airforce Base. • Enclave: New classes in the Adams Airforce Base, like Pest Control, cook or MP. • Reilly Rangers: New weapon classes and groups in the Wasteland. • Human ghouls: Ghoul soldiers from Anchorage, Tenpenny ghouls, Museum ghouls. • Avengers: Groups from Point Lookout, Anchorage, The Temple of the Union, Paradise Falls will search for you. • Encounters : A lot of unique actors, some of them are easterggs. • New actor classes in the Wasteland and Point Lookout. Adventurers, Vault dwellers, traders and hunters, GNR reporters. • Eight new caravan leaders. New caravan member classes. • A ghoulified family in Minefield. A trader family at the Pennsylvania Ave. • GNR staff and reporters. • Ghoulified George W. Bush in the White House. • Mysterious Blonde, Mysterious Tribal Shaman, Mysterious Raiderette. • Sergeant Jada Cross, Commander Baldwyn Lyons, Private Mathilda Lyons in Anchorage • Captain Earhart, Scribe Hawkings, Paladin Vernius and Knight Atreides, Citadel Fighters. • PixelMurder in several incarnations. His mom ;)