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Fallout Heroes
About This Mod
New missions and superpowers based on the Heroes series; NPC has dialog, but no voices.
Version 2.5 is available for download: Hiro and Ted have been updated. Technopathy can now be fully exploited. The telekinetic needle has been replaced with strangulation. The electric blast was reverted to an older version that disintegrates enemies. The cost of the Sword has been adjusted.
Thank you to everyone who accepted this:
New Vegas: Mojave's Ghost Dancers Revamped
Fallout 3: Power Sensitive
About this mode.
You've been shot in the head. But when you woke up, everything changed. It looks like you're going to save the world, but find out what direction your new abilities will take in Fallout Heroes.
To start the mission, choose Intuitive Abilities/Empathetic Mimicry, get your first strength, then talk to Dr. Mitchell. (To add a feature, open the console and type showtraitmenu.)
Installation.
Put all the files in the data folder and activate with the mod installer you have chosen.
Features:
*Please select only one because the script will not work correctly if you have both.
Sympathetic mimicry.
When you approach another character, you automatically gain that character's abilities. You also gain +1 Charisma, +15 Speeches, and 25 extra action points.
Intuition.
Since you know how it works, you get a +30 bonus to repair, a +1 bonus to perception, and 25 action points. But this power is accompanied by terrible hunger and an irresistible desire to tear off other special people’s heads and see what’s on their minds.
Remarks: If the victim's head is destroyed or disfigured, force cannot be obtained.
Abilities Most abilities require an AP to use, and over-using abilities can lead to consequences.
Umbrakinesis: Manipulation of shadows and dark light.
Shadow Shape: Makes camouflaging easier and increases DT.
Shadow swarm: Use AP to call shadows.
Manipulation of life and death: the manipulation of life and death in one touch.
Super Enhanced Senses: provides night/television vision, increases perception, and highlights enemies and objects.
Technopathy - the ability to "talk" to machines and computers, completely ignore hacking, and unlock computers at low AP costs (can completely ignore hacking and unlock computers at low AP costs).
Control: can turn any enemy robot into an ally.
Disable: Disable or self-destruct any robot.
Flight: Hover the mouse down to take off higher and up to go lower. It's a bit glitzy and you have to die to land, so you have to use the tgm command on the console :/.
Vampire hemokinesis - the possessor of this ability draws strength and power from the blood of its victims. Some take not only nutrients, but also energy, vitality, thoughts and memories. The wielders of this power are sometimes mistaken for vampires by those who are superstitious about such things. To use this force, the corpse must be activated during disguise.
The production of poison - after gaining this ability, you become immune to all poisons.
Poison gas generation - generates poison gas in your environment.
The production of poison is the production of poison of your choice.
Spitting on acid - no explanation needed.
Bone Manipulation - Gain this ability reduces limb damage by 25%.
Bone claws - The claws break out and tear enemies apart.
Strengthening bone mass - increases DT, increases damage from unarmed weapons and endurance. This ability costs the AP and increases the body size slightly.
Bone Spikes - Releases many bone spikes that crush lightly armored enemies.
Broken bones - deals low damage but cuts off limbs.
Energy emission
An explosion of optical energy is a laser beam attack on the eyes.
Energy conversion - converts cell energy into AP.
Energy Shield - provides high energy resistance. Telekinesis (uses up energy, but not all of it is effective)
Pin - throws and holds enemies. Low damage, but fun to scatter enemies.
Explosion - throws everything in a row (when seen from the third person weapon easily disappears and annoys you if it hits you.
Slicing is to slice enemies like Silar.
Unlock - open doors and containers without using fasteners or lock-picks.
Just activate it.
Shield - adds DT.
Superhuman strength.
Breaks and punches flying enemies. It also increases the damage done by melee weapons and unarmed weapons. This force requires AP costs and cannot be used if the arm is injured.
Superhuman speed.
He attacks and moves very fast. Note: It is not recommended to use this ability with hotkeys. This ability consumes the AP and the legs will be damaged when the AP runs out. If one of the legs is damaged, this ability cannot be used.
Pyrokinesis
Fire resistance +50
Kinetic flame (fires flame from the hands like a flamethrower).
Purposeful burning (fires fireballs).
This is a very common feature that requires no AP overhead, but it is better to combine it with other AP-using abilities, as you will have to wait for the fire cartridges to regenerate.
Invisibility.
When equipped, he becomes invisible and stops fighting, but for this it is necessary to get inside. It takes 50 APs to keep this capability active, but the AP recovers immediately when it is disabled.
Impenetrable skin.
Consumes AP but gives DR.90, +50 fire resistance and immunity to poison.
Induced radiation.
Radiation Shield - increases immunity to radiation and fire.
Cause radiation - quickly raises the level of radiation:
Radioactive detonation - deals damage by releasing all the radiation within you.
A human bomb explodes like a small thermonuclear bomb.
Radiation attacks require radiation poisoning; the higher the radiation level, the greater the attack. When you use a radiation attack, you are automatically covered with a radiation shield that doesn't kill you and removes all the radiation from your body.
Even if the radiation level is high enough, you can still die if the negative effects of radiation exposure persist.
Electrical manipulation
Electromagnetic Discharge - damages robots and power armor.
An electrical explosion is a powerful attack, but it consumes AP.
Power Surge - provides a quick energetic boost, restores AP, reduces sleep and improves the temporal skills of night vision and energy weapon. Increases damage to all abilities.
Rapid cell regeneration.
Restores strength, slowly heals from radiation and removes poison. Optionally can increase healing speed, restores injured limbs, but depletes AP too quickly.
Space/time manipulation - quickly move from any point.
Curvature of time - slows down all movements except your own.
Stop time - stop time for a short period of time.
Teleportation - can instantly move to important places.
Mind Control.
Berserker's rage (single target) - forces everyone around the target to attack. Suitable to cause a group of enemies to kill each other or wreak havoc.
Nightmare visions terrify everyone around the target.
Mind Blast - Paralyzes the target's head and deals severe damage due to exhaustion (K.O.).
Foresight - once gained, this ability is always active.
Perception +5, Luck +10.
Allows you to see how the opponent fits.
The effect is the same as Ed's "Advanced Sensor."
Credits
Mimik
Hifoo - Sword
Cipscis - menu script
rivergiles - help in writing a story
theoneness - Wolverine's claw model
Reference: --------> [0] id=36259
Ukguy19 (by fallout 3 heroes mod) - scenarios and ideas
Gunshy - Dead Heroes Song
Mission manual.
To start a mission, select your character line, talk to Dr. Mitchell, and use the new terminal in the wake room to get clues about where your "heroes" are. If you have problems locating them, check the list of locations in Benioka.
Hidden Abilities.
Regeneration - Take a look around the Red Caravan Company.
Technopathy is one of the empty bunkers in the Hidden Valley.
In the free bunker along the route, which is led by a fake bodyguard, there are three heroes.
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