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Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT

Police Automaton posted:

ok that was enough :words:, here are the shaders:

New Vegas Shaders.7z - 0.07MB

Thanks for this, but where do I put it?

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Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brace posted:

CoP, can you add to the very top of the OP:

:siren: FalloutNV.esm should always be loaded first, no exceptions!!! :siren:

Not quite top of the page, but I put it with the information / links to FOMM. The kind of people who have FalloutNV.esm loading after other plugins are usually the same kind of people who don't look at the OP. :haw:

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."

Tarezax posted:

Thanks for this, but where do I put it?

In the main directory where your FalloutNV.exe resides. Usually that's (wherever you have steam installed)\steamapps\common\fallout new vegas\FalloutNV.exe

Red Mundus posted:

That is a really nice looking piece of armor. Is that part of your unreleased mod or another mod?

It's in the pack, i think its MW2 armor.

Police Automaton fucked around with this message at 02:25 on Jan 8, 2012

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
I extracted the FXAA injector to my main FNV folder and now the game won't start :saddowns:

If I try to start the game it just starts the launcher again.

Police Automaton
Mar 17, 2009
"You are standing in a thread. Someone has made an insightful post."
LOOK AT insightful post
"It's a pretty good post."
HATE post
"I don't understand"
SHIT ON post
"You shit on the post. Why."

Tarezax posted:

I extracted the FXAA injector to my main FNV folder and now the game won't start :saddowns:

If I try to start the game it just starts the launcher again.

Well that's certainly odd. I've heard here and there that the dll hook doesn't work with some mobile graphics chipsets but I'm not sure if that's the thing in your case. I didn't really do much with this except change a few lines and sadly at the moment can just answer "Well it works for me", maybe they'll be some more feedback about how they work. (or not) Your game should at least run again if you remove the d3d9.dll.

\/ \/ EDIT:I can just stress I heard, I don't really know if it's true. If you want to go through the trouble you could prob. try also to update your drivers. I'm sorry I can only give these standard answers. It's hard to advise something else. \/\/

Police Automaton fucked around with this message at 02:42 on Jan 8, 2012

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Pretty sure it's the dll hook, I've got an NVidia Geforce 310M. Guess I'll take that out then.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

rope kid posted:

Sorry about the dependence on Courier's Stash, but I'm trying to get everything in the mod ironed out before Ultimate Edition DROPS. Recently, I've updated the unique CS/pre-order items to be moderately expensive (low hundreds) low-level uniques and I throw them all into Chet's store at the beginning of the game (i.e. the player gets no additional "free" gear from CS). I think it helps the initial balance a lot, but gives access to good low-level unique items in an early game area.

No worries dude, it is still pretty sweet that you are doing this. Pumped about the ultimate edition.

I like the idea of the pre-order stuff going into Chet's store as low level uniques. Maybe that, or have them rewards as low level quests and stuff.

You should also do something about the (GRA) tag on the end of stuff from the Gun Runners pack. ~~~ My immersion ~~~ demands it!

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Tarezax posted:

Pretty sure it's the dll hook, I've got an NVidia Geforce 310M. Guess I'll take that out then.

You mentioned you're running with a 310m, which makes me assume you're playing on a laptop. I'm curious if you've also got an Intel HD Integrated Graphics mode, and both GPU modes are managed by NVidia's Optimus software (that's the way it works on my 550m). Do you have issues with games insisting on using Intel's HD Integrated graphics when you try running with custom .dlls?

Beeb
Jun 29, 2003
Probation
Can't post for 23 days!

Red Mundus posted:

Also, what are people's opinion on TG's Armor Collection? Worth it?

I used TG's Armor for a loooong time until I hacked together some poo poo from Desert Scorpion.



:catdrugs:

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT

Cream-of-Plenty posted:

You mentioned you're running with a 310m, which makes me assume you're playing on a laptop. I'm curious if you've also got an Intel HD Integrated Graphics mode, and both GPU modes are managed by NVidia's Optimus software (that's the way it works on my 550m). Do you have issues with games insisting on using Intel's HD Integrated graphics when you try running with custom .dlls?

Yeah, that's about right. When I was getting that bug with the dll earlier it had the Intel HD integrated graphics selected, whereas without it it detects my NVidia card instead.

Cirosan
Jan 3, 2012

Hypothetically, if I were working on a new version of CCO, would there be any outstanding suggestions or requests you folks had about it?

Strictly hypothetically, of course.

Brace
May 29, 2010

by Ozmaugh
This is the first time I'm reading about CCO. How do you guys feel about it?

^^^ Look at the timing of my question and the poster above me, wow hahaha

RagnarokAngel
Oct 5, 2006

Black Magic Extraordinaire

Gyshall posted:

You should also do something about the (GRA) tag on the end of stuff from the Gun Runners pack. ~~~ My immersion ~~~ demands it!

Certain challenges in the GRA require using them so assuming someones coming in not knowing vanilla weapons from GRA weapons they kinda need to be there.

Though on that note, would there be any way to fix the sturdy caravan shotgun that comes in the courer's stash? It doesnt actually count as a shotgun for the challenge's for some reason, so you dont get credit for Ne Ne Ne Ne... or "I've Got Shotgun" for using it, which seems like a glaring omission.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

A rundown of the new version of my mod (and link to it) is uploaded here: http://twofoldsilence.diogenes-lamp.info/2012/01/jsawyeresp-v2.html

I did not add the Sturdy Caravan Shotgun to the Ne Ne Ne Ne... list, but I did address many of the GRA tags. Weapons that are not unique to GRA (e.g. Plasma Pistol) but have GRA moddable variants have had the (GRA) suffixes removed and have been removed from the Master of the Arsenal weapon list. All vanilla versions can now use GRA mods. All GRA ammo types have had their (GRA) suffixes removed. The regular Fat Man can now use GRA Mini-Nukes.

Cowcaster
Aug 7, 2002



So if I was planning to pick up Logan's Loophole but I'm already past level 20, I should hold off on updating then?

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.

rope kid posted:

A rundown of the new version of my mod (and link to it) is uploaded here: http://twofoldsilence.diogenes-lamp.info/2012/01/jsawyeresp-v2.html

I did not add the Sturdy Caravan Shotgun to the Ne Ne Ne Ne... list, but I did address many of the GRA tags. Weapons that are not unique to GRA (e.g. Plasma Pistol) but have GRA moddable variants have had the (GRA) suffixes removed and have been removed from the Master of the Arsenal weapon list. All vanilla versions can now use GRA mods. All GRA ammo types have had their (GRA) suffixes removed. The regular Fat Man can now use GRA Mini-Nukes.

Thanks, looking forward to starting my (most likely) final playthrough with this.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Cowcaster posted:

So if I was planning to pick up Logan's Loophole but I'm already past level 20, I should hold off on updating then?
Honestly, my mod doesn't work that well for a game in progress (especially past 20th level). It should be used with a fresh game.

Cowcaster
Aug 7, 2002



rope kid posted:

Honestly, my mod doesn't work that well for a game in progress (especially past 20th level). It should be used with a fresh game.

I don't really play big open-ended RPGs more than once. I will soldier on regardless!

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry

Cowcaster posted:

I don't really play big open-ended RPGs more than once. I will soldier on regardless!

I'm on my fifth playthrough (mainly because of Old World Blues I got to admit) and each time trying a different playstyle has been a blast. Fallout 3 and NV are two of the very few huge RPGs that have any king of replayability for me. Mods just add some more icing on the mole rat meat cake.




EDIT:'L' is not 'K'...

Humbug Scoolbus fucked around with this message at 03:39 on Jan 9, 2012

CJacobs
Apr 17, 2011

Reach for the moon!
My most recent playthrough started out as a "be a dick at all costs, kill everyone if you don't get what you want" archetype character but I wussed out immersion-wise and just ended up playing as 'myself' again because I couldn't bring myself to kill all the nice people in Novac. It's so hard for me to be emotionally detached towards this game. :smith:

Roman
Aug 8, 2002

CJacobs posted:

My most recent playthrough started out as a "be a dick at all costs, kill everyone if you don't get what you want" archetype character but I wussed out immersion-wise and just ended up playing as 'myself' again because I couldn't bring myself to kill all the nice people in Novac. It's so hard for me to be emotionally detached towards this game. :smith:
I was the same way with my ex-Talon merc guy and had to rationalize why he was being so nice to everyone. I started a new guy with the jsawyer mod and it's at least easier to be Neutral since every ghoul/convict kill isn't rocketing me to sainthood.

Brace
May 29, 2010

by Ozmaugh
Are there any good mods that change muzzle flash and make it look like actual muzzle flashes? Also does Wastefland Flora Overhaul damage the FPS too much?

CJacobs
Apr 17, 2011

Reach for the moon!
I haven't found any muzzle flash mods, but the Flora Overhaul doesn't really affect your FPS at all, at least, it hasn't hurt me anyway. I installed the "actual desert-looking" version with less super tall green trees everywhere, so that might be why, but the only way you can know for sure is to try it yourself.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Cirosan posted:

Hypothetically, if I were working on a new version of CCO, would there be any outstanding suggestions or requests you folks had about it?

Strictly hypothetically, of course.

In Fallout 3, there was a mod called FWE that had options to reduce the amount of "placed" loot. That is, loot that was hand-placed in the worldspace, on shelves, desks, etc. Currently there's no similar mod for New Vegas, and I would definitely kill for something like that.

EDIT: Actually, I've got more to say on the subject. Let me poke around and remind myself what else I would kill for.

EDIT 2: Alright, so a couple of things. I can't find any details in the readme, but have you already made changes to creatures? Most overhauls modify NPCs, but overlook non-NPC enemies. By default, a lot of the creatures have pitifully low stats--especially at higher levels--and basically become little more than target practice. A lot of the perks and DT buffs are distributed unevenly, and the whole system could probably stand to be rebuilt (or, at the minimum, cleaned up.)

Also, how does "Determined" work in Hardcore? What can heal the player, if chems don't? I noticed that healing power was omitted from the list in the readme, but I'm not sure if that's accidental or deliberate.

Cream-of-Plenty fucked around with this message at 06:34 on Jan 9, 2012

CJacobs
Apr 17, 2011

Reach for the moon!
Speaking of loot, I really like how a lot of the game's completely useless objects (see: cup, paper weight) are pick-upable and even useable with the right skill/weapon. It's one of those things that adds a teeny tiny bit of realism because, yeah, that cup's not glued to the table. You can pick it up, even though it will do absolutely nothing to help you (it can certainly help Muggy, though).

That said, I really loving hate how the game's completely useless objects are pick-upable. I have snatched so many useless spent bullets and clipboards and chunks of wood that I can never use nor be bothered to get rid of, so they just sit there occupying inventory space forever. It's just one of those things I am horribly torn over whether it's good or bad.

EDIT: This is not really a modding thread post, but oh well, it's relevant to the current discussion anyway.

CJacobs fucked around with this message at 06:24 on Jan 9, 2012

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

CJacobs posted:

Speaking of loot, I really like how a lot of the game's completely useless objects (see: cup, paper weight) are pick-upable and even useable with the right skill/weapon. It's one of those things that adds a teeny tiny bit of realism because, yeah, that cup's not glued to the table. You can pick it up, even though it will do absolutely nothing to help you (it can certainly help Muggy, though).

That said, I really loving hate how the game's completely useless objects are pick-upable. I have snatched so many useless spent bullets and clipboards and chunks of wood that I can never use nor be bothered to get rid of, so they just sit there occupying inventory space forever. It's just one of those things I am horribly torn over whether it's good or bad.

EDIT: This is not really a modding thread post, but oh well, it's relevant to the current discussion anyway.

"Chunks of wood"? If it's what WMX adds, they're actually very useful for modifying melee weapons. :science:

Roman
Aug 8, 2002

Is there a known bug with dialog with Emily Ortal? After I planted the bug I talked to her and my male character got both dialog options for Cherchez La Femme and Black Widow, and I'm not even using the male equivalents. It might be the jsawyer mod. (The only other mods I'm running are Lings, Tailor Maid, Populated Casinos Medium and Military Expansion Project) I'm running Hardcore and used Meeting People to get info out of her.

Cirosan
Jan 3, 2012

Cream-of-Plenty posted:

In Fallout 3, there was a mod called FWE that had options to reduce the amount of "placed" loot. That is, loot that was hand-placed in the worldspace, on shelves, desks, etc. Currently there's no similar mod for New Vegas, and I would definitely kill for something like that.

EDIT: Actually, I've got more to say on the subject. Let me poke around and remind myself what else I would kill for.

EDIT 2: Alright, so a couple of things. I can't find any details in the readme, but have you already made changes to creatures? Most overhauls modify NPCs, but overlook non-NPC enemies. By default, a lot of the creatures have pitifully low stats--especially at higher levels--and basically become little more than target practice. A lot of the perks and DT buffs are distributed unevenly, and the whole system could probably stand to be rebuilt (or, at the minimum, cleaned up.)

Also, how does "Determined" work in Hardcore? What can heal the player, if chems don't? I noticed that healing power was omitted from the list in the readme, but I'm not sure if that's accidental or deliberate.
Decreasing the amount of placed loot would certainly be possible, but we would need to narrow down the concept a bit. First, what would we consider "loot" for the purposes of this plugin? Just chems? High-level weapons? Armor? Ammo? All of the above? Furthermore, would we remove the loot entirely or just replace it with a crappier analog (i.e., replace a suit of Combat Armor with Reinforced Leather Armor)? This is definitely something I'd be interested in, but I'd need a little help coordinating it first, if that makes any sense.

CCO alters creatures in a subtle but pervasive way: The DR plugin gives all creatures their own natural DR, based on their DT, just like you. This makes certain enemies considerably tougher. If you're looking for something more on a case-by-case basis (i.e., make all Feral Ghouls have more HP), that hasn't happened yet, but again, is certainly possible. However, I would really need to do more research on which enemies need a power-up and how, and how the developers already programmed their base forms. Finally, since CCO's chief concern is compatibility, these changes would need to be done in a way that avoids changing any base forms directly. Luckily, something like that is fairly simple, but a bit limited in what it could do.

In regards to the Determined trait, here's an excerpt from the readme that should answer your question. If it doesn't, feel free to ask, and I'll be more than happy to explain further.

quote:

The complete list of chems that won't work on you if you have the Determined trait: Ant Nectar, Ant Queen Pheromones, Buffout, Jet, Dixon's Jet, Mentats, Med-X, Fire Ant Nectar, Ultrajet, Cateye, Tobacco, Fixer, Hydra, Rebound, Steady, Super Stimpaks, Turbo, Party Time Mentats, Psycho, Radaway, Rad-X, Rocket, Slasher, and Stimpaks. However, food, alcohol, Doctor's Bags, and herbal remedies (i.e., Healing Powder) still work just fine.

Akoogly Eyes
Apr 27, 2010

cheesy anime pizza undresses you with pepperoni eyes
Been playing some New Vegas with the Armory mod and Project Nevada. Game's loving awesome, working on the Honest Hearts DLC currently. What are some good high-level guns that I should be on the lookout for? I'm looking for some sort of black, tactical as gently caress assault rifle (with holotech or red dot sights) for my main weapon and maybe a silenced pistol as a sidearm.

Also, I'm doing a Logan's Loophole run and I really want to stay hopped up on chems pretty much constantly. What are some good sources of drugs in the Mojave? The Red Rock drug lab doesn't have very good stock, I'm running low on Mentats.

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.

Akoogly Eyes posted:

I'm looking for some sort of black, tactical as gently caress assault rifle (with holotech or red dot sights) for my main weapon and maybe a silenced pistol as a sidearm.

The Armory most likely adds loads of guns like that, but as far as official weapons are concerned, All-American and Lil' Devil (the non-unique version has an optional silencer) are probably the closest to your criteria.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Cirosan posted:

CCO alters creatures in a subtle but pervasive way: The DR plugin gives all creatures their own natural DR, based on their DT, just like you. This makes certain enemies considerably tougher. If you're looking for something more on a case-by-case basis (i.e., make all Feral Ghouls have more HP), that hasn't happened yet, but again, is certainly possible. However, I would really need to do more research on which enemies need a power-up and how, and how the developers already programmed their base forms. Finally, since CCO's chief concern is compatibility, these changes would need to be done in a way that avoids changing any base forms directly. Luckily, something like that is fairly simple, but a bit limited in what it could do.


Cream-Of-Plenty suggested these two mods earlier in the thread, and they have been a staple of my "hardcore" load order:

Rise of the Machines and Creatures Give You Hell, both which do what he is talking about. However, they aren't exactly balanced for a Project Nevada game, but this could probably be a good place to start for rebalancing certain creatures/robots so that they aren't one shot kills (and at the same time, not extreme bullet sponges.)

Your mod is awesome, by the way.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

Roman posted:

Is there a known bug with dialog with Emily Ortal? After I planted the bug I talked to her and my male character got both dialog options for Cherchez La Femme and Black Widow, and I'm not even using the male equivalents. It might be the jsawyer mod.
The JSawyer mod fixes the PE check to get her to talk about sleeping with Benny, and I think the CLF/BW options follow that. It may be that you're encountering new bugs that were previously hidden by the old bug. :negative:

SlightlyMadman
Jan 14, 2005

Does JE Sawyer's mod do a good job of turning the wasteland into a harsh survivalist experience, or is it still closer to vanilla? I only played this game for like a week after release, but want to pick it back up and am hoping to find something closer to when I used to play FO3 with FWE, back in the day. It sounds like Project Nevada might be closer to what I'm looking for, but the main thing I care about is making it so loot is seriously hard to come by.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Cirosan posted:

Decreasing the amount of placed loot would certainly be possible, but we would need to narrow down the concept a bit. First, what would we consider "loot" for the purposes of this plugin? Just chems? High-level weapons? Armor? Ammo? All of the above? Furthermore, would we remove the loot entirely or just replace it with a crappier analog (i.e., replace a suit of Combat Armor with Reinforced Leather Armor)? This is definitely something I'd be interested in, but I'd need a little help coordinating it first, if that makes any sense.

Referring to FWE again, their "Reduced Placed Loot" feature was more or less global: Anything that wasn't a unique item, quest specific, or otherwise important was somehow flagged. With FWE's in-game menu, you could then control the likelihood that a placed item (any ordinary chem, box of ammo, weapon, armor, or other useful consumable) would be removed from the worldspace. The curious thing was, the script (or whatever it was) would sometimes run slowly, and you could enter a room and see a bunch of placed items that would suddenly disappear. As far as I know, there was nothing in place to swap items out with similar ones; the item was either there or it wasn't.

Overall, the feature was quite effective. You don't quite realize how much of your loot is from hand-placed caches until you can no longer rely on them being there every playthrough.

quote:

CCO alters creatures in a subtle but pervasive way: The DR plugin gives all creatures their own natural DR, based on their DT, just like you. This makes certain enemies considerably tougher. If you're looking for something more on a case-by-case basis (i.e., make all Feral Ghouls have more HP), that hasn't happened yet, but again, is certainly possible. However, I would really need to do more research on which enemies need a power-up and how, and how the developers already programmed their base forms. Finally, since CCO's chief concern is compatibility, these changes would need to be done in a way that avoids changing any base forms directly. Luckily, something like that is fairly simple, but a bit limited in what it could do.

As Gyshall pointed out, those two mods are probably the best vanilla creature modifications I know of* and even they need some work to really mesh with other overhauls. For example, a lot of robots have DT buffed to 45-60 points, which can really, really suck if your weapons overhaul happens to change weapon damage values. I'd poke around those mods and see what the author's done.

*There's another one called, "Harder Than You" but it's quite buggy and does a lot of arcade-style "weak point" stuff and other nonsense like plasma-explosion-spamming ants.

quote:

In regards to the Determined trait, here's an excerpt from the readme that should answer your question. If it doesn't, feel free to ask, and I'll be more than happy to explain further.

:3: SOMEHOW I missed that. Thanks.

Fuzzy Pipe Wrench
Nov 5, 2008

MAYBE DON'T STEAL BEER FROM GOONS?

CHEERS!
(FUCK YOU)
Does project Nevada (all 4 cores, default settings) really heavily nerf the service rifle? With 8str/agi and 75 gun skills the vats % rates are abysmal beyond 15 or so meters and even aiming down the sight seems less accurate than a 9mm at similar ranges. I'm really sick of defaulting to the cowboy rifle for everything.

rope kid
Feb 3, 2001

Warte nur! Balde
Ruhest du auch.

SlightlyMadman posted:

Does JE Sawyer's mod do a good job of turning the wasteland into a harsh survivalist experience, or is it still closer to vanilla? I only played this game for like a week after release, but want to pick it back up and am hoping to find something closer to when I used to play FO3 with FWE, back in the day. It sounds like Project Nevada might be closer to what I'm looking for, but the main thing I care about is making it so loot is seriously hard to come by.
Loot-wise, my mod really only reduces drops of food and water (by a lot). It's a lot more difficult overall, but loot is still plentiful.

Red Mundus
Oct 22, 2010

rope kid posted:

Loot-wise, my mod really only reduces drops of food and water (by a lot). It's a lot more difficult overall, but loot is still plentiful.

The lowered food and water makes the such a big difference in the game. I'm playing a survivalist and making mass purified water was such a joy compared to vanilla. Cooking meat feels the same way.

Thanks for the mod! Enjoying it immensely.

Riso
Oct 11, 2008

by merry exmarx
Personally I find the eating and drinking stuff in games just a chore.
If the game at least would automatically use these things and not make me do it manually it would be less annoying.

Red Mundus
Oct 22, 2010

Riso posted:

Personally I find the eating and drinking stuff in games just a chore.
If the game at least would automatically use these things and not make me do it manually it would be less annoying.

I like it because it gives me a reason to constantly scavenge items and containers. Really adds to the wasteland feel of the game.

I also try not to eat when I'm a little hungry and save it for later. I usually only have to open up the pipboy to eat/drink once a day.

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Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Riso posted:

Personally I find the eating and drinking stuff in games just a chore.
If the game at least would automatically use these things and not make me do it manually it would be less annoying.

It's only a chore so long as there's never a need to find food and water. If you're overwhelmed with fresh water sources and food, then the hunger and thirst system is reduced to feeding the meter. And feeding a meter is tedious and boring. If your game has a drastic shortage of both things, then suddenly it's a compelling system that can create tension and give you a very real reason to seek out traders (beyond offloading junk for caps) and forage. The problem is that it's difficult to balance a system like this, so I feel that developers err on the side of caution by throwing all sorts of consumables at you and telling you to gently caress off.

Cream-of-Plenty fucked around with this message at 23:15 on Jan 9, 2012

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