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It depends on the target, something like a cazador doesn't have any DT to start with so that -DT effect wouldn't matter. DT doesn't go below 0 so in your example if something has 8DT or less then the 5mm and 5.56 guns would do the same damage. According to the wiki damage resistance is applied first, so the formula would go like: weapon damage minus DR% minus DT
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# ? Jan 26, 2022 08:14 |
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# ? Jun 6, 2024 23:07 |
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Also in the base game there's a maximum reduction of 80%, though this can be modded. That maximum reduction means the 5mm will always do at minimum 3.6 damage per hit, which is why it can still chew through heavy armor thanks to its RoF. Taerkar fucked around with this message at 13:07 on Jan 26, 2022 |
# ? Jan 26, 2022 13:05 |
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Saw this mod that replaces the spacesuits with preetty good Mercury astronaut ones. Didn't think I would ever use it so I didnt bother downloading. Now, I think Veronica would look good as a mercury astronaut and I want to try and make the helmet work on the vulpine race head slot. But now it's gone without a trace. Lesson: always download a mod that catches your interest.
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# ? Jan 26, 2022 14:40 |
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https://www.youtube.com/watch?v=gP9ml3_A5Tc So another Frontier?
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# ? Feb 6, 2022 21:34 |
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MonsieurChoc posted:https://www.youtube.com/watch?v=gP9ml3_A5Tc An opportunity to be deeply and personally offended!
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# ? Feb 6, 2022 22:05 |
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But will it have horny lizard people?
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# ? Feb 6, 2022 22:16 |
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All these mod trailers really do nothing to tell me what the mod will be like. Even the Fallout 4 New Vegas mod trailer, fun as it is, just looks like Fallout 4 gameplay with a California tint. All these mod trailers are just panning shots, half asded voice-over and the same old same old of jank.
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# ? Feb 7, 2022 06:12 |
This just reinvigorates my motivation for a goon fallout mod.
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# ? Feb 7, 2022 07:18 |
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Discendo Vox posted:This just reinvigorates my motivation for a goon fallout mod. new vegas already is a goon fallout mod, in a sense
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# ? Feb 7, 2022 09:23 |
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Nah, unlike goon mods New Vegas was finished.
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# ? Feb 7, 2022 13:53 |
Taerkar posted:Nah, unlike goon mods New Vegas was finished. that’s arguable
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# ? Feb 7, 2022 15:38 |
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Arc Hammer posted:All these mod trailers really do nothing to tell me what the mod will be like. Even the Fallout 4 New Vegas mod trailer, fun as it is, just looks like Fallout 4 gameplay with a California tint. All these mod trailers are just panning shots, half asded voice-over and the same old same old of jank. I mean, I'm pretty sure the Fallout 4 New Vegas is just an attempt to recreate the story content of New Vegas in the Fallout 4 engine. If it ever comes out (and that's a big if) at least the first version of it will probably not fundamentally change the gameplay from Fallout 4.
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# ? Feb 9, 2022 00:09 |
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I'm playing Tale of Two Wastelands with the conventional Fallout 3 start, and I've done a bit of fruitless searching but am not finding what I'm looking for, which would be a mod that adds more New Vegas-style cooking to the Capitol Wasteland. Does this exist, or do I just need to make do with the shockingly abundant Stimpacks until I get to the Mojave?
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# ? Feb 15, 2022 15:48 |
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Pope Guilty posted:I'm playing Tale of Two Wastelands with the conventional Fallout 3 start, and I've done a bit of fruitless searching but am not finding what I'm looking for, which would be a mod that adds more New Vegas-style cooking to the Capitol Wasteland. Does this exist, or do I just need to make do with the shockingly abundant Stimpacks until I get to the Mojave? Doesn't Tale of Two Wastelands already do that? It combines both but uses the New Vegas engine, including the crafting, so you should be able to cook with New Vegas recipes just fine. Finding a cooking station might be harder, though I want to say TTW makes something (hot plates or campfires or something) work as cooking stations for that reason.
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# ? Feb 16, 2022 05:38 |
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Bremen posted:Doesn't Tale of Two Wastelands already do that? It combines both but uses the New Vegas engine, including the crafting, so you should be able to cook with New Vegas recipes just fine. Finding a cooking station might be harder, though I want to say TTW makes something (hot plates or campfires or something) work as cooking stations for that reason. I haven't played it, but I imagine most ingredients are pretty rare too.
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# ? Feb 16, 2022 05:41 |
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Yeah, New Vegas cooking generally involves Mojave-specific ingredients and I think dog and brahmin are the only things you can make steak from which are present in the Capital Wasteland (and you should really be saving brahmin steaks for making Desert Salad). Oh, looking at the campfire recipe list on the wiki, you could make Caravan Lunch (lunchbox, Cram, InstaMash, Pork'n'Beans), but that looks to be it.
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# ? Feb 16, 2022 16:41 |
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Doesn't TTW add a bunch of recipes using bugs and stuff? I seem to remember "Bloatfly Smoothies" being a thing.
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# ? Feb 16, 2022 17:31 |
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Hobo on Fire posted:Doesn't TTW add a bunch of recipes using bugs and stuff? I seem to remember "Bloatfly Smoothies" being a thing. I found one of those but haven't played 3 in a long time and figured it was just a regular 3 item. I'll check the next cooking item I find.
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# ? Feb 16, 2022 18:57 |
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Pope Guilty posted:Oh, looking at the campfire recipe list on the wiki, you could make Caravan Lunch (lunchbox, Cram, InstaMash, Pork'n'Beans), but that looks to be it. On the plus side, those items are much more common in the Capital Wasteland than in the Mojave, if I remember correctly.
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# ? Feb 16, 2022 19:49 |
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Does launching through Mod Organizer have any effect on whether you can get Steam achievements? I've had most of the rest for years now, but my current Courier has an excellent Luck stat, so I'm wondering if I could get that one about getting kicked out of all the casinos.
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# ? Feb 16, 2022 20:20 |
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StandardVC10 posted:Does launching through Mod Organizer have any effect on whether you can get Steam achievements? I've had most of the rest for years now, but my current Courier has an excellent Luck stat, so I'm wondering if I could get that one about getting kicked out of all the casinos.
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# ? Feb 16, 2022 20:27 |
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StandardVC10 posted:Does launching through Mod Organizer have any effect on whether you can get Steam achievements? I've had most of the rest for years now, but my current Courier has an excellent Luck stat, so I'm wondering if I could get that one about getting kicked out of all the casinos. If you've got JIP LN NVSE Plugin installed, achievements should work just fine, even while using mods and/or console commands. It's a required plugin for a lot of mods, so chances are you've already got it. I don't recall mod organizer causing achievement problems by itself, you should be good.
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# ? Feb 17, 2022 23:07 |
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I think script extender or 4gb patch or maybe even mods themselves disables achievements, but yeah there are a few mods that turn them back on. I don’t remember what specifically disables them, I just remember it’s something that basically any modded build will have.
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# ? Feb 18, 2022 01:21 |
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rope kid, if you're around and feel like discussing NV which your bloggy thing says you don't: You reintroduced DT in your devcut where it's not in the main game in a significant way. Was that because DT is a more complex mechanic more likely to be appreciated by a subset of your audience, the "hardcore", or an evolution in your thinking from lessons learned? Asking because you see a number of games that feed directly into the power fantasy aspect of gaming as opposed to that lovely parallel staircase metaphor you used where you get challenged, master, get challenged again continuously. But I'm asking whether you think game studios are better off focusing on the former - attaining and retaining godhood - for the majority of the player base.
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# ? Feb 19, 2022 16:36 |
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I'm confused, isn't DT the main armor mechanic in FO3? That's always an issue with TTW- the TTW Super Mutants always seemed to me to be way tougher at low levels than in vanilla FO3 and I always thought it was because TTW was converting them from FO3's use of DR to New Vegas's more prevalent use of DT without lowering the values to preserve the challenge at the same level.
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# ? Feb 19, 2022 20:24 |
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I thought FO3 was primarily DR, but don't remember very well to be honest. I may have just muddied the waters by mentioning DT/DR/jsawyer. My question was because Witcher 3 and now Cyberpunk feel like games explicitly designed to give the player that power fantasy. For example, both games do relative level based scaling where enemies get secondary, but very powerful scaling factors if they are -6, -3, +3 or +6 levels away from you - so you can stomp them if they are lower level, but get crushed if they are much higher level. In practice, as you gain levels most of the world goes from getting big buffs against you to get severe maluses over and beyond those already imposed from you being much higher level. So they turn you in a walking god on purpose. jsawyer.esp on the other hand made my recent run of FNV a very well balanced and challenging adventure in a way I don't recall release FNV quite being.
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# ? Feb 19, 2022 20:38 |
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How modular is jsawyer (or I guess JSUE) anyway? I’ve heard it recommended even for first time players (farthest I’ve been is Novac) and that makes sense since it’s gameplay mod changes by the literal game designer, but I’m not hot on the lowered level cap and carry weight in particular.
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# ? Feb 19, 2022 20:50 |
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really rather customisable by .INI. reduced carry weight for sure is something you can toggle off. i think i did mine recently on starting Old World Blues and getting a crazy new spine
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# ? Feb 19, 2022 20:55 |
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At this point I don't play Bethsoft-style games unless I've more or less modded out at least some of the inventory considerations; for FNV I just mod out miscellaneous item weight. Still enough carry limit to affect loadout choices but not so onerous as to necessitate hauling trips to vendors. And it's been said before but JSUE is a cavalier appropriation of the JSawyer name and uses the original mod as a distant starting point. Play with JSawyer first before you decide to pour on whatever JSUE's author thinks makes for a good game. As for level cap, there isn't one unless you choose Logan's Loophole as a trait. Which you should.
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# ? Feb 19, 2022 20:57 |
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Basic Chunnel posted:At this point I don't play Bethsoft-style games unless I've more or less modded out at least some of the inventory considerations; for FNV I just mod out miscellaneous item weight. Still enough carry limit to affect loadout choices but not so onerous as to necessitate hauling trips to vendors. And it's been said before but JSUE is a cavalier appropriation of the JSawyer name and uses the original mod as a distant starting point. Play with JSawyer first before you decide to pour on whatever JSUE's author thinks makes for a good game. Huh? The change notes to jesawyer mention a level cap of 30. And I mentioned JSUE because most of the thread seems to use that/suggest Viva Las Vegas for new players, which also uses that. And I frankly don’t care about Josh Sawyer’s feelings for personal reasons. From watching a bunch of YouTube survival New Vegas/Fallout 4 the needs management is compelling but yeah 50 pound limit feels very painful for a basic load out.
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# ? Feb 19, 2022 21:01 |
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I'd play with jsawyer even for a first run. Whether you use JSUE comes down to compatibility with other mods really. So if you're doing a pretty straightforward vanilla++ first run, use it as is. But if you want a bunch of other mods that have moved to use JSUE as the mod to be compatible with, you're going to have to put in some work yourself to make that work. It's very unfortunate the JSUE author took the path they did. It would have been better to made a mod that used jsawyer.esp as a dependency and layered compatibility/functionality over it - and used a very different name too. The reduction of the level cap to 30 is not as painful as it may seem at first blush. You can fit in everything you really need perk-wise by then and even have a few perk slots to spare. It's a good choice. E: The 50lb limit makes some perks relevant and modulates choice of weapon and ammo too. We're talking mods here so of course jettison all that if it seems burdensome haha, but I liked those changes personally and adjusted for it in my build. jsawyer and Ghost Mode are probably my favorite overhaul mods and both do good things with inventory limitations. v1ld fucked around with this message at 21:09 on Feb 19, 2022 |
# ? Feb 19, 2022 21:07 |
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Pope Guilty posted:I'm confused, isn't DT the main armor mechanic in FO3? That's always an issue with TTW- the TTW Super Mutants always seemed to me to be way tougher at low levels than in vanilla FO3 and I always thought it was because TTW was converting them from FO3's use of DR to New Vegas's more prevalent use of DT without lowering the values to preserve the challenge at the same level. DR, or Damage Resistance, is the main armor system in Fallout 3. It's a very straightforward system — it reduces damage by a percentage amount, maxing out at 85%. While simple, it had an issue with scaling, as in essence it functions less like actual armor and more like additional health. This also means that the best weapons are flat-out the ones with the most DPS to chew through those massive health bars. DT, or Damage Threshold, is the system used in Fallout: New Vegas. In this system, similar to the system used in the original Fallout games, incoming damage of each individual attack is flat-out reduced by the enemy's DT, to a minimum of 20% of the original damage. In effect, this gives different weapons different niches — weapons that have low DPS but high DAM per shot will be much more successful against enemies with high DT, whereas enemies with little-to-no armor will be torn to shreds by high DPS weapons. Though less straightforward, it's a much better system, since it gives weapons different niches and also plays into the ammo crafting subsystem (Since different kinds of bullets will have different effects on damage and enemy armor — hollow points, for instance, do more damage but also give a multiplier to enemy DT, thus making them strictly worse against targets with armor). DR does still exist in New Vegas in the base game, but it's very rare — only a handful of items like the Rebreather have it. It's also very powerful, since it reduces incoming damage before it's reduced by DT, making it more difficult to go through armor. jsawyer adds DR to a bunch of different armors, most likely to make them tougher and more resilient against high DAM weapons and armor piercing rounds that would otherwise nullify them entirely. To quote from Sawyer's Tumblr: quote:glopforshort asked:: The armor formula in NV was pretty sophisticated and non-obvious. What were the goals for it and why use the formula you did, as opposed to others?
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# ? Feb 19, 2022 21:14 |
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I got it completely backwards, of course. Fallout No Memory more like.
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# ? Feb 19, 2022 21:27 |
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v1ld posted:I'd play with jsawyer even for a first run. Whether you use JSUE comes down to compatibility with other mods really. So if you're doing a pretty straightforward vanilla++ first run, use it as is. But if you want a bunch of other mods that have moved to use JSUE as the mod to be compatible with, you're going to have to put in some work yourself to make that work. 30 levels is likely enough for a good build, yes. I don’t mind making choices, I’m just a completionist who hates hitting the level cap and XP being wasted. Speaking of, how effective are small guns in New Vegas? When I played Fallout 3 GOTY unmodded everything felt like it was leading to power armor and giant guns and I hated it. I like my hunting rifles. Aren’t there some things JSUE fixes that jsawyer itself didn’t or couldn’t? Like the separate GRA and regular weapons, I remember someone in here mentioning.
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# ? Feb 19, 2022 21:28 |
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v1ld posted:It's very unfortunate the JSUE author took the path they did. It would have been better to made a mod that used jsawyer.esp as a dependency and layered compatibility/functionality over it - and used a very different name too. While it's true that JSUE should've taken a different path (for example going with a unique name and a JSawyer attribution), simply making JSUE a dependency of the original mod would negate most of the benefits. A significant part of the mod would simply have to involve undoing JSawyer.esp's hard edits and returning them to a vanilla state (and then adding them back in-game via SKSE scripting), as otherwise you'd have the same compatibility troubles as just using the original mod. It would be an inherently messy implementation.
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# ? Feb 19, 2022 21:38 |
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Arivia posted:30 levels is likely enough for a good build, yes. I don’t mind making choices, I’m just a completionist who hates hitting the level cap and XP being wasted. Speaking of, how effective are small guns in New Vegas? When I played Fallout 3 GOTY unmodded everything felt like it was leading to power armor and giant guns and I hated it. I like my hunting rifles. Small guns work pretty well if you take the right perks. If you're super worried about it this is a pretty good mod that gives you some more oomph without feeling super overpowered. https://www.nexusmods.com/newvegas/mods/43557
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# ? Feb 19, 2022 21:44 |
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ThaumPenguin posted:While it's true that JSUE should've taken a different path (for example going with a unique name and a JSawyer attribution), simply making JSUE a dependency of the original mod would negate most of the benefits. A significant part of the mod would simply have to involve undoing JSawyer.esp's hard edits and returning them to a vanilla state (and then adding them back in-game via SKSE scripting), as otherwise you'd have the same compatibility troubles as just using the original mod. It would be an inherently messy implementation. Yeah, good point and really the root of it, isn't it? Newer mods do their work through scripts and not through esp/esm overrides.
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# ? Feb 19, 2022 22:08 |
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Arivia posted:30 levels is likely enough for a good build, yes. I don’t mind making choices, I’m just a completionist who hates hitting the level cap and XP being wasted. Speaking of, how effective are small guns in New Vegas? When I played Fallout 3 GOTY unmodded everything felt like it was leading to power armor and giant guns and I hated it. I like my hunting rifles. I think you would really like just the jsawyer base mod in this case. The changed level cap is actually level 34 (with the Lonesome Road level 50 perks such as "Just Lucky I'm Alive" being adjusted to level 34). Like you, I was initially bummed out about not having the extra perks that you'd get with a level 50 cap, but I've played several playthroughs with jsawyer now and felt like I was able to get everything I needed to define my build. Jswayer also adjusts the experience gain so everything progresses evenly. I'm also a completionist and I like having my progression time out as close to the end game as possible (you'll still hit the level cap before the end of the game if you plan on doing everything, but not as quickly and early as the base game). Another good consequence of the lowered level cap is that enemies also don't have as much bloated HP due to level scaling. This was a huge problem in the DLC's particular. In the unmodded game, I remember being very frustrated in Old World Blues, having brought in my carry limit of ammunition and exhausting both that supply and all the ammo I could buy from The Sink on just a few enemies at the start because the enemies were sheer bullet sponges. I ended up having to make use of melee weapons and energy weapons that my build wasn't specced out for just to make it through. With jsawyer modded game, I went through it with Paciencia and Lucky and didn't struggle for lack of damage or ammo. So small guns remain perfectly viable if that's another one of your concerns.
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# ? Feb 19, 2022 22:25 |
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moot the hopple posted:I think you would really like just the jsawyer base mod in this case. The changed level cap is actually level 34 (with the Lonesome Road level 50 perks such as "Just Lucky I'm Alive" being adjusted to level 34). Like you, I was initially bummed out about not having the extra perks that you'd get with a level 50 cap, but I've played several playthroughs with jsawyer now and felt like I was able to get everything I needed to define my build. Jswayer also adjusts the experience gain so everything progresses evenly. I'm also a completionist and I like having my progression time out as close to the end game as possible (you'll still hit the level cap before the end of the game if you plan on doing everything, but not as quickly and early as the base game). That sounds pretty great yeah. If the lowered level cap in jsawyer keeps combat snappy instead of a drag (god broken steel), then I’ll go with that. One last question: SPECIAL builds in New Vegas seem extremely messed up, like everyone puts Charisma at 1 even though speech checks are super important. I guess it’s bugged or something? Is that fixed with jsawyer/JSUE/other recent mods or does everyone just lean into it? Actually while I’m at it, any suggestions for player house mods? I remember there being some bunker mod that everyone used to like and was hell to get to in the NW. Does the unmodded game provide one like Skyrim or Fallout 3 do?
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# ? Feb 19, 2022 22:36 |
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# ? Jun 6, 2024 23:07 |
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Charisma in NV doesn't do much unless you really want to lean into a run where your companions are the major source of damage. Edit: I guess? Have no clue if that's a possible thing. But at least you get some damage for them by bumping CHA.code:
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# ? Feb 19, 2022 23:04 |