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Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Does anyone know of a mod that removes that obnoxious zoom effect when you bring up iron sights? I found exactly one mod to do this on nexus and it is broken and also dicks around with the stats of all the weapons for no reason :(

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Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Anime Schoolgirl posted:

Change the zoom FOV on all weapons to 70 with the exception of ones with scopes.

I don't suggest this for various reasons.

Why not and is there a better way?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
I am most likely an idiot but how exactly do I set the options in Project Nevada? I only get one "Rebalance" file and there's no config file in /data and the readme only lists what the options are and not how to set them?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Does A Requiem for the Capital Wasteland work properly? The idea of being able to play through the best areas of NV and FO3 and their (good) DLCs is amazing. Would need a really harsh XP penalty (-50%?) but it's making me hard.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
I really like the skies in Nevada Skies, and the effect it seems to have on lighting in the game, but the weather effects are terrible and seem to randomly make daytime unrealistically dark. The thermohydrograph or whatever it is has very limited options and also may not even be working. Does anyone know how to totally disable the weather in Nevada Skies?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Is it normal that after you enable Nevada Skies and load an old save/start a new game, it will be dark (like night, not like broken game) outside even though it's the middle of the day?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Is anyone using Reload or any other reloading mods? It looks great from the nexus page but it's not huge on info.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
If I add a few different items with different mods, and each adds theirs to the leveled lists, will the lists be merged automatically or do I have to use some tool to merge them myself?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Bobby The Rookie posted:

I feel like Project Nevade gets kind of under-explained. It didn't initially appear to be an overhaul to me, it just looked like it added stupid augment stuff and goggles, so I ended up going with XFO initially, which is all right but never gets updated and was giving me a bunch of terrible balance issues later on when the game got patched.

I decided to try Project Nevada a week or so ago and it is world's better in just about every way. Presentation, ability to modulate your options, new abilities and features. I definitely recommend it. I started a new game with it and it actually feels like a shooter RPG to me now, my choices actually count for something and the shooting just feels right.

PN is worth it just for grenade key + 0% bleed-through.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Or uncheck it in the fomod activation menu in FOMM.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Fellout is still good but it makes nights way too dark and there's no way to turn that off as far as I know. Like, it makes the strip look pitch black with just disembodied neon signs poking out at you, have to turn on your pip-boy light to find the doors to the casinos.

I don't know why people are still obsessed with super dark nights in this game, I figured it got old some time during FO3?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Schubalts posted:

I like Reality because the latest version has a weather customizer and the creator has actually said what specific parts of the esp to edit to make nights brighter until he can figure out why the menu option isn't working.

Can you post it here? I can't find this explanation anywhere.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

RBA Starblade posted:

"Bleed-through"? What does that mean? Is it something the rebalance submodule adds?

As someone said above, normally if you have 20DT and get hit with 20 damage you still take 4 damage or something. If you set it to 0% in PN then you take 0 damage. Makes more heavily armored enemies tougher and I think it makes combat "feel" better.

Other PN rebalance tweaks that should be vanilla mechanics: 0% skill damage bonus on weapons, slower backpedal, enemies and player get the same HP/END, all kinds of solid tweaks to food.

The visors thing is really sweet for sunglasses but I don't really like the effect with helmets. I think the sunglasses effect is available as a stand-alone mod from the guy that made Imaginator and Electrocity etc.

Seashell Salesman fucked around with this message at 01:12 on Aug 30, 2011

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

SolidSnakesBandana posted:

How would you deal with bugs and stuff early on? I always end up whacking them to death slowly because of their high DT

For a guns character I recommend using a single shotgun with slugs. Even then, though, giant radscorpions are really tough. You probably shouldn't be fighting them at the start of the game anyhow?

e:

Red Mundus posted:

Here's a post I wrote a few pages back if people need more detailed instructions. Nights are so much better now that I can actually make things out.

Out of interest, what did you set them to? I've tried as high as 5 for each now, and I can't tell if it's any lighter at all.

Seashell Salesman fucked around with this message at 11:35 on Aug 30, 2011

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
meant to edit

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

The Cheshire Cat posted:

One thing PN does is make it so that HP no longer scales with level (at least, by default), which makes it a lot easier to balance weapon damage since weapons that are good at level 1 won't suddenly become pea shooters at level 45.

One of the reasons I asked about DT modifiers earlier is because I was thinking of a new concept for rebalancing weapons; making most guns do about the same damage against an unarmoured opponent, but having pistol calibers have a much more difficult time penetrating armour. Suppose you set 150 HP as the amount for a human character with 5 END (so, average), then make pistol caliber weapons do damage around a range of 40-50. That means that with no armour you can drop a human pretty quickly with torso or head shots, but suppose you also add DT*5.00 to all the pistol caliber ammo - meaning that light armour will very easily block most damage from a pistol. Meanwhile, giving assault rifles damage like 70-80 would make them way too powerful, but if you have them ALSO deal about 40-50 damage, but with a smaller multiplier to DT (say, DT*2), you would need to be wearing something like power armour with its DT of 25ish to actually fully block them. Thus, they would still be more effective than pistols without actually having a higher base damage.

The concept is based around how real life armour grades work - against flesh a bullet is a bullet - taking 3-4 hits in the torso is pretty likely to be fatal regardless of how big the gun that fired it was. Different grades of armour offer different degrees of protection though - civilian armours can stop pistol rounds but are pretty ineffective against rifles, while military grade armour can stop smaller rifle rounds like 5.56 at range. The reason I came up with this is because it bugged me how useless pistols got in the later game, even inside the casinos where everyone is just wearing suits and other stuff with no DT - I felt like in that situation it should be sort of like the hitman games, where a small hidden weapon can still be effective to quickly take down an individual, but wouldn't really be enough to fight off a large group of angry guards.

Anyway, I'm probably never actually going to get around to doing a rebalance mod, but if anyone wants to steal the idea, feel free.

I'd love an ammo rebalance mod, especially if it made all the vanilla 'Guns' ammunition craftable (with Handloader I guess) except bulk/surplus stuff.

I think it makes sense that by the time you're wearing Veteran Ranger Armor or what have you that some scrub with a 9mm pistol can't kill you. This is military ballistic armor from 60 years in the future. Speaking of which the Ranger Sequoia should load through a gate, that swing out makes me sad.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Naky posted:

Anime Schoolgirl's AAS does this basically IIRC, but I know people have mixed opinions on it. I'm not sure what his plans are with it as I know he hasn't really worked on it much lately. Perhaps it will do more to it with the upcoming Armory 2.5 release.

I saw this one but it didn't look up to date.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Naky posted:

The latest version available is packaged up with TA; I believe he discontinued support for the Nexus release because gently caress Nexus.

Can it be uncoupled from TA?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Naky posted:

Yeah, I don't see why not. AAS v0.999, plus all the optionals (no OWB yet) that were released with TA 2.0.

Huh, this rebalances ammo/damage AND adds new crafting recipes. Definitely going to give this a try. What OWB compatibility does it need, change the DT/DR values on the stealth suit?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Naky posted:

Note that if you use it with Project Nevada, I believe things can be thrown off. I think it's mostly fixed by putting the bleedthrough to 1%? I'm not sure, maybe AS can sound off on it.

Since this mod is no longer supported on Nexus, is there any place where this stuff is actually documented? The readme file in that archive is very short and doesn't mention any of that stuff.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Anime Schoolgirl posted:

i haven't made an owb patch due to being "busy" but you pretty much put the DT/DR values in line with the armors that are similar to it

and you need to set bleedthrough to 1% for AAS or else the intended effect for incorrect ammo (jack poo poo damage) will not happen

also there isn't documentation as that file was written in a hurry, sorry so sloppy

i'll do a better text file with the 2.5 release of AAS, including separating ammo types and recipes into a different module and the prereqs for them

Awesome, thanks :)

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
The iron sights on the single shotgun and hunting shotgun are off in my game, in pretty much exactly the same direction too. Using PN + WME + Arenovalis WRP, anyone have an idea where this could come from?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Smol posted:

Some of the vanilla sights are just a bit off. For example, cowboy repeater's sights skews the bullets a bit to the right so you have to compensate. It could be just that.

Could be it. This is how far off it is, though:


Seems like a lot to me.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Is anyone else finding that newvegasnexus.com will make chrome chug really slowly (like the actual loaded page will scroll chopilly in chrome), but connecting to https://www.newvegasnexus.com works fine? I feel like I'm going crazy but ever since the re-design this happens 100% of the time for me.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Anime Schoolgirl: the version of of AAS in the Armory pack (downloaded today) has the slug ammo effect removed from 20 gauge and 12 gauge slugs, I'm assuming this is a bug and not intentional, since they now have no effects at all?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Is there a trick to loading the FO3 master and FNV master at the same time in the GECK? I can load either by itself, but loading both crashes my poo poo (allow multiple masters is switched on in the ini). I'm guessing it's just my machine not having enough physical memory since anyone making Requiem for the Capital Wasteland esps has to be loading both masters at once, right?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

The Cheshire Cat posted:

I think there's more to it than a simple issue of setting both .esms in your load order. I'm not 100% sure what they did to make RCW work but I'm pretty sure there are changes to the .exe involved.

I'm able to play RCW fine in New Vegas (the game), I just can't seem to load both esms in the GECK. The long version of the story is that the leveled lists in their latest release are borked and spawn raiders with .32 revolvers and 22LR ammunition and .308 hunting rifles instead of .32 hunting rifles (however these guys do have the correct ammunition). So I wanted to quickly fix that myself.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Demitri Omni posted:

So, I'm installing Fallout 3 with intentions to try out Requiem for the Capital Wasteland, and I have two (and a half) important questions:

1. Does RFTC work with Fallout 3 weapon/armor retexture packs? (And if so, what's a good set of suggested ones?)

2. Is there any good repository of links to good retexture packs? I don't mind any other portion of the game, but I feel chronically compelled to replace every armor and weapon texture for some reason.

Arenovalis covers a bunch of the textures used in FO3 (10mm pistol/smg, hunting rifle). I don't know about specifically FO3 retextures but many of the armors are the same between FO3 and FNV, so your FNV armor retexs will cover lots of FO3 armors.

NMCs terrain retextures covers a shitload of the non-special location terrain and I think you can get his (old) retextures of Megaton etc. separately.

In general experimenting with new textures should be pretty painless, just stick them in your data folder and see if they work, if not then replace them back with the old ones.

But, I would have to advise wait for the next fix to the current version, alpha 3, since levelled lists are broken and raiders constantly spawn with .32 pistols and 22LR ammunition and then just cower until you kill them since they are defenseless. Also I can't seem to fix it since my GECK crashes when I try to load Fallout3.esm and FalloutNV.esm at the same time (which the RFCW esps depend on, so you can't examine them without loading both).

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Just wanna say that the shiny engraved tin Pip-Boy is awesome and should be the official Pip-Boy of all Mojave vaults. Thanks for the guy that linked it before.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Since RFCW seems to be legally kosher I guess a mod which imported the FO3 weapons into FONV and added them to levelled lists etc. would be (provided you're tearing the assets out of FO3 files and not distributing them), and that would be pretty rad. I love new guns but even the best fan made ones always feel off somehow, maybe I am alone in this.

Also you'd have to change the stats on them because damage/DT/DR are different in NV than FO3. Also add .32 ammo/recipes.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

The Cheshire Cat posted:

I think they're still working out the kinks in getting things to spawn properly in the capital wasteland before they start adding FO3 weapons to the lists in FNV, but yeah it would be nice if it ended up being a true blend of both games.

Well that would be cool too, but what I'm suggesting is a separate thing to RFCW. Just a mod which adds FO3 guns (and .32 ammo) to FNV, by way of the FO3 assets. There is a FO3 weapon restoration mod but it doesn't currently use the real FO3 assets (except for if you use an optional mod to restore the Railway rifle and Chinese assault rifle sounds).

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Male Man posted:

Wouldn't it make more sense to scrap .32 entirely (it being terribly implemented in FO3 anyway) and drum up new stats for the .32 pistol as a .357 DA snub nose? Besides that and the Railway Rifle, all the guns use ammo types in New Vegas, so it's just a matter of balancing the weapons, armors and NPCs around the new rules (with existing NV entities used as templates) and replacing FO3 items with their New Vegas counterparts when applicable. Trying to include .32 just sounds like more work than it's worth, especially since it's not even an iconic caliber.

You'd have to do some more work to make sure weapons are differentiated without being strict upgrades (e.g. Chinese pistol vs. 10mm pistol, assault rifle vs. Chinese assault rifle (Maybe recast the assault rifle as a 7.62mm battle rifle? But that would run up against the BAR from Dead Money.)) and also to account for the general rebalancing (e.g. miniguns are now comparable to Gatling lasers).

I don't see any problem with having the Chinese assault rifle, assault rifle, and service rifle all firing 5.56mm and the lore says all three should (Chinese assault rifle is chambered in 5.56mm so that it can use plentiful 5.56mm NATO lying around because the assault rifle uses it). I do agree on the Chinese pistol, it should be switched to 9mm and maybe be higher accuracy/lower spread than the existing 9mm pistol.

I like the idea of using the stats of the .357 weapons for the .32 pistol and .32 hunting rifle, but adding a third .357 revolver and what would basically be a bolt action version of the cowboy repeater seems kind of lame. You could do the same thing but keep .32 a separate caliber and just give the .32 pistol and .32 hunting rifle identical stats to the police revolver and cowboy repeater, respectively.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
When I read the description of the 9/11 mod I thought for sure it was a troll. Are we sure it's not just going over the heads of whoever is endorsing it?

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Wooph posted:

Are the new weapons in The Armory affected by perks like Shotgun Surgeon, Cowboy, or other weapon perks? How are the weapons placed in the world?
If you just install the core armory then they aren't added anywhere and you would have to use the console (I think). There are 2 optional extra esps, one adds the new weapons to the leveled lists so enemies and vendors spawn with them and the other puts a container in Goodsprings with all of the new weapons.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Antignition posted:

So I'm planning on a second play through after getting about as far as New Vegas initially.

Going to install Project Nevada, Manual Reload, and maybe a weather mod if I can find one that's not bloated.

Would like to hear some people's preferences on PN's rebalance settings. I know I'll be going with (at the most) 75% xp, maybe less. I'll probably wind up lowering the skill points per level, as it sounds like with all the DLC you'll eventually hit 100% in every skill, which I hate.

I know Cream-of-Plenty made a list a while back but it's pretty well buried now.

Speaking of weather mods - is there a gold standard now? I really liked CoP's modified Project Wasteland Vision except for the illuminated windows at night; they were pretty over-saturated. I'll just go with that if nothing's changed in the few months since I've played.
I think cream of plenty's recommendation is the opposite of mine, but I always play with 75% xp, 0% skill damage bonus, 7HP per END for PC and enemies, 1% (or 0% if the option thing lets me) minimum damage through armor. Feels kind of like S.T.A.L.K.E.R: CoP gunplay at Very-Hard/Hardcore.

Project Reality is the current goon favorite weather mod now, I think. It's pretty sweet but makes nights crazy dark like every weather mod because making a weather mod seems to inevitably cause some kind of madness in a man.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Yes that's also true, if you use the nightvision from PN/some-other-mod (and a decent flashlight mod) then you can have the gameplay of S.T.A.L.K.E.R and roleplaying of New Vegas. I think that's the best of both worlds.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Cream-of-Plenty posted:

Nah, I wouldn't say we're opposites, though we do have differences.

Mine were:

66% XP (I've found this to be a perfect pace; right around LVL 18-20, you start noticing its impact.)
-4 to Skill Points per level
50% skill influence for weapon damages
20% Bleedthrough
10 HP per END for PC and NPC
15%, 12%, 9%, 6% rarity for food (from most common to rarest)
10% rarity for ammunition

In my opinion, our biggest difference comes from the Skill Damage influence. For me, setting it to 0% is effectively a boost to your number of "disposable" skill points, since you no longer have to put anything into weapon skills in order to be effective with them. Sure, there are still speech checks for weapon skills, but there aren't enough to justify wasting points in those skills.

As Ropekid (and some other members) have pointed out, Bleedthrough is tricky. Having it too high defeats the purpose of even the toughest armors. Having it too low makes enemies tough, but makes you nigh invulnerable once you find some Power Armor. The result is two high-DT opponents circling around and emptying rounds in each other, ad naseum. I used to like having Bleedthrough really low because--at lower levels--it turned some enemies into tanks and encouraged fleeing rather than fighting. But once I got some combat armor, I noticed that a lot of enemies were unable to hurt me, and I got bored with the system. YMMV.

I use this with slightly modified versions of "Creatures Give You Hell" and "Rise of the Machines", which makes creatures and robots much more challenging and allows them to take better advantage of the changes to Bleedthrough (since most have higher DTs in these mods.)

I always thought of the guns/energy weapons skills being for increasing accuracy, since that's how I remember them working in FO/FO2 (but I haven't played them in ages), I usually pump guns early regardless but maybe I don't have to. Feels like I'm not accurate enough at the ranges I like to engage with <80 guns.

DT in New Vegas is tricky and yes I have encountered the problem you describe and my solution was to create my own damage system (for lack of a better word) for NV, where all firearms deal 1 damage and different calibers, loads and bullets deal different damage (as a multiplier) and -DT (as a subtract). Pistol bullets are all -20DT, deforming pistol bullets are -2DT, small rifle bullets are -27DT etc. I give melee weapons a -DT effect as well but I haven't properly balanced that yet. The idea is to diminish the effect of damage to overcome armor by scaling the DT on all armors up and adding appropriate -DT to all weapons, but without scaling damage. At the moment it's about -50% effectiveness of damage to defeat DT and feels "okay". I have patches for Dead Money, Honest Hearts and FO3 Weapon Restoration so far but I don't know if I'll bother to offer it anywhere unless people are interested in a crazy new damage system mostly lifted from JA2 1.13.

Seashell Salesman fucked around with this message at 01:31 on Sep 12, 2011

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
The colours remind me of the Imaginator predefined I use, but I'm at work and can't remember what it's called. Very pretty.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
I want a playable hyper-intelligent giant molerat like the ones in FO2.

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Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

JackMackerel posted:

all i wanted was crappy anime eyes :smith:

POST WITH LESS STUPID AND SOMEWHAT MORE CONTENT: How do you get modded power armor to use Project-Nevada's helmet overlays?

You'd have to make an esp with PN and your other mod as masters, and then attach whatever flag/script/effect/whatever PN puts on helmets to the ones from your other mod. I think the visor effect and overlays are separate though? I haven't looked inside PN core before. And then you can remove 'master' from PN and your other mod (but don't load your patch esp into the geck after that or it will lose the non-esm masters and get broken).

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