I know where the mistake is, in the RBCrits perk, for the Target Conditon section, instead of getting the current Actor Value for Damage Threshold it is getting the permanent which for most NPC and creatures would be 0.
I found a bug in this mod where grenades sometimes fall straight to the ground like it is hitting an invisible wall. I believe it has something to do with the perks added in by the mod, the perks that add a new critical hit and gun spread system. If so, I might see if I can make a patch for this mod.
YES!!! i haven't tried it yet, but i am SOOO glad someone finally did this! im so tired of shooting someone directly in the head 5 times and having them live! that's the biggest thing i miss from fallout 2 is that everyone, including myself, died so much easier!! GREAT JOB.
I've noticed a couple things that can cause major issues so I figured I'd post them here so other people know what's causing it.
Spore Carriers are currently immortal with this mod, they go unconcious instead of dying, when they wake up they'll run after you again and if you go through a door they'll follow. I don't know how to fix it in geck since I'm not a modder so they only workaround I had was to disable this mod when I went through Vault 22.
Major conflicts with xCalibr, some weapons lack an ammo type entirely and can't be used if both mods are used together. You can just put it lower in the load order to take care of it but then you end up without the changes to AP/energy ammo made here.
Just a question: "Since this lovely mod changes a lot of things I was wondering if it's compatible with mods that change the impact of weapons.I was using mods that scale the effects of dismemberment and bullet impact.I rly hate the idea of ripping someone's head off with a 9mm pistol...
Since your mod influences many of the items, their weights, I can no longer use the inventory sorters mod: http://www.newvegasnexus.com/downloads/file.php?id=34950
You should consider adding compatibility to that. Personally, I won't play without it any longer.
With your changes to melee damage its really noticeable. Unarmed damage still seems high. I thought this was because unarmed attacks don't have VATS specials and that was why their weapon damage values seems a bit high. But I now know that unarmed does get some VATS moves so now it just seems like certain weapons are stronger than I would expect them to be. I've been able to give unarmed weapons VATS attack (which look like a plain punch) cause I originally planned to nerf the damage and give them VATS moves but I after testing it its turned out to be a bad idea. By add a VATS move you can no longer use cross and uppercut. They still work out of VATS. Its good to know all the same. I still think some of those early weapons should be Nerf like the knuckles and bladed gauntlet.
39 comments
http://www.nexusmods.com/newvegas/mods/63674/?
Spore Carriers are currently immortal with this mod, they go unconcious instead of dying, when they wake up they'll run after you again and if you go through a door they'll follow. I don't know how to fix it in geck since I'm not a modder so they only workaround I had was to disable this mod when I went through Vault 22.
Major conflicts with xCalibr, some weapons lack an ammo type entirely and can't be used if both mods are used together. You can just put it lower in the load order to take care of it but then you end up without the changes to AP/energy ammo made here.
Also, Spore Carriers need to be killable again, or at least permanently dead when they self-destruct. I'm tweaking that back in...
You should consider adding compatibility to that. Personally, I won't play without it any longer.