I've been away from New Vegas for a few years, until just recently, and after a short time I noticed there was something missing but couldn't quite put my finger on it. Then it finally dawned on me after killing a few ferals: The gore grenades were gone. I wasn't here for the UPNVSE and UP+ merge, so I completely missed their removing its inclusion. Really glad I finally remember which individual mod it was that implemented them.
The "gut grenade" is rather over-powered; is it possible to get a version without it, or an additional file that removes it? Either way, this is a great mod, thank you so much for making it.
I just played through Vault 34 for the first time with this mod (as it's included in Unofficial Patch Plus). It was incredibly difficult, especially when you reach the final section in the Armory where you have to fight against a few glowing ones simultaneously. Each one can heal back to full health in about two seconds. Was this your intention?
As usual, I'm late to the party, but I think that, yes, this was likely his intention. From the description: "if they are in a lethal area with lots of rads per second and you're surviving there with Rad-X and RadAway, they'll go full wolverine as expected."
I think we naturally would assume there's some exaggeration going on with that description, so it makes sense why you'd think it was off, but now we know that he likely wasn't exaggerating the point at all.
If I download all of your fixes and then merge them using Merge Plugins into one esp, will that work? I assume it should. Your fixes are great, but I want to keep my load order as low as possible.
Ideally I would make a merged mod myself, so that all scripts are moved into the same quest and I could sprinkle some MCM goodness on top, but I don't have the time right now and I still come up with new minor ideas every now and then.
This looks cool, I changed all of my Reavers to the badass FO3 style reavers long ago already (TTW user) and both the Glowing Ones and the Reavers have Drumbers cool light show script...
That new healing thing though... I guess I'm going to have to do some selective merging. lol
Nice catch though, I would have never even have known that the ghouls didn't work as intended.
Awesome stuff. I think this will need to be patched for TTW (I haven't looked at it yet though) to set the ghouls to have the correct resistances and scripts.
10 comments
I wasn't here for the UPNVSE and UP+ merge, so I completely missed their removing its inclusion.
Really glad I finally remember which individual mod it was that implemented them.
Either way, this is a great mod, thank you so much for making it.
I think we naturally would assume there's some exaggeration going on with that description, so it makes sense why you'd think it was off, but now we know that he likely wasn't exaggerating the point at all.
https://www.nexusmods.com/newvegas/mods/65412
Your fixes are great, but I want to keep my load order as low as possible.
Ideally I would make a merged mod myself, so that all scripts are moved into the same quest and I could sprinkle some MCM goodness on top, but I don't have the time right now and I still come up with new minor ideas every now and then.
Thanks for all the work!
That new healing thing though... I guess I'm going to have to do some selective merging. lol
Nice catch though, I would have never even have known that the ghouls didn't work as intended.