Fallout New Vegas
0 of 0

File information

Last updated

Original upload

Created by

Pepe the Frog

Uploaded by

Farsveinn

Virus scan

Safe to use

Tags for this mod

51 comments

  1. Farsveinn
    Farsveinn
    • premium
    • 103 kudos
    Locked
    Sticky
    There's only one version of the patch now. Please, if you liked my idea of rebalancing the books, there is a separate mod on my page.

    Also added an optional INI file allows you to disable the Bobbleheads bonus and replacing it with the XP bonus or disable Comprehension perk to balance the skill books without removing 70% of them from the game map. This will work on not yet found bobblehead and books , so a new game is recommended.

    Let me know if I missed anything. Always happy to help and pardon my English. :)
  2. Lao333
    Lao333
    • member
    • 0 kudos
    you can disable the change:: Characters in the Mothership Zeta DLC and unique caravans are now essential. ?
  3. Garrett4Neal
    Garrett4Neal
    • member
    • 0 kudos
    Im not sure if it is this mod conflicting with the bobblehead perks but for the intelligence bobblehead it isnt adding the +5 to my skills when reading a magazine. 
  4. NFUSE786
    NFUSE786
    • member
    • 1 kudos
    Thanks for the TTW. When I use various JSAWYERs in TTW, the experience points in capital quests are low and it is difficult to level up.
    Then, as soon as you go to Mojave, I will level up through quests.
    The balance of experience points gained seems to be poor in Capital. Can you consider making changes?
    1. Farsveinn
      Farsveinn
      • premium
      • 103 kudos
      Sorry, I haven't been online in a while. I removed the reduced experience for repetitive quests in the last patch. As for increasing experience for quests, it's not a good idea due to compatibility issues.
  5. Doomlurker42
    Doomlurker42
    • supporter
    • 4 kudos
    nvm
  6. kuddlesworth9419
    kuddlesworth9419
    • member
    • 1 kudos
    Thanks for the update.
  7. Killerbreath666
    Killerbreath666
    • member
    • 0 kudos
    After playtesting in TTW, the DC super mutants don't use their weapons and after checking conflicts in xedit it seems that JSUE overwrites the mutants formID so maybe that is causing them to be unable to wield Fallout 3 weapons?
    Maybe is an issue directly with JSUE, maybe it can be fixed here by your patch.
    I used to fix this with TTW Armored Wasteland .esp file , but because of compatibility now I need to use the .esm file instead so JSUE overwrite those changes.
    1. Cindersalt
      Cindersalt
      • member
      • 5 kudos
      bump
    2. kuddlesworth9419
      kuddlesworth9419
      • member
      • 1 kudos
      I seem t have this problem only recently when I updated to the newest version of Ultimate. In the changelog it does state that he changed the leveled list of super mutants to use incedinary grenades so I figure that may be the problem? Some mutants still attack me with guns though but not ones that are uding laser rifles or assault rifles for some reason? I will have to test it out more which isn't so easy.
  8. morvar42
    morvar42
    • member
    • 2 kudos
    deleted
  9. RelaxItsOk
    RelaxItsOk
    • premium
    • 13 kudos
    Why are there so many record edits for the ROOG patch despite only claiming 2 small fixes? Am I missing something here? The record edits in the Roog patch wildly differ from the values of the original mods too.
    1. Farsveinn
      Farsveinn
      • premium
      • 103 kudos
      hi I need to update it, it's an old version where I used sawyerbatty food balance
  10. kuddlesworth9419
    kuddlesworth9419
    • member
    • 1 kudos
    What is a good experience rate to adjust it to so when you get to the end of New Vegas you are about level 35? max level? I had it set to 0.25 before but increaed it to .50 now and it seems a little too high so pushed it to .40. Would just like to know a setting that is intended?
    1. Farsveinn
      Farsveinn
      • premium
      • 103 kudos
      I don't know, I made a mod for myself that resets levels while keeping bonuses from quests, books and bobbleheads.
  11. yajneS
    yajneS
    • premium
    • 42 kudos
    why did you flag lucky harith and crazy wolfgang essential btw, it's not flagged essential in the FO3 plugin
    1. Farsveinn
      Farsveinn
      • premium
      • 103 kudos
      Hi. Caravans and their guards constantly die at high level (and they don't respawn), this fix was made back by PushTheWinButton and I agree with him. Especially if you use mods like Bleed, I remember the Talon squad killing those merchants in a couple seconds. That's dangerous shit. :)
    2. yajneS
      yajneS
      • premium
      • 42 kudos

      Fair, but i think the better approach was to buff their hp or change their loadout.
      You should include this changes in the mod descs too.