Downloaded and eager to try this. Have you considered merging everything into one all purpose plugin? I realize this eliminates the pick and choose concept, as well as giving access to a lot of great powerful items, but I am just curious. Basically my main concern is plugin capacity.
I haven't used FWE so I'm not sure but anything that alters the math behind the base weapons has the potential as does anything that drastically alters the areas where the packages are.
Probably no conflict but the balance could be off on some of the mod added gear.
If you decide to use it, let me know if you have any issues and I'll see what I can do.
Will you consider adding a mini side quest to find "schematics" to upgrade the themed armor? For example, I like the look and feel of the Prospector's Pack, I've always had a thing for scavenger type playthrough, but the armor rating simply isn't feasible for mid-high level characters.
Not exactly. I've been considering making some non starter packs. Mid and high level item packs that are nowhere near Vault 101 and require some progression through the game to obtain. A better prospector set would very likely be a part of that possibly in Underworld or near Rivet City. As to upgrading, I haven't ever played with the scripting for that. I'll take a look but more likely you'll see different items rather than upgrades for existing ones.
Confirmed that the next pack will be a mid-high level prospector pack. It will likely have a slightly custom texture and will be found in Evergreen Mills near the Barter Bobblehead (along with an easter egg in "Angel's" cell). Having trouble with a "shiny" texture. In some light it actually looks pretty funny to have an "extra worn" prospector coat glowing like it's really heavily polished. In some light, it just looks awful. Coming soon.
DONE. The new Master Trader pack will do ya. It's with the Barter Bobblehead, has a unique texture, and should be much more useful up till at least like level 15-20 if not a bit more.
This and your other mod look very interesting. I remember thinking the Pre-Order Packs for New Vegas were a bit overpowered and I look forward to experiencing how your mods are balanced.
Thanks. For reference, the ones marked as not OP may feel unbalanced up to lvl 4-6. ones marked "slightly" or whatever may feel a bit OP up to like 6-8. The general idea is that if you pick one that suits your character build it gives you an early boost to those skills and attributes. I liked the Courier's Stash but most of them (the canteen and the armored vault 13 suit were sweet) were basically caps at the end of the day
This actually seems like a pretty decent mod idea in my opinion. I've always felt that starter packs on RP games help "immerse" your character. So, yeah, good mod. (Better than the New Vegas DLC which just gives you so much pointless stuff at beginning.) I was thinking of replaying this game as an anti-social, explosive using mechanic. so i will download this pack soon.
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Corrupt downloads or happening repeatedly over several days?
When testing, I also found that using too many packs is redundant so you probably won't want more that 3-4 at most.
Combos that work particularly well:
Vault Escapee, Sniper and 4 Eyed Gunslinger. - GUNS
Raider, Prospector and Adventurer. - MERC/EXPLORER
Escapee, Megaton and Prospector - LORE FRIENDLY QUICK START
Sniper, Outcast, 4 Eyed Gunslinger and Wild Wasteland. - OP
Quick question: I use FWE as a base for the game; do you anticipate any conflicts?
Probably no conflict but the balance could be off on some of the mod added gear.
If you decide to use it, let me know if you have any issues and I'll see what I can do.
I've always felt that starter packs on RP games help "immerse" your character.
So, yeah, good mod. (Better than the New Vegas DLC which just gives you so much pointless stuff at beginning.)
I was thinking of replaying this game as an anti-social, explosive using mechanic. so i will download this pack soon.