Such an awesome modlist. I also adore your oblivion one too! Because of you I have been able to experience my childhood again but without the worry of bethesda bugs and whatnot...
I noticed in xEdit that this mod sets Dogmeat to Essential, and no other mod I have is overwriting that. However, in combat he can still die permanently and I don't know why. Is there a workaround for this?
After playing with halved HP for a while with this mod and JSUE, I have come to the conclusion that lowering HP isn't the best idea, at least in FO3.
It seems to me that it's better to double the damage vs. player instead (so x4 on Very Hard) to force the player to burn through healing items more rapidly. With halved HP you only need two-to-three stimpaks to heal completely, and twice as many with vanilla HP. Of course higher damage will make you lose more health and require more frequent use of stimpaks and food, so it all leads to better utilisation of resources.
Just a thought.
(Not sure how well higher damage works in vanilla NV due to its armour mechanics. Does DT become negligible if damage against you is quadrupled? Never really played NV with such high multipliers. In 3 at least you have percentages which in theory have the same effect regardless of damage input.)
I’ve thought similar in the past. There’s a point at which lowering health reduces the amount of resources the player uses, because they’re more likely to die and reload instead of surviving and using Stimpaks. If they die, they’ll try and avoid taking damage on the re-run until they survive. This is why I’ve always thought that Vicious Wastes Heath was too low.
I quite like the heath in JSawyer, though, since it makes food more usable. I’ve tried to counteract the thing about resources more in this mod by making Stimpaks rarer, so there are less of them in your inventory anyway.
As for armour, I believe that the difficulty multipliers are applied after the DT and DR calculations.
Hi Push, I installed your short "vanilla+" recommended mods and Fugacity at the bottom, any tips for the load order? Is it ok to keep it as the you put them in the list?
Mine came out as follows in MO2:
Spoiler:
Show
# This file was automatically generated by Mod Organizer. Fallout3.esm Anchorage.esm BrokenSteel.esm PointLookout.esm ThePitt.esm Zeta.esm Unofficial Fallout 3 Patch.esm Project Beauty.esm D.C NPCs.esm StreetLights.esm FO3_Optimization.esm Vanilla UI Plus.esp Iron Sights Plus.esp ATMOS Sound Overhaul.esp Conelrad 640-1240.esp Immersive Pickup Sounds.esp Fallout 3 Redesigned - UF3P Patch.esp CaravanFastTravel.esp CaravanFastTravelVoiced.esp D.C NPCs - UUFO3P Patch.esp EssentialFollowers+Caravans.esp Fallout3EndingRestored.esp Desolation Flora.esp True Weathers.esp Xepha's Darkened Interiors.esp Xepha's Darkened Interiors - BS.esp Xepha's Darkened Interiors - OA.esp Xepha's Darkened Interiors - PL.esp StreetLightsScriptFix.esp Original Pip-Boy Color Lighting White.esp Original Pip-Boy Color Lighting Amber.esp Original Pip-Boy Color Lighting Blue.esp Original Pip-Boy Color Lighting Green.esp Fugacity.esp Fugacity - UF3P Patch.esp Fugacity - Immersive Pickup Sounds Patch.esp
Judging by author's activity log I think you just accidentally added changelog to the previous version (happens with me sometimes too). Also found two records that need to be forwarded in the Immersive Pickup Sounds patch: 0005B6CD and 0005B6CE.
Fantastic set of tweaks. I’m guessing this is completely incompatible with TTW because it uses the FO3 .esms as master files? I like how lightweight it is compared to Jsawyer Ultimate, which changes too many things IMO. I know Jsawyer has a TTW patch at least though.
Any recommendation on a similar lightweight difficulty mod for TTW? Or is it perhaps possible for me to make this compatible manually with xEdit?
Yeah, this is only compatible with Fallout 3, but there’s no major reason why it couldn’t be converted to TTW using the usual method (though, I’m not familiar with it myself). There would be quite a few conflicts due to the large number of changes that TTW makes beyond what UF3P does, particularly to armours, so you’d need to resolve those. A few things on the New Vegas side might need editing for consistency too, but they’d be fairly minor. As for other TTW mods, I don’t know of any that are kept up-to-date apart from JSawyer Ultimate, Vicious Wastes, SawyerBatty, and maybe Panzermann’s Changes. There may be others, though.
With JSawyer Ultimate, I’ve always been restricted by having to keep the mod close to the original. I prefer Ascension and this, because I can be more targeted and only change what’s necessary.
Yeah, I’ve had one for a long time, but then Qolore released Vigor and I didn’t want to look like I was copying it and I didn’t really care for the stress of providing compatibility patches either. I started doing patches for it again recently, but it’s mainly for personal use at the moment.
Can you update a patch for UF3P, please? 0005157E, 00066C72, 00066C74, 0008F775, 0009B18A, 0100C071. Also, would you be interested in providing patches for Goodies and Iron Sights Plus? I would be glad to upload them if you don't.
91 comments
Such an awesome modlist. I also adore your oblivion one too! Because of you I have been able to experience my childhood again but without the worry of bethesda bugs and whatnot...
thanks for everything!
It seems to me that it's better to double the damage vs. player instead (so x4 on Very Hard) to force the player to burn through healing items more rapidly. With halved HP you only need two-to-three stimpaks to heal completely, and twice as many with vanilla HP. Of course higher damage will make you lose more health and require more frequent use of stimpaks and food, so it all leads to better utilisation of resources.
Just a thought.
(Not sure how well higher damage works in vanilla NV due to its armour mechanics. Does DT become negligible if damage against you is quadrupled? Never really played NV with such high multipliers. In 3 at least you have percentages which in theory have the same effect regardless of damage input.)
I quite like the heath in JSawyer, though, since it makes food more usable. I’ve tried to counteract the thing about resources more in this mod by making Stimpaks rarer, so there are less of them in your inventory anyway.
As for armour, I believe that the difficulty multipliers are applied after the DT and DR calculations.
Mine came out as follows in MO2:
# This file was automatically generated by Mod Organizer.
Fallout3.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
ThePitt.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Project Beauty.esm
D.C NPCs.esm
StreetLights.esm
FO3_Optimization.esm
Vanilla UI Plus.esp
Iron Sights Plus.esp
ATMOS Sound Overhaul.esp
Conelrad 640-1240.esp
Immersive Pickup Sounds.esp
Fallout 3 Redesigned - UF3P Patch.esp
CaravanFastTravel.esp
CaravanFastTravelVoiced.esp
D.C NPCs - UUFO3P Patch.esp
EssentialFollowers+Caravans.esp
Fallout3EndingRestored.esp
Desolation Flora.esp
True Weathers.esp
Xepha's Darkened Interiors.esp
Xepha's Darkened Interiors - BS.esp
Xepha's Darkened Interiors - OA.esp
Xepha's Darkened Interiors - PL.esp
StreetLightsScriptFix.esp
Original Pip-Boy Color Lighting White.esp
Original Pip-Boy Color Lighting Amber.esp
Original Pip-Boy Color Lighting Blue.esp
Original Pip-Boy Color Lighting Green.esp
Fugacity.esp
Fugacity - UF3P Patch.esp
Fugacity - Immersive Pickup Sounds Patch.esp
Any recommendation on a similar lightweight difficulty mod for TTW? Or is it perhaps possible for me to make this compatible manually with xEdit?
With JSawyer Ultimate, I’ve always been restricted by having to keep the mod close to the original. I prefer Ascension and this, because I can be more targeted and only change what’s necessary.
Also, would you be interested in providing patches for Goodies and Iron Sights Plus? I would be glad to upload them if you don't.
I don't use either of those mods, but you're of course free to release any patches that you want.
FO3 Mod Limit Fix is already in Fallout 3 Anniversary Patcher
Point Lookout - No More Silent Doors is already in Updated Unofficial Fallout 3 Patch
Delay DLC Plus is redundant because of Delay DLC Plus Updated