Is there a way I can use only this feature: * NPCs now consume ammunition "of course they would carry more ammo" why?
I think that NPC should think before shooting, instead of crazing shoot from far, they would prefer to shoot only when they have an almost clear shot at least, preserving ammo. This way they can carry low ammo. They would only spend all ammo if you get too close. And if you are still too far, they would not fire if they are in low ammo, they would hide waiting you get near for a clear shot. This would make shots/firing more scarce and more precise, what seems correct in a waste land with low and hard to afford resources. Adding to that, if they are not very good on melee, they would "flee" (or try to hide and surprise you). Damn, I must be asking too much already xD...
I use this on and off, and maybe it's just me using this on its own (ie without your other mods) but it actually seems to make the game easier.
Getting clipped by bullets is a lot nastier now, but the large damage multiplier meant I could often kill off raiders and the like before they had the slightest chance to attack me themselves. Saving me ammo and stimpaks.
I'm definitely pleased that the weapons feel dangerous now, but it seems like the AI was built for the low-damage system and taking them into this new fast-paced combat style has made them a bit out of their depth.
I'm using arwen an I am not going to change that, but I just needed to comment that I am using your ammo reduction mod, and it works great. Maybe to little of a reduction, but it sure made non vats targeting more important. Have you altered the ammount of ammo you get from thw outcast? I have not tried that yet...
Wow. ^^ I've been playing with it the last few days, and it's really changed my game. Now getting hit with bullets really hurts - and I feel wearing armor is more essential. The extra durability on vanilla weapons & armor feels right - instead of needing repairs after every skirmish. (using New Slower Degradation also helps mod-added items) All weapons doing more of their potential damage despite deteriorating condition (and a bit less effected by skill) makes sense. I really like that part - and skill having more to do with being able to hit a target.
Can't say *exactly* about better NPC tactics since I recently loaded MMM. Onehitters Combat Realism is now a valuable part of my load order. Thanks. =)
This Mod is good and have been using it since I started my game roughly a month ago brilliant mod when you are in the low levels because it adds a load of realism to the game, but it is only useful when you are a low level character about 1-11. After level 11 it starts to get unbalanced. Also it would be a good idea to make it compatible with custom weapon mods, also the laser weapons have a really low amount of damage compared to the standard weapons. Apart from these 3 problems it is a really great mod.
Hi. A great mod. Now combats are more tactical and real, but I´ve a little problem. Could you help me? I explain:
Now, I´m going with paladin Cross in my party. I've equipped her with a minigun, and I find she is too powerfull. She can defeat a band of 10 mutants without my help!. I find she make too much damage. I don't do so, because I'm playing in a "custom" very hard difficulty, and I only make 0'5% damage on my enemies. In this way, mutants are a serious (and fun) threat for me, but these same mutants are like babys for Cross. Is there any form that companions (Cross in this case) not to be so awesome? If Cross would make the half damage (as I do), I think it would be perfect. I'm playing with Companion Overhaul mod 1.4, but I've tried to deactivate it and all is the same, so it doesn't seem to be the problem. Any suggestion? Thanks EDIT. Maybe, a possible solution for me would be decrease the companion health so, although Cross make a lot of damage, she stands up less time alive. There is a easy way to do this? (I don't know about modding or using GECK)
39 comments
Is there a way I can use only this feature:
* NPCs now consume ammunition
"of course they would carry more ammo" why?
I think that NPC should think before shooting, instead of crazing shoot from far, they would prefer to shoot only when they have an almost clear shot at least, preserving ammo.
This way they can carry low ammo.
They would only spend all ammo if you get too close.
And if you are still too far, they would not fire if they are in low ammo, they would hide waiting you get near for a clear shot.
This would make shots/firing more scarce and more precise, what seems correct in a waste land with low and hard to afford resources.
Adding to that, if they are not very good on melee, they would "flee" (or try to hide and surprise you). Damn, I must be asking too much already xD...
I intend to use this mod with FWE + MMM.
Getting clipped by bullets is a lot nastier now, but the large damage multiplier meant I could often kill off raiders and the like before they had the slightest chance to attack me themselves. Saving me ammo and stimpaks.
I'm definitely pleased that the weapons feel dangerous now, but it seems like the AI was built for the low-damage system and taking them into this new fast-paced combat style has made them a bit out of their depth.
Now getting hit with bullets really hurts - and I feel wearing armor is more essential.
The extra durability on vanilla weapons & armor feels right - instead of needing repairs after every skirmish.
(using New Slower Degradation also helps mod-added items)
All weapons doing more of their potential damage despite deteriorating condition (and a bit less effected by skill) makes sense. I really like that part - and skill having more to do with being able to hit a target.
Can't say *exactly* about better NPC tactics since I recently loaded MMM.
Onehitters Combat Realism is now a valuable part of my load order.
Thanks. =)
Taking that it is still in its beta stage 8/10
Now, I´m going with paladin Cross in my party. I've equipped her with a minigun, and I find she is too powerfull. She can defeat a band of 10 mutants without my help!. I find she make too much damage.
I don't do so, because I'm playing in a "custom" very hard difficulty, and I only make 0'5% damage on my enemies. In this way, mutants are a serious (and fun) threat for me, but these same mutants are like babys for Cross.
Is there any form that companions (Cross in this case) not to be so awesome? If Cross would make the half damage (as I do), I think it would be perfect.
I'm playing with Companion Overhaul mod 1.4, but I've tried to deactivate it and all is the same, so it doesn't seem to be the problem.
Any suggestion?
Thanks
EDIT. Maybe, a possible solution for me would be decrease the companion health so, although Cross make a lot of damage, she stands up less time alive. There is a easy way to do this? (I don't know about modding or using GECK)