I have been away for some time, and a lot has been happening in real life, but for the time being I am back, and actively working on an update for this mod!
Currently I'm in the process of updating all of the remaining armors that had not been updated as of yet, and once that's done, I'll be uploading it as an optional file. The same will be done for weapons thereafter, then creatures, and finally NPCs.
Once all of that is said and done, I will be uploading the proper, full update!
From there, time permitting, I'll begin working at phase 2. So, let's just see how that goes.
Good luck out there in the wasteland!
-Update 7/27/17: Beta with all armors and PA recipes uploaded, find it under the optional files!
I have got to ask how does this mod compare to Immersive Gameplay in terms of the aggressiveness of its combat ai? Has anyone had any experience using both for an extended period of time? Lastly, does Brutality Overhaul make guns OP? Anyway, thanks in advance for any reply.
Combat AI is fairly similar to vanilla, but there are a LOT of changes and many have an effect on how the AI seems to respond which I thought was interesting.
As for the guns being OP, really what I did was bring damage VS HP in line with the older FO titles. It makes things faster and a bit more brutal in regards to how fast things drop (including you), unless it's a DC or SM or the like.
Really the main thing that needs to be finished with this is the Nuka World changes, this have had to be back burnered for a while now due to job and things like that, although I am trying to find the time.
Thanks for the response. What do you mean by bringing damage vs HP in line with older Fallout titles? Secondly, what do the terms DC or SM mean? By the way, I am looking forward to seeing the final, complete package. Good luck with it.
I reworked the damage on weapons to more resemble the damage styles in the first Fallout title, and I used a slightly adjusted version of the equation for HP from the first game.
Cheers and Thanks. As I level up with this mod will I encounter (hostile) NPCs with better weapons and armor. One of the few quibbles I have with mods such as Armorsmith and U.C.O (Unified Clothing Overhaul) is that eventually I would outstrip them in terms of the quality of my equipment. Which to my way of thinking is rather game-breaking. I know I have the option of not using these mods, but I like the changes they bring to my equipment. So I guess what I am asking is this, is your mod compatible with these and will it bring such changes to NPCs? Anyway, cheers and thanks.
This mod doesn't alter the loadouts of NPCs, so if you have no other mods that affect that then they will be effective, and if you don't then the loadouts will work as they do in vanilla.
Just out of curiosity. Do you know of any good crafting mods (ie weapons, armor, ammo, maybe clothing) that will not ruin the balance of your mod? I would be happy give up Armorsmith and U.C.O in order to maintain balance with your mod so long as I could most (if not all) weapons, etc? I am on the XBone by the way. Thanks again for any response.
Any chance you'd make a patch so we could use Live Dismemberment with your mod? The option of slowing down or incapacitating enemies by severing their limbs adds a lot to the game but I'm afraid LD's damage figures will override your's ....
Brilliant mod Seph! Loving the added realism and the "humans are human" touch. Just a quick query is your mod supposed to change the food and water values? The vanilla values are now pretty overpowered with the improved health values of your mod. Thanks again!
Ohh and when you say longer days do you mean the suns out longer or that the timescale has been altered? Haven't noticed any compatibility issues with vivid weathers as of yet
Timescale has been altered, yes, but since my mod is an ESM, something that alters it (such as vivid weathers) that loads after will override it, this is intentional.
As for food, that is on the slate, but I realized fairly quickly that since my mod is intended as a "full package" type experience, I'm going to have to wait for Nuka World to be released before I can get a substantial update out.
That's going to require a good amount of work to get a patch up and running, and lately I haven't even been able to put in updates for my own mod, let alone patches. Definitely on the list now though.
There technically are, but they were made with the caveat that the RO & SMR author wanted to upload them on his page. I made them and tossed them his direction, but haven't heard from him since.
If you created the patch then it technically belongs to you, so it's entirely possible that you could release it temporarily until he releases it officially. Although I see this as something you've already thought of but haven't done anyway for whatever reason, but I would like to know if it's possible that you could create a post on this thread with the links to download it as a temporary solution?
No, that won't be happening. It was a request by MadMax and I'm not going to go back on that. We have finally been able to touch base about it again (although this weekend I was fairly MIA, birthday and whatnot). It will be sorted out in the near future.
I'm still around, and yes, Max and I have spoken. I have been ridiculously busy as of late though due to some IRL things, so I haven't been able to respond to his most recent PM.
Honestly guys, the patch will be out when it's out. I haven't even been able to put much time into the next update for the mod itself lately, let alone the patches. I really do appreciate the enthusiasm and support though!
Hi, one question have you modify the defense turret ? because I think they do very little damage to enemies
Another problem too, i come across costumed killer, and they are more resistant than me that has a metal armor (he has a skull to rate their name, so there are hl but still in costume) is this normal?
115 comments
I have been away for some time, and a lot has been happening in real life, but for the time being I am back, and actively working on an update for this mod!
Currently I'm in the process of updating all of the remaining armors that had not been updated as of yet, and once that's done, I'll be uploading it as an optional file. The same will be done for weapons thereafter, then creatures, and finally NPCs.
Once all of that is said and done, I will be uploading the proper, full update!
From there, time permitting, I'll begin working at phase 2. So, let's just see how that goes.
Good luck out there in the wasteland!
-Update 7/27/17: Beta with all armors and PA recipes uploaded, find it under the optional files!
As for the guns being OP, really what I did was bring damage VS HP in line with the older FO titles. It makes things faster and a bit more brutal in regards to how fast things drop (including you), unless it's a DC or SM or the like.
Really the main thing that needs to be finished with this is the Nuka World changes, this have had to be back burnered for a while now due to job and things like that, although I am trying to find the time.
DC=Deathclaw, SM=Super Mutant.
Any chance you'd make a patch so we could use Live Dismemberment with your mod? The option of slowing down or incapacitating enemies by severing their limbs adds a lot to the game but I'm afraid LD's damage figures will override your's ....
I haven't had a whole lot of time to mod as I am working on a game, but I still very much want to finish this mod.
As for food, that is on the slate, but I realized fairly quickly that since my mod is intended as a "full package" type experience, I'm going to have to wait for Nuka World to be released before I can get a substantial update out.
I didn't see them on their sites or yours.
Or you could send him another email asking if it is ok to post the files on your site (a lack of response being a sign that it is ok).
MadMax is active though.. and his mods are off private now.
Is what he told me when I asked him about it.
Honestly guys, the patch will be out when it's out. I haven't even been able to put much time into the next update for the mod itself lately, let alone the patches. I really do appreciate the enthusiasm and support though!
Another problem too, i come across costumed killer, and they are more resistant than me that has a metal armor (he has a skull to rate their name, so there are hl but still in costume) is this normal?
sorry if my english is hard to understand
And what to you mean by "costumed killer"? Is that from another mod by chance? Could you post your load order for me?
*DLCRobot.esm
*DLCworkshop01.esm
*DLCCoast.esm
*ArmorKeywords.esm
*CROSS_CosmeticFramework.esm
*SephsBrutalityOverhaul.esm
*N7 Advanced.esp
*Armorsmith Extended.esp
*Armorsmith Automatron.esp
*Armorsmith Far Harbor.esp
*Better Artillery Flares (vanilla weight + fast cooldown version).esp
*CBBE.esp
*chem redux.esp
*CliffCoastisland.esp
*ColorfulSurvivalIcons.esp
*CommonwealthChooksAndBunnies.esp
*Companion Infinite Ammo.esp
*CROSS_Jetpack.esp
*CROSS_Cybernetics.esp
*CROSS_Cybernetics_NoRobotFootStepSounds.esp
*CROSS_Uni_Headset.esp
*BetterNightVision.esp
*DarkerNights.esp
*DarkerNightsDetection.esp
*DarkerNights-FarHarbor.esp
*Forgottencove.esp
*Fr4nssonsLightTweaks.esp
*No more monochrome - Color setting for the Pipboy!.esp
*HN66-SiriusArmor.esp
*ImmersiveVendors.esp
*zealot_helmet.esp
*LakeIsland.esp
*DD_M79_Launcher_woooot.esp
*Modern Firearms.esp
*MFDPP50.esp
*NanoSuit.esp
*NoWeaponClutter.esp
*Wasteland overgrown - Concorde.esp
*Plenty 'O' Interiors.esp
*Console_Enable.esp
*Scavenged NCR Armor.esp
*SBO-ArmorsmithExtended.esp
*ShipwreckIsle.esp
*tank_PA.esp
*tumbajamba Advanced Engineering.esp
*tank_PA - tAE - AWKCR.esp
*Spring in the Commonwealth.esp
*TrueStormsFO4.esp
*TrueStormsFO4-ClimateSettings.esp
*ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp
*VIS-PatchChemRedux.esp
*Vendor Budgets.esp
*WOTC.esp
*WestTekTacticalOptics.esp
*CUTE.esp
*dD-Enhanced Blood.esp
*dD-Action Ragdoll Force.esp
*dD-Reduced Explosion Force.esp
*Synth Overhaul .esp
Some news for super mutant redux and raider overhaul patch ?