Fallout New Vegas

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Michel

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michel92

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51 comments

  1. michel92
    michel92
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    @leot486

    Glad you liked it (sorry for the late response). I do think that Project Nevada modifies some bodypart data, but simply loading my mod after it will solve this issue. The problem lies if the scripted menu they use to change settings modifies bodypart data. If that is the case, I guess PN will overwrite my mod, no matter where they are loaded. Please, try to load my mod after it and see the results.
  2. leot486
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    Would this mod conflict with Project Nevada's damage mods? Oh and great idea for a mod ^_^ finally someone else who shares my desire for realistic damage
  3. michel92
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    @betto212

    No, this just changes damage multipliers from the existing bodyparts.
  4. betto212
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    this add new bodyparts ?
    im searching for something like this
    be able to aim in the face if the npc is wearing a helmet
  5. michel92
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    New version is out guys =D
  6. michel92
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    @Malth

    I agree with you completely. And there's more to it. First off, is the vanilla game balanced? Well, it's well-round balance, but it's not perfect, nothing is. Balance is a subjective concept as well.

    If you raise the damage too much, as you said, the rpg element is lost. The AI is not exactly the best as well. The thing is, I hate games that make things more difficult just by raising enemy health across the bar. Just for you to know, there's settings in NV that simply doubles the health of the enemy if it's considered a boss (maybe bosses are considered special characters, or high level ones based on your character level). And while Fallout NV is a rpg, it is a fps as well, and if the enemies have too much health, the gameplay becomes really dull. There's a balance between these two, and that's what I'll try to achieve with this new version, which, btw, I'll try to document as much as possible.

    In fact, I'll start working on it tonight, I'm sorry for the delay. But now, I gotta take a shower, I just had my hair cut. It was enormous xD

    Thanks for the support man =)

    Edit: This new version will contain DLCs optionals as well =) (got a major steam sale, everything for 20 bucks, gotta love steam for those sales). I expect your feedback =)

    Also, when Skyrim's CK is out, I'll probably make a similar mod for it. I think Skyrim could use some balance as of now. =)
  7. Malth
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    Well, the thing with Wranksss mod is that its really really realistic (i dont even know how much the damage has been changed, he never specified). I mean, this can be a really really good thing or a really really bad thing, depending on what you are looking for in Fallout. Dont get me wrong, people who want Fallout to be a FPS realistic game will really enjoy it. I think balance is a really difficult thing to achieve. If you make damage play out like real life scenarios, the game becomes a FPS more or less, fast combat, quick reflexes, using cover becomes necessary, etc. That's all nice, but from a RPG point of view.... if everything dies in 1 or 2 hits that really defeats the purpose of RPG. RPG lets you specialize and build your characters, right? You get skills to improve yourself in different ways, which includes combat. But when the game is too realistic, all the RPG elements become meaningless. Like... whats another +5 DT mean if you die in a few hits anyways? But Vanilla New Vegas was a bit... too unrealistic I admit. I can understand why some would want for realism when things just take bullets to the head like a tank. But IMO, things like project Nevada address this problem pretty well , by removing health modifiers from levels. So, the game needs to be toned down in health (or more "realistc" damage) but not so much that it becomes a realistic FPS and make the RPG elements non-existent. This is just my opinion, though. But regardless, I really appreciate the work you did , like modifying every npc, not just the player.

    PS I am very eager for your update! And please do continue to notify us of the actual changes, its really nice to know!
  8. michel92
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    @Malth

    Thanks very much for the kind words friend =) I'm very glad you like the mod. The idea, in fact, is from the awesome mod from Wranksss, Realistic Weapons Damages.

    As for the Health Balance question, I'm afraid that will not work right. I believe that Nevada options overwrites everything else. Maybe if you load my mod after Rebalance Module will work, but I'm not sure. You can do a little test, loading my mod later, and setting Nevada with ridiculous amounts of health, either too little or too much, and test it out.

    I'll start working on the new version soon, and it'll probably feature some optional new health settings that I found in GECK.

    Thanks again =)
  9. Malth
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    Holy crap this mod is way too underated. This DESERVES hell of alot more endorsements. Genious idea of rebalancing damage as well as giving alternatives like crippling a sound tactic. This has to be my favourite mod by far. Absolute cornerstone. Thanks for the great mod. Really, this deserves more attention. Endorse people! By the way, is your mod "Health Rebalance" compatible with Project Nevada? I know PN tinkers with health as well. If I set Project Nevada's balancing to vanilla levels, then will your mod work without conflict?
  10. michel92
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    @oldman42

    Thanks for using the mod, hope you're having a good time. Well, in the revised v1, I made the damage even higher (20x head). And I made so that the creatures strong points were more noticealbe (like insect legs, they don't take much damage in them), not like the older versions. In the revised v2, I toned the dmg down a bit, more like to the extreme flavor level. Yes, with the default version you won't be killing that much things with just one shot to the head, but is much less forgiving than vanilla, and the combat pace is enhanced.

    I must advise you though, that if you like to use melee weapons, as a main weapon option, well, let's say that this will not workout as damage increases, as you may imagine. Melee weapons becomes pretty useless, unless when sneaking or fighting against another melee-unamerd user. That's the price of realism, you lose some balance, in that case, melee usage. Even skills becomes somewhat useless, since the aiming penalty of having low skill is not that big. So, to achieve balance with this kind of realism, an overhaul is needed. I'm thinking about that these days...I'll see if I do something about. Scripting skills would serve me well now, too bad I don't have them.

    But I just can't put up with pointing my caravan shotgun at point-blank range to Sunny Smiles face, and have to shoot 4-5 times to kill her (for testing purposes only, poor Sunny...)