FALLOUT NEW VEGAS
MCV - Modified Combat Values by Tom Gerard
New Vegas » Gameplay Effects and Changes
Added: 04/02/2011 - 03:23AM
Updated: 14/08/2017 - 01:23AM

706 Endorsements

3.1 Latest version

10,615 Unique D/Ls

14,911 Total D/Ls

88,873 Total Views

Uploaded by Mortemim

Description

Last updated at 1:23, 14 Aug 2017 Uploaded at 3:23, 4 Feb 2011

Name: Modified Combat Values
Version 3.1
Date: 8/13/2017
Category: AI Tweaks
Requirements: Fallout New Vegas
Author(s): Tom Gerard

Hello nexus friends! I started this project a LONG time ago, and I did so without taking notes or the proper amount of time to get things right. The V3 version of this mod will be broken down into sections and will fully document all of my changes with my reasoning behind them.

Note: This mod will make the game harder, I will not be touching any damage values ever to accomplish this, just efficient tweaks to the AI.

MCV - V3 - Melee Combat


Description
===========
Optimized Settings for more realistic NPC melee combat.


Details
=======
fCombatHitConeAngle: 35 -> 57
Upgraded Hit Cone from 35 degrees to 57 degrees, this is roughly half your realistic field of vision, and with a super sledge it doesn't terribly matter where you hit them as evidenced by the lack of locational targeting in VATS. This results in 63% less time spent with a melee wielding raider who stares deeply into your eyes rather than bashing your skull.

Would you like to know more?
Binocular vision, which is the basis for stereopsis and is important for depth perception, covers 114 degrees (horizontally) of the visual field in humans; the remaining peripheral 40 degrees on each side have no binocular vision (because only one eye can see those parts of the visual field).

fActorTurnAnimMinTime=1.0000
fCharacterDefaultTurningSpeed=180.0000
fCreatureDefaultTurningSpeed=180.0000

These changes to turn speed allow NPCs to stay on target rather than perpetually missing anyone who could strafe around them in circles. In FO3 this was understandable, but in FN:V we have fatigue damage and knockdowns to crowd control in melee range.

fCombatDistance=270.0000
Weapon Reach in vanilla is based on 1H weapons and isn't propery specified in the GECK, this gives 2H weapons the reach they deserve without having to touch every melee weapon's record.


History
=======

Issue: Animations skipping frames

Changes in 3.1:
fCharacterDefaultTurningSpeed 720 -> 180
fCreatureDefaultTurningSpeed
 720 -> 180
fActorTurnAnimMinTime 0 -> 1




=========== Below this Line is V2 Content ===========
MCV V2, is as usable as it has always been, it just lacks proper documentation.

Name: Modified Combat Values
Version: 2.0
Date: 2/3/2011
Category: Guilds/Factions
Requirements: Fallout New Vegas
Author(s): Tom Gerard

Description
===========
Optimized Settings for more realistic NPC combat Behavior


Details
=======
- Re-purposed original flee behavior for combat repositioning.
- NPCs now aim rather than spray and pray.
- NPCs with guns should no longer voluntarily fight at point blank if they have a choice.
- NPCs will now crouch when trying to hit their targets.
- NPCs will now actively search for improved weapons.

Install
=======
1. Copy the .esp file to (install folder)\Fallout New Vegas\Data\
2. Start Fallout Launcher, click 'Data Files', place a checkmark beside the .esp file(s).

Uninstall
=========
1. Start Fallout Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the .esp file from \Fallout New Vegas\Data\




History
=======
2.0, 2011/02/05 - Fixed a Bug with Geckos, reported by Wauthan. Caused by an invalid value in fCombatMinEngageDistance
1.0, 2011/01/28 - Initial release.

Contact
=======
You can send me an email here: [email protected] (remove 86)



Tools Used
==========
7-Zip - http://www.7-zip.org/
GECK for FO:NV - http://fallout.bethsoft.com/eng/downloads/geck.html
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but don't complain to me if it
doesn't work or your PC blows up.