Fallout New Vegas

File information

Last updated

Original upload

Created by

Bashar

Uploaded by

ColBashar

Virus scan

Safe to use

61 comments

  1. Brbrayan
    Brbrayan
    • member
    • 0 kudos
    I loved this mod so much. I cant play without this mod anymore.
  2. KAYeffSEE
    KAYeffSEE
    • member
    • 0 kudos
    Crashes my game
  3. User_61058416
    User_61058416
    • account closed
    • 1 kudos
    TTW has just had a huge update, 3.2.

    Is Roleplayers still compatible?
    1. ColBashar
      ColBashar
      • member
      • 40 kudos
      I haven't yet installed or tried TTW v3.2 but skimming through the changelog, I don't see any reason why they wouldn't work together. Just make sure that the modules are placed lower in the load order. The only potential conflict I see is with the Econ module adjusting vendor caps and that's only if TTW replaced the vanilla levelled lists, which I think is unlikely. I would still wait until you leave Vault 101 to initialize the Actor's module with the inventory tool. That is unless you're nearing level 2, since some of the options are exclusive to 1st level characters.
    2. User_61058416
      User_61058416
      • account closed
      • 1 kudos
      Great thanks!
  4. User_19680724
    User_19680724
    • account closed
    • 0 kudos
    Is this compatible with JSawyer Ultimate? Would love to run this alongside it.
    1. ColBashar
      ColBashar
      • member
      • 40 kudos
      I still play with the original jSawyer and have never used Ultimate so I'm afraid I couldn't tell you for certain. It depends on how Ultimate applies its game settings. Which modules were you planning on installing? I can take a look and give you a more precise answer.
    2. User_19680724
      User_19680724
      • account closed
      • 0 kudos
      Probably Actor, Repair and Survival (maybe XP). JSUE has a lot of scripting which made the comparison difficult for me. Thanks for the help.
    3. ColBashar
      ColBashar
      • member
      • 40 kudos
      So I've taken a look at jSawyer Ultimate. I only see a few issues. Both JSU and the Actor's Module change the number of levels you have to progress to earn a perk; however, as long as you set both mods to the same value then it won't be a problem. Nevertheless, I'll add an option to disable this feature in future editions.

      As it stands, JSU overwrites game settings essential to the XP Module, making them incompatible in their out-of-the-box state. If you're comfortable using the GECK, though, I can talk you through editing JSU so that it will be compatible with the XP Module without affecting your old saves.

      Otherwise, no problems jumped out at me. I didn't do any deep testing, though, so if you encounter any issues that are out of place or don't conform to the mod description, let me know and I'll take a closer look.
    4. User_19680724
      User_19680724
      • account closed
      • 0 kudos
      That's great, really appreciate you being so helpful.
      Just discovered all your mods and am slowly integrating a lot of them into my mod list.
      Fantastic work!
  5. Hackbrah
    Hackbrah
    • member
    • 4 kudos
    The "Survival" module is a hidden gem. It work even better when you have your game set up with a mod to not take damage unless attacked with something larger than your DT. This combo makes it so you only bleed when something penetrated your armor and was able to go through your body, which being crippled would indicate. Other bleeding mods made you bleed regardless if your DT showed the your armor protected your bare skin from damage or you use a stimpac. The only thing i would want from it was an option to be able to change how much player/npc bleed like -1hp for every 1 or 2 seconds.
    1. ColBashar
      ColBashar
      • member
      • 40 kudos
      Thank you. I'm glad you're enjoying it. You can change the rate you take damage from bleeding by adjusting the "Bleed Damage Mult" setting in the MCM menu. It's not as straightforward as n hp/sec because the damage scale slopes based on your current health. The intention is to weaken the character, making it costly to maintain full health, while still giving them time to find a doctor. To give you some scale, though, a wound typically deals shy of 5 hp per minute. So if your character has 150 hp and is at full health, it would take a little over a half hour to die. Torso wounds deal double damage so it would take only 15 minutes if bleeding from the torso.

      NPCs do not receive bleed damage since it's not intended to be a combat mechanic and it would eat up more CPU cycles to poll every NPC you engage. Interesting idea, though.
    2. Hackbrah
      Hackbrah
      • member
      • 4 kudos
      I swear Npc's received bleed damage when crippled. I used the "B.L.I.N.D" mod to see the health and whatever damage NPC's get and they would loss 1 hp like around every 8 seconds. I was looking forward to using this mod as a replacer to the "Bleed" mod as far as making npc's take bleed damage, since that mod lacked MCM options like stimpac stopping bleeding and made bleed damage happen regardless if you're DT blocked it.
    3. ColBashar
      ColBashar
      • member
      • 40 kudos
      I like the concept. It's in accordance with my style of play. And it's certainly possible. The questions is whether or not its worth implementing. There's a few considerations to take in to account. For instance, it might make the game too deadly for friendly NPCs, since there's no out-of-the-box way for them to heal limbs. I could see Paladin Hoss or Sgt McGee easily dying from this. I'll look in to it, though, whenever I get back to modding FNV.
    4. Hackbrah
      Hackbrah
      • member
      • 4 kudos
      You could always make friendly npc's use stimpacks, which would stop the bleeding for them permanently or raise the DT for specific characters to 35 or above(DT is already low enough for many armors), and then have it where you don't do any damage unless you do damage over there DT. The system isn't perfect the way I have it set up, but it works for the most part especially since I've done a less realistic playthrough and have already done many quests. I edited "Bleed" to do 15 seconds of -1hp every time they get shot, but couldn't find a way to change the script to make stimpacks stop bleeding. I use the AI mod that makes Npc's be able to heal themselves with stimpack, so I wanted it to tie them together. Saving Mcgee wasn't hard, since it's less about bullet sponges and more about you using tactics to shoot the enemy group a couple of shots before they shoot you.
  6. CodyME
    CodyME
    • member
    • 3 kudos
    Is "Project Nevada" compatible with this mod? Also; you said on the "eidosgames" forums that this mod has augmentations in it. Is this true?
    1. ColBashar
      ColBashar
      • member
      • 40 kudos
      The current version no longer has the "augmentations" because it contained a mystery bug that I couldn't fix. So what's up now is a stripped down version with a number of features, specifically anything that was perk-based such as the augs, removed. You can still try out the old version, which is available in the files tab, but I can't guarantee that you won't eventually run into a CTD about six hours into play.

      As for Project Nevada, I don't use it, myself so the best I can say is that I haven't yet received any bug reports that would imply incompatibility. Bear in mind also that the mod has four separate parts, each of which can be used independently so you can pick and choose which ones you like to use.

      This was my first mod for New Vegas and I learned as lot as I went. While it's not as well designed as it would be if I were to rebuild it today, it's worth noting that I still keep this mod loaded when I play FNV.
    2. CodyME
      CodyME
      • member
      • 3 kudos
      I hope you do try to bring Deus Ex style Augmentations back into the game. Either as a part of this mod or a separate thing on it's own. I love Deus Ex so I would really enjoy to have it's elements in Fallout.
    3. ArlenArlentheMartyr341
      ArlenArlentheMartyr341
      • member
      • 0 kudos
      As far as I'm aware of, Project Nevada causes this mod to not work, but I'm going to test it further.
    4. ColBashar
      ColBashar
      • member
      • 40 kudos
      @ArlenArlentheMartyr341
      What feature in which module isn't working for you?
  7. bacontologist
    bacontologist
    • member
    • 0 kudos
    Will anything unpredictable occur if I merge all of the modules into a single plugin?
    1. ColBashar
      ColBashar
      • member
      • 40 kudos
      No, that should work fine. The modules are only separated to allow players to pick the options they want to install.
  8. Howlat
    Howlat
    • member
    • 1 kudos
    Do you ever think you are going to be able to post those traits again?? Thats really what drew me to the mod initially, I would really really like to have those in my game, it would make things much more interesting.
    1. ColBashar
      ColBashar
      • member
      • 40 kudos
      I don't plan on rebuilding the mod fully because of the mystery bug that was causing crashes. Were you interested in the advanced or the basic traits? If there are some basic traits that you liked, I could put them together in a small package and upload it. The advanced ones like Replicant and Vampire I don't have any plans on picking up again.

      To be honest this mod has been put on the shelf because the time that I do dedicate to FNV is spent on the Cover Stealth mod plus two others that are under construction. Knowing that there's actual -interest-, though, I don't mind taking a look at this mod again. If there's a specific trait, perk, or ability that you want to see restored, let me know and I'll give it priority.

      Bear in mind that some features originally published in the Roleplayer's Mod have been adopted elsewhere. The Aim to Please perk, for instance, is the feature of a mod that I will soon release. SHODAN Showdown has been more or less replaced by the Repair module downloadable in v1.03 of the Roleplayer's mod, and you can adjust lethality as well as some other damage related settings in my Cover Stealth mod.
    2. Howlat
      Howlat
      • member
      • 1 kudos
      Awesome! I appreciate the reply. And Yes I was interested in the Insomniac and the pacifistic traits. They both seem interesting to me, and I really hate the god like character that is made, even with traits. I never feel human. If you could that would be awesome. Seems like a mod of really awesome potential. But I can understand taking up other work.
    3. Onikitsune
      Onikitsune
      • premium
      • 5 kudos
      This is a major shame. I would LOVE to play as a replicant. Most mods that feature some form of robot race tend to freak out TTW. That feature alone would make me the happiest gamer in history.
  9. beholdersi
    beholdersi
    • BANNED
    • 1 kudos
    I'm having issues with the nonlethal weapons. They dont seem to be doing anything; I bludgeoned someone with the blackjack till my finger got sore and they go unconcious, ditto with the dart gun and stun grenade. Though, the stun grenade does seem to work just fine on me x.x
    1. ColBashar
      ColBashar
      • member
      • 40 kudos
      Interesting that it would affect you but not the enemy. Are you by any chance using stun weapons on non-humans? Super Mutants get a minor resistance to stun effects while other creatures get a major resistance. Bots and turrets are completely immune. So if you're trying to stun a Deathclaw that's... probably not going to work out in your favour. Maybe that's something I should consider changing but at the time I felt that stun weapons would be too powerful if they affected creatures.

      Assuming that you're hitting human targets, though, and the stun effect still isn't working, I'd like you to check some things out for me in-game.
      1) Load up your saved game and press the tilde key "~" to open up the console.
      2) Type in the console "GetGameSetting fAVDNPCFatigueBase" without the quotes and hit Enter.
      3) Repeat step 2 three times but respectively replace the second parameter with "fMinFatigue", "fAVDNPCFatigueEnduranceMult" and "fAVDNPCFatigueLevelMult", again without quotes.
      4) Reply here with the responses you get for each game value.

      The Stun effect was designed to scale according to any other mods that you have installed; however, that also makes it possible for another mod to glitch this one. If that's the case then I'll have to write in a workaround.

      Addendum: One other game setting to check: "fADVNPCFatigueBase"
  10. TheEldersScrollsMaster
    TheEldersScrollsMaster
    • member
    • 0 kudos
    Im kindv confused with the inflation system not sure which to pick. This probaley sounds really dumb... but please tell me the vendors don't have much caps anymore.
    1. ColBashar
      ColBashar
      • member
      • 40 kudos
      The change that the Econ module makes to the number of caps in a vendor's inventory is based on two things: 1) the Barter skill of your character and 2) the "inflation" factor you set when the mod initializes. So you get to decide when initializing the mod whether or not vendors will have more or fewer caps than in the vanilla game. Choosing 10% means that most vendors will have far fewer caps compared to the vanilla game while choosing 150% means that vendors will tend to have more caps, if you have a high Barter skill.

      If you ever feel that you want to change the "inflation" rate after you've set it then you can safely unload the esp, make a clean save, and the initialize it again. There's no penalty or downside to doing that.

      Bear in mind that if you initialize the mod and your game is already in progress, it will take as many as three days for the inventories of any vendors you have already visited to reset. So you might not see a change right away.
    2. TheEldersScrollsMaster
      TheEldersScrollsMaster
      • member
      • 0 kudos
      Great thank you, great mod.