Fallout New Vegas
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Drithius

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drithius

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20 comments

  1. SNIPD
    SNIPD
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    • 18 kudos
    many thanks drithius! kudos!
  2. jedp15
    jedp15
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    • 24 kudos
    Extra options just had an update so wondering if your fixes are still needed?
    1. drithius
      drithius
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      From what I saw, I think Roy has incorporated all my Rebalance Complete changes into the Extra Options update. So, if you're using Rebalance Complete, then this update is now redundant.

      However, if you're only using the standalone Project Nevada package without Extra Options, this is still necessary/recommended.
  3. lorca1
    lorca1
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    One thing I've noticed in the default PN Rebalance menu(I don't know if this is a PN glitch) is that in the Loot Rarity section, in the Ammo settings, the "Spawn Chance, Common" says 25% but the Default estates 75% for both Vanilla and PN. Also, the "Spawn Chance, Very Rare" estates 75% but the Default says 25% for both Vanilla and PN. This is the only section that has a contradicting info numbers while the other sections have the right numbers displayed.

    Does this mod fixes this apparent glitch?


    EDIT: I searched for an answer at the Nexus forums and indeed all this is an info mistake by PN. The answer given there was:

    "I got the same values there and i guess they are wrong (premade). The correct values are those who are mentioned "flyover". So if people wanna have the correct values they have to change them manually.
    Or if you are using PN Extra Options and choose a preset then the values are correct. For example: If you choose the preset PN default then the values are the correct ones. From there on you can start to configure the settings again."

  4. BralorMarr
    BralorMarr
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    I have a question/suggestion: One of the big difference between FWE and PN is the low price of armor and weapon which completely regulates the economy around completing quests or selling consumable to raise caps in the former. I think this was the right way, because one can imagine that in such an environment, the most difficult thing to find is not weapons and armors but bodies to fill them. It also pretty much fixes the economy since guns and armor is pretty much always the most common commodity. However, most rebalance mod (all the FO:NV I know about) "try" to fix the game economy by increasing the sell/buy multiplier ratio. I don't think it fixes the economy at all: it breaks it entirely and ruin the game (for me anyway) because you now have to run around with tons of crap just to buy a overexpensive common item you need to craft something trivial. Lowering the cost of weapons and armors (and having fairer trade) facilitate buying and selling and doesn't enforce being pack mule as the only viable option. So my question is this: since this called a rebalance, fixes and addition, any plan on bringing back this feature from FWE?
    Note that I understand the difficulty with this type of rebalance which is that most new items will follow the vanilla "guidelines" so the only viable solution are a reproccer or dynamically modifying values via scripts according to the type of item and stats. Otherwise this leads to a lot of incompatibility and inconsistencies.
    1. drithius
      drithius
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      Thanks for the suggestion, but it doesn't really fit in with the intentions of this patch. Any changes I've done here have been in the same vein as changes already started with the base Rebalance module(s). I've just filled in the gaps and corrected obvious mistakes.

      As to your idea, though, it would make for an interesting "Rebalance Rebalanced" patch... but, any such patch would be introducing an FWE characteristic that made it an absolute pain in the ass to work with behind the scenes: compatibility with any and all other mods. I don't believe there's anything even resembling Skyrim's ReProccer on the FNV side of things, so dynamically created patches changing data across all installed mods' equipment is not possible. At least as far as I know.
  5. Leagueplayer
    Leagueplayer
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    Is it just me, or does the mod description look a little... off?
    1. drithius
      drithius
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      HAH!
      Damnit...

      ...fixed now. Let that be a lesson, don't leave browser tabs up pointed at other mods while uploading a different one.
  6. mm137
    mm137
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    Wow, I always wondered about this! Good catch, definitely giving this a shot.
  7. lKocMoHaBTl
    lKocMoHaBTl
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    • 545 kudos
    definitely must have! Thanks Drithius
  8. omaroni
    omaroni
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    • 0 kudos
    Thank you
  9. Raygereio
    Raygereio
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    <blockquote class="ipsBlockquote">In some instances, the variable you set in the MCM window is actually having the opposite intended effect on droprates. For example, instead of decreasing something's chances from 50% to 30%, you would actually be increasing it from 50% to 70%</blockquote>You might want to double check this.
    The variable this sets in the LeveledItem lists is "Chance None". Which is the chance an item <em>won't</em> spawn.
    If you want to have a 100% chance of the items in the list spawning, then it needs to be set at 0. Likewise if you want to have no items spawn, then you set it at 100.
    1. drithius
      drithius
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      I'm really quite aware of this. Check the picture for examples on what's fixed.
    2. Raygereio
      Raygereio
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      Oh, woops. I figured you thought "Hey, if I set this value to 70, shouldn't it pass that 70 directly to the list?".
      Well, that's why I shouldn't post before I've had my morning coffee and am able to check things properly. Sorry.
  10. corlagon37
    corlagon37
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    Thanks, with FNVedit and FO3plugin I was able to add this to my load order no problem. No need to have it as a separate esp.
    1. drithius
      drithius
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      Yep, you can also easily merge it with WryeFlash. Have fun.