Fallout New Vegas

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  1. MountAndBladePlayer
    MountAndBladePlayer
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    I cant set cells to safe. what am i doing wrong?
  2. Setiren
    Setiren
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    Ahh, nothing like a mod where food items that have literally remained just fine for 200 years go stale in 4 and a half hours and getting hit by a single bullet can destroy your entire miscellaneous section in your inventory.

    Review: I want to include a legitimate warning for people who decide to play this mod in the future that it's balancing is non-existent. I'm not kidding when I say that on the medium setting for it's "Item Degradation" module, I was hit for less than a third of my health by a fire ant and lost 2000 of my 2200 caps I had at the time.

    It doesn't really make the game for difficult, but it makes it significantly more frustrating and forces you to inevitably play the old, time,tested, unbreakable meta of grabbing a high-powered .308 rifle (and later a .50mg) and picking enemies off from 20 miles away (and of course tagging the Speech skill, because combat loses all of its excitement in this mod), because scraping your knee is enough to destroy 90% of your inventory. Ultimately, it forces the cheapest, gamey-ist" strategies out of the player, because it takes the direction of its design to a literal comical extreme. Mods of the past like Arwen's or Imp's attempted something similar (eventually, both of them falling quite out of favor due to how incompatible their hardcore needs changes ended up being with any mod adding food items and the like), but this one takes its extreme much farther in almost the opposite direction.

    Whereas those two mods attempted to drastically increase the number of hardcore stats you need to juggle and try to coerce you into varying up their diet with different types of foods, this mod aims to create so much artificial scarcity that you won't have any resources in the entire game world. Sadly, it kind of succeeds with this goal. Items that remained absolutely fine in the Fallout universe for 100 or more years evaporate in your hands, every stray bullet that hits you causes you to open your inventory in the desperate hope that you didn't just lose every single piece of ammunition and stimpack you had, and any joy you would've had in the game will probably be dashed very quickly, even with the Item Degradation module on its absolute lowest setting.

    I felt the need for the rare occasion of me posting a comment/little review as a warning of this for good reason: this is the rare occurrence of a mod so poorly balanced that I actually had to completely start a new game because of it. During a single fight, I lost 2000+ caps, 700+ rounds, almost all of my food, 3 weapons, all of my healing items, and, probably worst of all just due to their rarity, more than 50 bobby pins. I play with JSawyer Ultimate on Very Hard too, so this occurred from me only being injured a total of 2-3 times in the entire fight (because any more than that and I'd probably have died anyway). The other modules on the mod are fine, but the Item Degradation one can irreparably destroy your game file with its artificial scarcity and debilitating levels of punishment for every action you do.
    1. 45AARP
      45AARP
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      I'll agree that the default rate of damage and decay is far too high, but If you spent as long typing your blog as you did reading the instructions, you'd have realized by the first paragraph that this mod is completely configurable and you can adjust or outright disable the rate of damage/decay.
    2. Makron8
      Makron8
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      Indeed. In fact, you literally have to open the pause menu and enable/disable any effect through the MCM. No editing INIs, just open the pause menu.

      I will of course agree that some things are by default pretty rough (For example, the refrigerator runs out of energy cells far too quickly even on the lowest setting), but if item scarcity is really a concern, you can also tune the In-Game economy to produce more of whatever specific item you can't find (Or make it less prohibitively expensive). That is the actual goal of this mod in the first place.
    3. Setiren
      Setiren
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      "... even with the Item Degradation module on its absolute lowest setting." ~ me, Cara, very clearly having altered the settings

      Or maybe if you decided to read my "blog" in the first place, you'd know that I lowered the settings. If you get hit by fire, for instance, the settings really cease to matter. If you have that module on (which is really the only reason for putting the mod on, you can find enough of an Economy change by using something like PushTheWinButton's Economy Overhaul), then the number of ticks the degradation does for even the slightest bit of damage will destroy things to a legitimately comical degree.
    4. Makron8
      Makron8
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      You're mixing and matching difficulty mods and yet you go so far as to "warn" users that the mod is too poorly balanced.
      If your statement wasn't so given to hyperbole, then maybe I would take your opinion more objectively.

      I can't speak for anyone else, but I was personally giving my own criticism of one specific aspect that I felt was lacking from the mod. However, no mod is perfect and it should be noted if there are any flaws with the fundamental design that interfere with utility of the user. That said, I wholly disagree with your assessment, and the way you've gone about voicing it is at the very least antagonistic to the mod maker and unnecessarily injurious to someone else's hard work.

      This is especially an issue with me and no doubt quite a few other people who have had nothing but a positive experience with the mod since you didn't do the research to come to the more sober conclusion that this is the case of a mod conflict among your slew of difficulty mods and not the result of this being a fundamentally "unbalanced" mod.
    5. Setiren
      Setiren
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      My "slew" of difficulty mods? I have 3 Jsawyer, Economy Overhaul and Unfound Loot (the enhanced one that was built as a standalone), and the "one specific asset" is the most focused portion of the mod with several sections dedicated exclusively to it in the MCM window. I haven't been antagonistic - I've said nothing about the mod maker and made it very clear that I posted my initial comment as a warning, because the argument of it being "one small portion of the mod (even though it's, you know, the majority of the mod, but whatever) doesn't work anyway when it's the primary advertised function of the mod.

      You are directly attacking me and making assumptions of my mod list. I'm a frequent modder for several games (predominantly with several groups for Hearts of Iron 4 and Total War Three Kingdoms) and a legitimate coder. I go through the trouble of hand cleaning and extensively testing the compatibility of mods before I even turn the game on the first time. I'm well aware that there were no compatibility problems (as long as I kept the Unfound Loot unticked, which I did) between the mods that I had on. Maybe you should go about actually looking at the mods and doing some research beforehand before you start pretending to know what you're talking about.
    6. Makron8
      Makron8
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      It's legitimately impossible for me to see your mod list. All you mentioned was JSawyers, and not everyone knows exactly what level of difficulty or settings that is entails.
      I don't know you personally, nor would I presume to attack you in such a way as that inevitably ruins an argument.

      All I have to go on is what you've written, and as it stands you claim the mod is unbalanced. However, your claim of loss regarding the 20000+ caps and 700+ rounds as well as your food and weapons can be completely negated if you disable specific features.


      For example, there is a default level of time-based degradation which can be either fully disabled or negated to a reasonable degree with a "0.02" setting.
      If you are concerned about losing caps, well in the real world, bottle caps forged from steel won't rust in your pocket until at least several years, so you can disable money degrading at all.

      You can specify food to be hit significantly less by setting its degradation in Global settings to a lower level than whatever else you would prefer to see less of, such as perhaps ammo. (Personally I keep food at a higher degree than most, since food generally spoils the fastest and would logically be affected by jolts or by being submerged)

      The degradation even operates on a curve, so the process to keep things fair is to first tweak the environmental settings like Combat, Fire, Electricity, Water Damage due to diving underwater, and even Environment if you're using a weather mod. After you're satisfied with the results or feel things are too easy. After that point, if things seem too punishing, then you lower the global degradation to compensate (Technically, the most effective way to lower the brutality of degradation is to lower the Globals first)

      I have been in countless rounds of combat, swam underwater, was lit on fire, blown up, and fell more times than I can count ingame, and all I lost was the maximum of 20 items.
    7. xseif1
      xseif1
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      I don't want to be annoying or anything but this guy is absolutely correct, I'm not a hardcore player, I like challenges but not to the point of wanting to remove the mod because of how hard it is
      I even set it on the lowest possible settings and I still lost a lot if I get hit one or two times

      If I want a fun mod that doesn't make the game very frustrating I'd get enconomy overhaul. 
    8. SNIPD
      SNIPD
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      Kudos to you Makron8, you're what the Nexus community is all about, thank you for supporting the mod author and bringing rationality to the table of trolls :).
    9. tarakotik
      tarakotik
      • BANNED
      • 8 kudos
      "trolls"? how exactly was the guy a "troll"? why must people always be supportive of the mod authors, whether or not they enjoy/ed the mod?
    10. Makron8
      Makron8
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      Indeed. I was just trying to clarify whether or not the complaints were addressed by the mod already. A "Troll" is by definition someone with no interest in the well-being of the mod or in fact in improving it; they are simply interested in causing as much of a public reaction as possible. I never read that kind of outright hostility so much as an unreasonable judgement of the mod's features. 

      My interest is in protecting the mod from *Undue* criticism, that is criticism that is perceived or caused by external factors which skew the author's perception. No mod should be shielded from all criticism, or nothing will be improved.

      That said, I appreciate the support. I believe everyone should at least try this mod and make a decision for themselves rather than avoiding it based on some negative feedback.
    11. oblivious12123
      oblivious12123
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      I find it quite funny that you're being attacked for sharing your experience with your mod. "Just turn the module off bro!" well, of course you can, but sharing your experience with it isn't wrong. I found this comment to contain useful insight that has probably saved me a bit of headache because I'd have a similar reaction to the experience. 
  3. Rambosturkey
    Rambosturkey
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    will it save it setting for all playthroughs ?
    1. NineCoronas
      NineCoronas
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      not sure if there's a way to do this or not but it does not retain settings between playthroughts
  4. hjhoang2512
    hjhoang2512
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    This mod turned my game from Fallout New Vegas to Fallout Ohio. Very challenging, but i liked it.
  5. birama2203
    birama2203
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    Kinda a good mod, but sometime when you doing a quest.
    the quest item was nowhere to be found, it was kinda annoying i need to disable loot founder stuff and need to restart my whole quest again.
  6. JoeOMFG
    JoeOMFG
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    Hey y'all's! After installing and testing the latest TWE release I decided it wasn't my cup of tea and uninstalled it. Just jumped back into NV and found out that I'm still getting spoiled food in my inventory. 

    For the record I 'dirty uninstalled' TWE: meaning I just disabled and deleted it from my mod manager. Is there any fix for that?

    EDIT: whoops. Just found out that that's a feature of IMCN. Feel free to ignore/delete this post lol
  7. Kingbot
    Kingbot
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    I've been playing this mod alongside the loot menu for new vegas mod and there's an interaction bug between the two that actually gives the game a lot of interesting depth. So with that mod installed, you're able to see all of the items containers and corpses have before this mod takes them away. If you look away or take 1 item from the container or corpse all of the rest of the items are subtracted appropriately. While not keeping in tone of realism and making this mod a bit easier, I think this actually makes the game better as a whole. First of all, the player has some control of the loot and makes you really think about your choices instead of blindly picking everything up, you have to make a decision based on what you need, not exactly what you want. A new powerful gun that's at low durability might be tempting, but maybe you see a mod for a current gun that you use, or maybe you think you're better off with taking a gun to repair your own. Maybe you're so desperate for ammo/stim packs that you opt not taking better armor just to survive for now. Second, looking at a corpse/container and looking away means you don't get to pick anything, this really punishes players that want to loot while in combat as you need to make sure you're in a safe position to consider your options and choose wisely as even getting shot or melee'd can break your LOS from the menu and you get nothing. 

    I'll be the first one to admit that this does make this mod easier as being able to pick 1 item is better than not being able to pick anything, but I'll be lying if i said this wasn't way more fun and engaging than just looting every corpse having 80% of the items missing.
  8. fays7474
    fays7474
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    How do I disable PN unfound loot? (using mod organiser 2)
    1. Makron8
      Makron8
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      To disable the Unfound Loot feature from this mod, open the MCM while in game and set Unfound Loot EX to "Disabled"
      PN Unfound Loot is a different mod though, I think.
  9. SebaselChido911
    SebaselChido911
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    THIS IS COMPATIBLE WITH ECONOMY OVERHAUL??????????????'
  10. akoako26
    akoako26
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    I'm using this mod with TTW and it's been working fine but today I noticed that the prices of weapons added by Gun Runners' Arsenal (with the GRA suffix) are not being reduced accordingly with other weapons. Anyone else have this issue or know how to fix it? Cheers.