Fallout New Vegas
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Roy Batty - Puppettron

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RoyBatterian

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  1. RoyBatterian
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    The mod is made somewhat in the spirit of Realistic Weapon Damage.

    It's been tested for about 6 months now by members of the TTW community. Some tweaks have been made to some of the more annoying knockdowns and Nuke radius.

    It does NOT cause crashes in DLC's like RWD did.

    Q) Will I make a version for New Vegas?

    A) Maybe, but it will require all DLC's as I don't care to maintain multiple versions.

    Q) I don't like the changes you did, will you change X?

    A) Nope, you can though.

    Q) This mod {insert bitching here} !

    A) Uninstall, Unendorse.

    Q) Why do I die so easily?

    A) Changes are both ways, thems the breaks.

    Q) Why are you such a dick?

    A) Mom may have dropped me on my head and I developed daddy issues and a alcohol/drug problem in my younger days.

    Q) Are you serious?

    A) Maybe, maybe not.

    Q) Are you trying to copy Someguy's FAQ style?

    A) No, I'm paying homage to him because he's a funny mofo.

    Q) Do you like Al Chestbreach?

    A) Do you have to poop?

    Q) Who is Puppettron?

    A) He's an assassin droid.
  2. Puppettron
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    1.1 update:

    added Bleed, Melt, and Burning DOTs for firearms and energy weapons.
  3. Puppettron
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    REMINDER:

    1.3+ version are using newer functions in JIP LN NVSE, you will need to update to the most current version for things to work properly.
  4. Crashkjlhtrds
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    I got hit with a grenade and it crippled all my limbs, before it even exploded. I had full health on every limb
    1. RoyBatterian
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      That's a weird bug, I only usually get that with the reavers tho.
  5. skitter123
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    Is this suppose to not have an MCM menu? Your Q&A tells me to change things if I dont like it but without a MCM menu or even a ini file how am I suppose to do that? Am I suppose to alter the code of the mod?
    1. RoyBatterian
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      Yes, alter the mod directly for your own use.
  6. SPITSPHIRE
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    Playing in dc currently at around level 35 and I have some concerns regarding feral ghoul reavers, specifically the goo bombs they toss.

    Every single time i get hit by one of them i instantly have every single body part crippled, even through power armor (t-51b) and having adamantane skeleton perk.
    Is this intended?

    Maybe i'm just misremembering/misinformed, but i could have sworn at one point either TTW or this mod had flat out removed their goo bomb abilities entirely due to balance issues.
    1. RoyBatterian
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      Goo bombs were removed from old TTW (like 2.x) and reavers were replaced with the NV versions.

      The behavior is intended in this mod.
  7. chrismanjak
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    Hi is this mod compatible with Fatigue Overhaul - Non-Lethal and Pacifism Redone?
    Because that mod also adds fatigue damage to blunt weapons… compatible?
    1. RoyBatterian
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      I doubt it.
  8. Leadrainpbh20
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    Should this be used alongside Sawyerbatty TTW?
    1. RoyBatterian
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      I do, and ROOG.
    2. jokerforelife321
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      What order do you have them in ?
    3. Leadrainpbh20
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      I place this lower so all of its effects are sure to work. 

      SB is highest followed by ROOG then the patch iirc. Then bleed and Burn mods and patches. 
  9. sporkion2
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    Your mods are always the best Roy. I made my own edits on the esp to remove the body parts data as I already use damage buff mods which would make combat too quick if I also use BLEED TTW on top, which means I only use the scripted part of your mod. I'm curious as to how much DOT your mod inflicts on Actors. Is it by percentage or by flat amounts? I don't know how to use GECK so I have no way to read your script. I'm very satisfied with the mod btw, I'm just curious. 
    1. RoyBatterian
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      Depends on if its a critical hit or not.
    2. sporkion2
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      Wow, that's actually better than I thought. I would assume that normal damage inflicts flat DOT while criticals inflict percent DOT then. That explains how sometimes, the DOT on my character is horrendous even when I'm on buffout while most times, the DOT is manageable using normal stimpacks. When enemies inflict critical on me, I automatically chug stimpacks, super stimpacks, and obese-person consumption level of food and other healing items. It keeps the combat lethal and critical-related perks very relevant. I'm now glad I took that perk from another mod that reduces my crit and enemy crit chances by half. Thanks for the mod! 
  10. Drukqqs
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    I've been using this mod for regular NV for a long while and never really updated it, so I didn't really take a look at the description too much now that I'm installing TTW, I just plugged and play. I have to ask though... Was something about the explosive knockback changed? Because I remember BLEED in my original NV runs always causing knockbacks on explosions which was pretty fkn destructive, but I'm trying it out right now and it doesn't seem to do that anymore. I don't see anything in the descriptions that says this was changed? Tried it on myself, didn't knock me off my feet like it used to, tried it on some cazadors and didn't knock them down either. Not sure if I did something wrong with the installation.

    Edit: I see the changelog says something knockdown effects were changed. Which are those? I used the mercenary grenade rifle for testing

    Edit 2: Now looking at the FNVedit numbers and comparing it to my old Bleed esp, I can see that yes, indeed, a lot of explosions have had their knockback effects from "always" to "by formula" - I have no idea what that formula is, but I guess that's good to know lol. I hope at some point a more developed script for explosions can be made so that armor can affect it - I feel like explosives always knocking back lighter targets like humans makes sense, while staying put makes sense for Power Armor users (ESPECIALLY with Titans of the New West 2.0) or Super Mutants. Except against the nuke-type explosions, of course.
    1. RoyBatterian
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      By formula should already do that, it's RNG and should take armor (light, medium heavy) into account.
    2. Leadrainpbh20
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      are you running ragdolls too? Cause that will make them soar with small adjustment. 
  11. Mrmemarino
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    Apparently this mod and the BURN mod got removed from the Wasteland Survival Guide, any idea why?
    1. RoyBatterian
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      No idea, use what you want.
  12. FalloutBoomer1
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    Can you make heads use the same mesh as the body so wounds appear? 
    1. RoyBatterian
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      This mod doesn't do that kind of thing.

      Using connected heads is not how this engine works, it would break lipsync, facegen and dismemberment.
  13. MikeMathes
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    The giant supermutants like the one at Galaxy News are now not challenging anymore.  This doesnt seem properly balanced to me.  They keep getting stunned or something.  I want to use this mod but it is ruining my game.  Please tell me how to fix this so i can use your mod.  
    1. RoyBatterian
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      They never were if you ask me, but I did fix at some point that Behemoths could not be knocked down or stunned anymore. So I suspect another mod may be messing with the formlist for that somehow.