2824 comments

  1. NO9602
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    when ever i install the mod its saying im missing "fixy crap ue.esp" i cant find that anywhere on this mod help plz
    1. nexusher666
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      This.
  2. dragon21415
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    I want to change the carrying weight, where exactly is it?
  3. rknowj
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    I thought this mod added damage resistance to all armors? I think I got it mixed up
  4. Rodrii98Nexus
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    Hi, Push. I would like to know if I can install this mod after following the 'Viva New Vegas' guide?
    1. TralalalaKuku
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      vnv uses its own jsawyer fork, lone star, so there is no point to using both mods. you can switch lone star with jsue, but for that you would need to install all the patches for other mods you use on your own.
  5. JackHill2281
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    Hi, Push. First of all, I want to thank you for all you efforts you made and continue making for this mod. For me, JSUE will always be the most interesting way to play (my favourite) game, because it fits FNV's game design just perfectly. Still, it got some ambiguous moments I want to wright about.

    Well, this mod still not perfect. Just refresh your memory about deranged bright followers and you'll know what i mean. Like, what was the purpose of placing such strong enemies for a low-level character? They don't even have any lore background. By the way, thank you for possibility to disable them.

    Same goes with (IMHO) merging GRA stuff like katanas, which player can obtain from raiders at early levels (yeah, we are talking about a high tier and nearly OP weapon for melee build), and 5.56 pistols, which in practice are almost completely crowding out 10mm pistols in raider weapon lists. Same with courier's stash, which locations doesn't make much sense. For example - nearly OP lighweight metal armor near Nipton (I noticed that I always pick it up in my playthroughs, and only now I understand why; it completely destroys a choice between leather and metal armor that early game provides to the player, maybe it'll be better desicion to add it and other courier's stash to some vendor, i don't know). But it still not the main thing I want to talk about. It's weapon balance.

    Recently I had nothing-to-do moment and I decided to check vanilla weapon balance (just for interest... yes, I will say it first - I'm a nerd). And I find it surprisingly good. Like, do you ever notice than This Machine is actually (in stats meaning) better version of service rifle, rather than a replacement of hunting rifle? Or that the assault carbine is actually a SMG with the privilege of using armor-piercing bullets? It still have issues, especially in melee and barehanded, like overpowered "Chance's knife" and "Love and Hate". But this is exeption rather than a rule. And what Jsawyer do - is ruining some of this balance.

    Take laser and plasma rivalry for example. Laser rifle has: low spread, possibility to install scope, less AP for VATS and low caps value. Plasma rifle has: more damage from single projectile, high crit chance and crit damage, but higher caps value. Damage per second is almost same. Also, plasma rifle will give more damage in general (single shot damage * durability), despite being less durable than laser analogy. Perfect balance, if you ask me, and it very intuitive to understand.
    And what Jsawyer do - is giving laser rifles more damage per projectile and more durability, making it a "workhorse" in energy weapon class, while still being cheap, and an obvious choice between laser and plasma. Why?

    Another case is giving .22LR pistol increased critical damage. Like, in vanilla, there is a very specific weapon called "Abilene Kid LE BB gun" which have 1.5 crit multiplier and can do 70 points of crit damage. And now, with Jsayer installed, .22LR pistol have 3 crit multiplier and can do 30 points of crit damage, depriving (unique!!!) Abilene Kid gun from it's only function and making it absolutely pointless.

    And final (but not the last in general) case is about giving 9mm pistol more damage, making it basic damage per second from 50 to 56. It makes it, one of the cheapiest guns of the game, do almost same damage as 10mm pistol, which ammo costs twice (!!!) more and which value is SEVEN times more than 9mm pistol. Just insane buff. Again, why Josh Sawyer did this? Maybe this changes was created after a very specific game run, who knows.

    Despite all of the above, there is (again, IMHO) two positive changes with weapons:
    1. Increasing plasma weapons projectile speed (because, why not?)
    2. Giving Tesla Cannon and its unique variant more health (Like, I always thought it was an oversight in the vanilla, because due to the extremely high repair costs of this weapons they always seamed to me as a toy guns, or, i don't know, a ferrari-class for the wasteland, but now in can provide proper competition to Gauss Rifles)

    So, I may be wrong with all of it, but this is just a result of me comparising some numbers. I mostly wrote this longread just to share my thoughts, maybe I'm not the one who see all this strange desicions. But don't get me wrong, I really think that Josh Sawyer one of the best modern game designers ever, and I know that he was the person who made vanilla weapon balance during the development time. 

    Actually, there is a question - can I remove this changes manually in FNVEdit? Won't it be too dificult?
    1. PushTheWinButton
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      I get your point on some of the weapon changes, but changing them isn’t really an option for me since they were part of the original mod. They’re easy to change in xEdit if you want to.

      On the Deranged Bright Followers I also agree with you. This is one of multiple examples in JSawyer where the decision was just wrong. For a long time I’ve been using a different JSawyer-like mod that I made that changes this amongst several other things (like Expired Stimpaks). I never got around to releasing it.
    2. JackHill2281
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      Well, thank you for the answer, hope it wasn't much painful for a person from UK to read all my grammatic solutions ;)
      And I really hope you will find a time to release your personal Jsawyer version some day. Sure it definitely will be worth to try. And I wonder how you still don't loose your interest to this game through all this years, making new stuff, experimenting. To you, my best wishes, and good luck
  6. MrLuWu
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    as of writing this, jsawyer ultimate edition causes super mutants in TTW to not use their weapons. They will go for fist fights no matter how many weapons theyre carrying
    1. PushTheWinButton
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      Check for conflicts in xEdit.
  7. NuGt
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    Version 5.6.2 has a bug with actually starting the Honest Hearts DLC. If you exceed the maximum weight before speaking to Jed Masterson he won't give you the dialogue option to actually go to Zion after; essentially soft-locking yourself. I unloaded the mod in the same save and it worked after. 

    Thanks.
    1. PushTheWinButton
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      Thanks, I’ll fix shortly.
    2. PushTheWinButton
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      The error was actually that the objective text just wasn't updated from vanilla due to a script error. Lowering your inventory weight to the intended 50 would work.
  8. Gioffes
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    Can you make the stimpak weight thing optional in the ini, i can't pick up anything because of it pls 
  9. jeffkaos
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    I watched an older video of someone playing the original mod and noticed that there's a few differences in the beginning between that one and this one. First off, in the original mod the Classic Gear Stash (or whatever it's called) was sent to different locations in the Mojave. I started a new game with this mod yesterday and started out with both the Weathered 10mm Pistol and the Armored Vault suit. Since I'm playing Hardcore as well I didn't really mind but I was wondering if this mod dropped that or if maybe something else added it it back? Secondly, chems still have zero weight. Again I'm not sure if this is something the author redid or if there's a different mod changing this? 
    1. PushTheWinButton
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      I think you’re confused on several things. This mod does distribute the Courier’s Stash items like the original. If it isn’t doing that, then you probably have a conflict with another mod. It doesn’t add weight to chems because the original didn’t (it only adds weight for Stimpaks). However, there is an option that you can enable in the INI file that does add weight.
    2. jeffkaos
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      Thanks for the response. Looking at it, the only items I started with were the ones in the Classic Pack so maybe I'm mistaken. But honestly, I don't think it's that big of a deal and the rest of the mod is awesome. 
  10. felixew
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    Hi, is there a possibility to get a switch to remove Health/Carry Weight changes in the ini?

    I use NPC and Player Character Base Health Adjuster for Health changes and the changes to Health Calculation cause conflict.
    While the changes to NPCs work correctly, Player Health is confliciting, due to the fAVDHealthEnduranceOffset changes.

    For example i set up the Base Health to 50 for everyone and then add 10 per Endurance, so player should start with 100 HP with 5 Endurance.
    Only with using JSUE I start with 50. Setting fAVDHealthEnduranceOffset to 0 in FNVEdit fixes the "Issue".

    As i have a workaround I dont really need it, just thought it might be helpful the next time I start a modding run and have forgotten everything.