Fallout New Vegas
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baddarkl

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  1. Bog1312
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    Does it work with Project Nevada?
    1. NuklearR4bb1t
      NuklearR4bb1t
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      you shouldn't be using project nevada in the first place, it's outdated now
  2. DarianStephens
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    Would you be interested in a potential upgrade to the 'Broad Daylight' perk? I spent a while making an extensible alternate PipBoy Light mod, with some default UV light values I pulled off the internet.
    I built it in to version 3.3 of your mod, and it's easy enough to expand or alter.

    Please let me know if this is something you might like.
    I also tried to ensure controller compatibility by using controls instead of keys, but alas I cannot test that currently.
    1. baddarkl
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      That's pretty cool. Does the fear effect only apply on the purple light?
    2. DarianStephens
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      Technically not yet, but it's extremely easy to add; just a new condition on the effect. (Although, I didn't look too far in to that. Still, so long as we can read a quest variable at some point during the process, it can be made to only work with this light active. EDIT: Nope, looks like that's all we need to do! Although, I do wonder why you can't make it a radius effect that applies to creatures nearby, instead of actively scanning? I'm sure you already tried that, though.)
      Similarly, it's very easy to make the light mode only be available when you've got the perk.

      I've also spent some time making sure it doesn't break in certain situations, such as loading a save with it on or going to an exterior (By default, the game will force the light off when going from an interior. StewieTweaks allows you to change that, and I've made sure to account for both possibilities).
      I really must thank you for having so many events for so many different things; it makes this a lot easier to work with.
      I also made the color of the light configurable in your .ini file, which was more annoying than you might think because I always forget that quests will lose their variables if they're set in the main menu before loading a game.
    3. baddarkl
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      I barely knew how to use the GECK when I originally implemented Broad Daylight, so when I found an implementation that worked I just kept it. There might be a better implementation out there that doesn't rely on a GameMode block running every frame.

      I'd be interested in having this as an optional piece.
    4. DarianStephens
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      I was trying to make the PipBoy's light effect change color as well, but that's done with vertex colors and I can't change those with scripting. I can make it vaguely purple with emissive properties, but that seems to be the extent (Unless maybe I can turn the main color off? Probably not).
      Otherwise, it's totally functional, and I just need to hook it up to the perk and its effects.

      For the fear effect, I'd wonder if we could get any inspiration from Lonesome Road's Flashbangs, which scare Tunnelers away?
      It looks a lot simpler, and is just using vanilla functions.
      Although, since it's an explosion, it likely gets automatically applied to anything hit by it. I wonder if the radius feature of magic effects is functional?
    5. baddarkl
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      The inspiration for this perk actually came from LR's flare gun. Maybe you could place a continuous explosion around the player (no sounds or vfx or damage) and then have the fear effect put on any abominations caught in the explosion, but I'm not sure that's any better performance-wise than just doing a GetRefs function every frame.
    6. DarianStephens
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      Hey, there!
      I don't know if you read your DMs, but I gave you an update on what I've been up to.

      I took a break for quite a while, but I've finally come back to do more.
      I altered Computer Whiz's Mushroom Cloud to instead be an actual option on the terminal, as a dynamically-added entry courtesy of new JohnnyGuitar functions. This means you no longer have the activation prompt when clicking on the terminal, but the option is there alongside the others after you access it.
      Currently waiting on some new functions to remove it afterwards (To keep it in line with your other perks that remove their effects if you load a save without them), but it's fully functional, and opens any number of possibilites. Skill checks, resource requirements, upgrades, anything that could be done with a terminal menu.

      I also finished my work on Broad Daylight, making it only work when the new light is on. Along with some optimizations, it also now works on a radius, rather than on every loaded abomination. Plus, the creatures actually flee now, and remain hostile, rather than kinda just sit there passively, in green on the compass.
      One thing I'm thinking of trying is a time limit for the UV light, since it feels a bit overpowered to walk through deathclaw-infested lands for unlimited time.
      If it only lasted, say, 10 seconds before it needs to recharge, you'd use it more sparingly, which could end up being really fun (It would also remind me of Dying Light, which is a plus).
    7. baddarkl
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      That's pretty awesome. I saw a message notification, but it kept giving me errors when I tried to read it. I haven't been following every new function added by JG, but adding the item storage as a regular option instead of an external menu seems preferable.
    8. DarianStephens
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      Hey! Thought I'd give you another update.
      I've added the meter to Broad Daylight, in light of my recently-gained competency with XML.
      I've also made it very configurable:
      You can control how many seconds you are able to use the light, and how many seconds it takes for it to fill up from 0.
      You can set a cooldown recharge, which is how full the bar must get for you to be able to turn the light back on after it empties. You can also just disable the meter altogether and have it be an infinite deathclaw repellent again.
      For the sake of transparency, this is what happens with the meter currently:
      Once you turn on your UV light, the meter fades in and begins draining. If the meter empties, you must wait for it to recharge a certain amount before the light can be used again. The meter will remain on-screen until it is full, then fade away.
      The visuals may not be final, but it is fully-functional, and gives you an idea for the look:

      I'm a bit iffy on the lightbulb (Probably need a less detailed one), but the idea is it'll be an active bulb most of the time, but a dark bulb when the UV light is disabled due to the cooldown mentioned above. The bulb also fades in and out with the rest of the meter, as well; you're not stuck with a bulb icon on your screen permanently.
    9. MrBlazzar
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      I know 2 year old thread etc etc Figured I'd ask if you ever got around to finishing up these edits and releasing them somewhere?
    10. DarianStephens
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      I've still got them, and play with them. No release yet, I'd still like to get permission from the author.
      I based my version on a modified .esm, and separating them out would be annoying.


      I don't know if the author is still around, because I never got a reply. I'd be willing to release it rather soon if I got permission. The only downside would be that, since it's a replacement .esm and I've made .ini changes, it would basically be completely separate from the main mod.
      It could be branded a 'revamp', though, along the lines of the recent NVB stuff?
  3. homeboy323
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    thanks, endorsed
  4. amokrun1
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    Baddarkl, not sure if you are still paying attention to this mod, but I was just wondering if you had given any more thought to applying a storage limit to the Computer Whiz perk. I really like the idea of the perk but having bottomless storage is quite game-breaking. I am looking into it but I haven't found out how to do it yet.
  5. Nymphonomicon
    Nymphonomicon
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    I was enjoying your changes until I got to the "Balanced" section.
    Not interested in anyone nerfing my beloved Heartless. Hard pass.
    1. baddarkl
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      This is why God invented FNVEdit.
  6. Spikewinters145
    Spikewinters145
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    Quick question do these perks have perk form id?
  7. deleted23590599
    deleted23590599
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    So, if this mod makes heartless only give 50% poison res, and cardiac arrest also gives you 50% poison res + other benefits, what's the point of having heartless? Heartless should give at least 70% poison res imo. Still not immune but better than having a real heart. Just a thought. 
  8. Gavinfoxx
    Gavinfoxx
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    I love the Skilled trait, and would like to see it in a mod for ONLY that -- not because it's more powerful than the books, but because it
    would allow me to not worry about, you know, needing to get skill books!

    Might that be possible??
  9. ibanix
    ibanix
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    Very interesting. Here's a few pieces of feedback:

    * Remade Trait - Skilled: I like this idea, but I wouldn't ever take the trait, as there are enough skillbooks in the mojave to make it a net loss. Reducing the bonus to just +1 point per skillbook would be a nice balance.

    * New Perk - Wasteland Gourmet: What's a "high level" food?

    * Remade Perk - Here and Now: It's not indicated, but it better be a *ton* of caps in that locker, considering the relative value of caps vs a perk, and even more so considering the high luck requirement. I would not take this perk unless it was a minimum of 5000 caps. 8000 would be better.

    * Remade Perk - Computer Whiz: Excellent idea!

    * Balanced Perk - Educated: Not a fan of the level change here. A condition like INT >= 4 would have been better.

    * Balanced Perk - Jury Rigging: Definitely not a fan of this change. Getting repair up to 90 in the base perk a big investment, and restricting this to high intelligence characters doesn't work for me thematically. You can be not super-intelligent and still a whiz at repairing things.

    * Remade Perk - Swift Learner: This is a great idea, since XP is so easy to get if you know what you're doing.

    Traits/Perks I would like to see get an overhaul:

    * Run 'n Gun - does anyone actually take this? It's fairly trivial to just stop before shooting.
    * Lead Belly: Possible contender for worst perk. One idea would be a literal "lead" belly - reducing damage to torso, or perhaps cripple chance. Second idea would be to simply reduce the rad gain for all food and drink to 0.
    * Explorer - another contender for worst perk. One idea would be increased XP per location found, but by the time you hit level 20 that starts to become silly. Fun idea, change it to trait, and make it so you have no 'unexplored' map markers on your compass... but you get a large XP bonus for found locations. Perhaps 3x or 4x.
    * Heavyweight - always felt like this was a weak perk, given that if you have high strength you already have more ability to lug around high-weight weapons. A bonus to critical chance or critical damage of high-weight melee weapons would be a nice change.
    * Sneering Imperialist / Fight the Power! - shouldn't these two be mutually exclusive?
    * OWB body part perks: Always felt like these should actually be traits, and with some kind of downsides to them... they're essentially huge bonuses with no downside, and you can choose which ones you want.
    * Roughin' It - feel like this should have a minimum number of hours of sleep to get benefit (6 hours?)
    * Built to Destroy - chosen as a trait for almost all the builds you will find online, because the 15% condition rate chance to weapons to fairly easy to mitigate. Would change to at least 30%.
    * Fast Shot / Trigger Discipline - You'll find that snipers take fast shot for a tiny loss of accuracy to a large DPS bonus, and semi-automatic weapon users take trigger discipline for increased accuracy with not as much DPS loss. This seems counterintuitive. I'd change Fast Shot to have a minimum fixed spread increase; this would penalize high-accuracy weapons users much more than fast-weapons users. For Trigger Discipline, make a minimum fixed rate-of-fire decrease, which not penalize snipers nearly as much as fast-weapon users.
    * Logan's Loophole - A problematic trait for some of the experienced players like myself who set an artificial limit of level 30 for increased challenge. Not sure what to do about that. In the spirit of Logan's Run, it might be that once you actually hit level 30, you get some sort of huge penalty, like massively decreased HP or stats. This would be interesting in forcing players to very carefully choose what they do to get XP!

    Sorry for the giant text dump, but I'm always looking for ways to make FNV more interesting.
    1. baddarkl
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      I appreciate the feedback. I haven't started any work on the next version yet, but some of this might find a way in there.

      As for high level food, that means any recipe that requires 60 Survival or higher to craft. It affects Brahmin Wellington, Cook-Cook's Fiend Stew, Wasteland Omelet, Mole Rat Stew, Gecko Kebab, and Fire Ant Fricassée.
    2. ibanix
      ibanix
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      Thanks for the clarification!
    3. thezombiekiller115
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      From checking the Perk in FNVEdit, Here and Now's Stash has 4900 Caps in it
    4. Gavinfoxx
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      put this message as new reply
  10. jozzyborn
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    What about adding a gifted trait from fallout 1 and 2?
    1. baddarkl
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      I've thought about it. It's funny because while Gifted is incredibly strong in those games, it might be incredibly weak in New Vegas because the relative value of SPECIAL attributes is so much lower.