Fallout New Vegas
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CivisRomanus

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CivisRomanus

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15 comments

  1. ARVSPEX
    ARVSPEX
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    Psycho and Slasher +25% bonus damage will stack

    Sold.
  2. Ediros
    Ediros
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    • 4 kudos
    Would it be much to ask for a bit different balance for Monocyte Breeder, so it doesn't become better than Rad Child? As it is. The radchild at 800 rads gives you 8hp/s.4/400 * 100% = 1%. 8/400 * 100% = 2%. AND A LOT OF SPECIAL DEBUFFS. I wouldn't mind radchild working as the monocyte breeder does now.

    While monocyte Breeder gives you 400 * 0.005 = 2 hp/s. Without any downsides. And the more health you have, the more powerful it becomes. It also means if you were at 1% health. It would only take 198 seconds in real life to fix you from almost dead to full health.

    30 in-game minutes = 1 real life minute and 30 in-game seconds = 1 real life second is the same thing, and yes, this should be how it works.

    So it takes about 2 ingame hours to heal horrible injuries. The way I would set it up is 0.1%/s or something + limb healing. It's still powerful, but now has got a benefit of actually healing crippled limbs, which can't be healed without a medicine or a doctor or doctor's bag.

    It would also give solar powered some kind of edge. Since now it heals more, but only during the day and without limb healing.

    Also regarding them's good eatin. It seems strange the way it's set up. They are chems, but they do not benefit from medicine unlike stimpaks. They also don't scale with survival. However, that would be overpowered, as described below. Copied from my YUP post.

    I did some math with YUP + Unofficial patch plus during gameplay. The results are as follows. With 100 medicine the stimpak heals for 30*((skill/50)+1)+10= 100. However, while the Stimpack is classified as a chem, it does not have checks set up like Buffout or Psycho. " Instead depending on which perk it is and whether you've taken a chem or a stim they should give an extra 5, 7, 10, or 15 HP."

    That sounds like a nerf to me. If we go by that logic, Heartless and Cardiac arrest < Fast Metabolism. Because fast metabolism multiplies base x1.2 so the end result is 108 hp. Compared to Cardiac Arrest, which at best adds 15 hp, which leads to 105 hp. While if we multiply 90*1.25=112,5. Or just 90*1.5 = 135.

    Same thing with healing poultice + powder.

    Instead of making chemist and day tripper have no effect and then patching all appropriate items, wouldn't it make more sense to use a form id list as a condition? Just a thought.

    My thought process behind max stimpak heal is this:

    (A)*(6*B*C)*D=Q
    A- base heal from stimpak, 5 or 6 if you have got fast metabolism + skill bonus.
    B- Chemist
    C- Daytripper
    D - Heartless or Cardiac Arrest

    So for best results:
    ((100/50 + 1)*6)*(6*2*4/3)*1.5=Q = 432
    Q=3*6*(16)*1.5=432

    NOW, the way something like bloodsausage works is fairly simple, since it only benefits from two perks. Maybe 3/4 if we count OWB, also not using logan's loophole:

    a) NO OWB: 5*(20*2*4/3)= 266,(6)
    b)Cardiac Arrest: 5*(20*2*4/3)*1,5=400
    c)Hearless: 5*(20*2*4/3)*1,25=333,(3)

    So, they are powerful, very powerful indeed. Maybe a bit too much. However, it's a single player game anyway. You can play it however you want and not worry about balance too much.
  3. Toxicity86
    Toxicity86
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    Chemist and Day Tripper will now work on chems added by mods? :)
  4. User_42342640
    User_42342640
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    • 12 kudos
    Is this fix going to be implemented into YUP?
    1. CivisRomanus
      CivisRomanus
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      Probably (most surely) no. They usually don't implement what others did, even if others made something better than them.
    2. deleted49871656
      deleted49871656
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      It's good to have alternatives. Thank you.
  5. demetrius84
    demetrius84
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    Is it possible to merge all your bugfix mods together?
    1. User_42342640
      User_42342640
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      Yes it is possible to merge bug fix mods together. If you want to do it yourself then you can use a tool like Merge Plugins, xEdit also has a script to do that, although I've heard it's ill-advisable to use a script to merge mods together. Starts destroying performance from what I understand. Alternatively you can, still using xEdit manually forward records to a new plugin. Does take a little more time though, and I believe it might add the original mod where you forwarded the records from as a master.
    2. CivisRomanus
      CivisRomanus
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      If you are referring to my mods, yes it could be possible. If you are referring to Zoura55's mods, I really don't know what are his/her intentions.
    3. User_42342640
      User_42342640
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      I think they're referring to your mods, not mine.
    4. CivisRomanus
      CivisRomanus
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      ...and if they are referring to my mods and not yours, then why do you reply in my place? Have we somehow switched our personas?
    5. deleted49871656
      deleted49871656
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      He/She was being helpful. Modders sometimes won't answer simple questions, ...or any question.
  6. User_42342640
    User_42342640
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    Double post, sorry.
  7. Inthegrave
    Inthegrave
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    Surprised you didn't credit the Beatles for the song. haha.
    1. CivisRomanus
      CivisRomanus
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      Aha! Good catch!
      Fixed!