I'd just like to leave a small thank-you for all the people giving me their endorsements. I'm not huge or making Hot Files or anything, but seeing how many people enjoyed it makes me glad I took the time to make and share this patch. Thank you!
I noticed in the Logs you were open to suggestions for how to handle the Black Concentr8 pills in AWOP. While it has been a long time since the Logs were put up and it might be out of the scope of this mod, In my install I have reimagined them as glorified pre-war trucker pills, something a working man would pop to get through the day, with each color tailored to different professions. Of particular note is that these pills are not addictive, I decided to keep them that way, and so elected to make their bonuses very minor as their usage is risk-free. All bonuses that are not skill bonuses are removed and all skill bonuses are reduced from +5 to +2. For Hardcore, I give them 20 sleep renewal but inflict 10 dehydration, making them a slightly better alternative to Nuka-Cola to reduce sleep if the cola's health gain isn't desired. With a name like "Concentr8" it's only natural for it to keep you awake longer! In this system, the black Concentr8 pills are given the last two skills not yet assigned to a pill: Melee and Unarmed. This gives pills across the board a more niche use-case that doesn't eclipse addictive chems while still giving benefits that stack with other skill-increasing gear.
Hi, thanks for tuning in. As it stands, I'm content with the Concentr8 from base AWOP -- in my opinion their buffs are reasonable for how rare they are. Even if you convince Shulz to let you get your hands on more, giving away Pre-War Books willy-nilly has an opportunity cost of locking you out of skill books from the book chute in Old World Blues, or tons of caps if you usually have TTW installed like I do and can sell them to the BoS at the Arlington Library.
As for Concentr8 Pills Black, my plan should I get back to this project is to reverse engineer a move speed altering effect from TTW to work on the pills, someone on the team gave me permission a while back. Give 'em probably +50 carry weight, +10% movement speed or so but only for a minute or two. A "finish grabbing your loot from the dungeon and go fast travel, ASAP" type of deal.
It would be great if the enemies in the modded areas were tweaked as well. Having like 5 or 6 in a room is one thing, it's another issue entirely when they are all level 45-50 (in a DLC designed to be played at as low as level 20).
And to be clear: yes you can deal with them. You dont actually go in rambo style, but get in, kill one, then get out to recover~ Generally, most of the time you would get out of half of chasers, and can fight only 2-3 near the entry point. Kill another and then finally get out. Recover and return~
I don't have any major plans for overhauling the enemies, but we're in agreement that the leveling is over-the-top. If I come back to this I may look into it, I think I remember what you're talking about where enemies just default to being 30 levels above you.
Yeah, my own recently out AWOPDMextra just dont have the balls to use anything over the lvl30 template. I am not saying AWOPDeadMoney style doesnt work (because I myself proved to my own satisfaction that we can beat their lvl 30-40-50 spawns) (EDIT: and later on played again, can do. Easily in fact). It's just a lil bit more pain now, than compare to 5 years ago.
It's very funny, because originally I put down all those 30-40-50. But once I went through the testing phase, I went back and turn them down to lvel10-20 templates. My taste for pain is just not the same old~
After comming from A World of (Less) Pain, I was disappointed to find out that version didn't have the Dead Money addon included, and naturally ended up here for an updated version. However, it seems this version requires the original "AWorldOfPain(Preview).esm" which adds a bunch of stuff from the original main AWOP mod that I really don't want in the game, just the Dead Money addon.
Any chance sometime in the future for an updated version of this mod that's standalone? On a side note, I saw the overworld map doesn't fully corrospond anymore with the alleys that AWOP4DM adds, but since I do graphical design I could help you out with that to make this an even more polished mod.
To be honest, I'm not really sure why this required base AWoP at any point -- I don't remember adding anything from base AWoP, my changelogs don't mention it, and the current WIP build I had sitting around doesn't require base AWoP. Maybe you could temporarily install base AWoP, use it to open version 2.0 of this mod in FNVedit, and use the Clean Masters function to see if that gets rid of the dependency. Perhaps it was something I added, then later changed my mind on but forgot to clean masters myself.
Otherwise, your comment has motivated me to at least go back and take a look at the WIP 3.0 version that I haven't touched in a while. It has some... ill-advised, janky changes to address a couple issues that I want to revert and do in a cleaner way before releasing that version, but fixing that is gonna be tedious so I had put it off. I'll see if I can get that dealt with and then there will be no need for users to manually clean version 2.0.
Regarding the world map, I honestly hadn't noticed there are discrepancies, I'd absolutely be interested in including an updated map if I could see an example or two of the mismatches you mention.
Regarding the map, I'll try to cook something up within the next month (holiday in between and all that) as proof of concept and send it to you, and if you're interested I'll further work it out so it can be incorporated in the mod! :)
Technically, due to an error the .esp does require the AWOP ESM. However, this can easily be fixed on the user's end as my esp does not actually reference any base AWOP records. You'd just have to install AWOP temporarily (don't even boot the game with it installed), then install this mod. Open my esp in FNVedit, right click it, select Clean Masters, then save the changes. Uninstall base AWOP, done.
I'm pretty sure that's a result of a vanilla bug, not AWoP4DM -- see the footnotes here. I didn't have that issue in my playthrough, and a look in FNVedit seems to show that Tale of Two Wastelands fixed the issue on my end. Maybe Yukichigai's Unofficial Patch includes a fix.
So to play this AWOP 4DM, you need that file, and awop preview (because the vendorpatch in awop4dm require it), and this patch, right? And it only affect DM area, not anywhere else in Capital Wasteland or Mojave right? +++OKay, checking documentation it say the vendor patch is supposed to add several SM vendor machines to various places which is AWOP specific, thus it need main file. So I just uncheck it and voila~
Do I need any other TTW patch for use with Awop4dm?
Your edit is correct -- technically, you only need Dead Money and AWoP4DM to run this file, not normal AWoP NV. However, the vendor patch is smart to have if you're also running normal AWoP NV because it makes the Dead Money vending machines more reasonably available and affects some regular AWoP locations.
There is no additional patch for TTW and AWoP4DM, as there aren't really any record conflicts between the two, and besides that nobody else has touched AWoP 4 DM very much in a long time. I've got ideas for patching up some of the holes that aren't explicitly conflicts (e.g. nearly-identical but separate versions of food items existing in AWoP FO3, being able to take certain Aid items places you shouldn't, etc.), but that stuff is still a ways off on my to-do list, I think.
In response to post #97671803. #97726913 is also a reply to the same post.
Spoiler:
Show
laclongquan wrote: Heya, player with TTW here.
So to play this AWOP 4DM, you need that file, and awop preview (because the vendorpatch in awop4dm require it), and this patch, right? And it only affect DM area, not anywhere else in Capital Wasteland or Mojave right? +++OKay, checking documentation it say the vendor patch is supposed to add several SM vendor machines to various places which is AWOP specific, thus it need main file. So I just uncheck it and voila~ Do I need any other TTW patch for use with Awop4dm?
Manan6619 wrote: Your edit is correct -- technically, you only need Dead Money and AWoP4DM to run this file, not normal AWoP NV. However, the vendor patch is smart to have if you're also running normal AWoP NV because it makes the Dead Money vending machines more reasonably available and affects some regular AWoP locations.
There is no additional patch for TTW and AWoP4DM, as there aren't really any record conflicts between the two, and besides that nobody else has touched AWoP 4 DM very much in a long time. I've got ideas for patching up some of the holes that aren't explicitly conflicts (e.g. nearly-identical but separate versions of food items existing in AWoP FO3, being able to take certain Aid items places you shouldn't, etc.), but that stuff is still a ways off on my to-do list, I think.
Then please add to your checklist of things need checking: I think the new aid items are broken. Or at least, the few things I can make and use + Cloud Mash: recover HP and +DT. basically work as instant HP recovering, but in which case why the DT work with duration? + Meat Cake: Crit bonus still work with duration but not any thing else + Sweet Sour Smoothie: nothing work. + Concentr8 pills black: +weight work, but not HP ------------ Side note: I intent to use AWOP4DM as an instant dungeon dlc. As in, complete it once, and delete it after returning to Mojave. Because I dare not add AWOP into my current running game. Thus the vendor patch is not needed. Thus I hope to reduce load demands a little bit.
Yup, a bunch of the positive effects of aid items don't have a duration, and therefore don't work because their "effect" instantly expires. I fixed that some time ago on the update I'm currently working on. I'm considering actually taking the HP bonus away from Concentr8, because +100 lbs of carry weight already makes it a crazy miracle drug. Might replace it with a slight speed boost, though, would probably pair better with the (nerfed) carry weight boost.
The HP bonus is extraneous, mostly because we already have buffout and SM Martini for that already.
IF you add speed boost + carryweight buff ==> Concentr8 pill as a fast mule function. While it's necessary and useful, it's not total fitting with its requirement of high science/med/survival.
How about, instead, adding a Turbo+1 effect same as Turbo med? That way we can use it in battle. AND more importantly, there's no surefire way to acquire Turbo. So with that, it instantly become unique and useful. AND it's fitting to require high skill thresholds.
Eh, actually my plan was to cut the two additional extra skill requirements back out in favor of the original skill requirement as part of the deal -- simplicity's sake. I'm still leaning towards the movement speed boost. Want it to be less of a thing you take to become a demigod in combat and more of something you take to quickly wrap up you looting, run out of whatever giant dungeon you're in and fast travel. Or, better yet, have a faster way of getting around Dead Money, since you can't fast travel and fast traveling would use up a bunch of time the drug would be in effect anyway.
That would work~ A fast mule function is necessary in the villa. And all that require is a perk, Old World Gourmet , and another recipe. A reasonable price in my calculation. And user of AWOP can enjoy that boost elsewhere.
On the other hand, considering you have a place in AWOP team, would you please lodge a note to AWOP4DM project? There's an incredible discrepancy between Villa's buildings and Salida del Sol's buildings. The former is full of hostile Ghosts and create a fastpaced dangerous combat situation, which is good in my book. But the Sewer just peter out. The two factions, ghoul and ghosts, battling it out in the sewer in not enough number~ And in a small corner so it's pretty safe for player entering that map. A most simple re-placement of them to be fighting right in front of the entry zone would be up the threat level. And double their number would do well.
Can't seem to get it to work with Dragbody's Dead Money Horror Overhaul version of AWOP4DM. Placing at the bottom of my load order doesn't change the typos in the vending machines.
Edit: Never mind, I installed this mid playthrough and it seemed to replace the vending machine plans found in the world but not the original plans that I've already learned, causing some duplicate plans to show up with two variations to the name.
A great addition to this mod would be to add a chest inside the Abandoned BOS Bunker's locked room that contains all of the vending machine codes, unique gear, and gold bars. Paired with a button or a new terminal option to enable the weekly chip vouchers to be delivered to the lockbox. This would help if some things are missed during a playthrough or if you want to skip Dead Money altogether on a freshly modded character.
I may be able to help you troubleshoot, but I'll need some more details. How did you install the mod? Can you post your load order(pastebin or in spoilers please)?
39 comments
In this system, the black Concentr8 pills are given the last two skills not yet assigned to a pill: Melee and Unarmed.
This gives pills across the board a more niche use-case that doesn't eclipse addictive chems while still giving benefits that stack with other skill-increasing gear.
As for Concentr8 Pills Black, my plan should I get back to this project is to reverse engineer a move speed altering effect from TTW to work on the pills, someone on the team gave me permission a while back. Give 'em probably +50 carry weight, +10% movement speed or so but only for a minute or two. A "finish grabbing your loot from the dungeon and go fast travel, ASAP" type of deal.
And to be clear: yes you can deal with them. You dont actually go in rambo style, but get in, kill one, then get out to recover~ Generally, most of the time you would get out of half of chasers, and can fight only 2-3 near the entry point. Kill another and then finally get out. Recover and return~
Dont expect to fight them like fighting ghouls.
It's very funny, because originally I put down all those 30-40-50. But once I went through the testing phase, I went back and turn them down to lvel10-20 templates. My taste for pain is just not the same old~
And I am planning for TTW332a compat patch for AWOP4DM
in the next Thursday.Any chance sometime in the future for an updated version of this mod that's standalone? On a side note, I saw the overworld map doesn't fully corrospond anymore with the alleys that AWOP4DM adds, but since I do graphical design I could help you out with that to make this an even more polished mod.
Otherwise, your comment has motivated me to at least go back and take a look at the WIP 3.0 version that I haven't touched in a while. It has some... ill-advised, janky changes to address a couple issues that I want to revert and do in a cleaner way before releasing that version, but fixing that is gonna be tedious so I had put it off. I'll see if I can get that dealt with and then there will be no need for users to manually clean version 2.0.
Regarding the world map, I honestly hadn't noticed there are discrepancies, I'd absolutely be interested in including an updated map if I could see an example or two of the mismatches you mention.
Regarding the map, I'll try to cook something up within the next month (holiday in between and all that) as proof of concept and send it to you, and if you're interested I'll further work it out so it can be incorporated in the mod! :)
Check out my post regarding that very issue earlier in this thread.
So to play this AWOP 4DM, you need that file, and awop preview (because the vendorpatch in awop4dm require it), and this patch, right? And it only affect DM area, not anywhere else in Capital Wasteland or Mojave right?
+++OKay, checking documentation it say the vendor patch is supposed to add several SM vendor machines to various places which is AWOP specific, thus it need main file. So I just uncheck it and voila~
Do I need any other TTW patch for use with Awop4dm?
There is no additional patch for TTW and AWoP4DM, as there aren't really any record conflicts between the two, and besides that nobody else has touched AWoP 4 DM very much in a long time. I've got ideas for patching up some of the holes that aren't explicitly conflicts (e.g. nearly-identical but separate versions of food items existing in AWoP FO3, being able to take certain Aid items places you shouldn't, etc.), but that stuff is still a ways off on my to-do list, I think.
Then please add to your checklist of things need checking: I think the new aid items are broken. Or at least, the few things I can make and use
+ Cloud Mash: recover HP and +DT. basically work as instant HP recovering, but in which case why the DT work with duration?
+ Meat Cake: Crit bonus still work with duration but not any thing else
+ Sweet Sour Smoothie: nothing work.
+ Concentr8 pills black: +weight work, but not HP
------------
Side note: I intent to use AWOP4DM as an instant dungeon dlc. As in, complete it once, and delete it after returning to Mojave. Because I dare not add AWOP into my current running game. Thus the vendor patch is not needed. Thus I hope to reduce load demands a little bit.
IF you add speed boost + carryweight buff ==> Concentr8 pill as a fast mule function. While it's necessary and useful, it's not total fitting with its requirement of high science/med/survival.
How about, instead, adding a Turbo+1 effect same as Turbo med? That way we can use it in battle. AND more importantly, there's no surefire way to acquire Turbo. So with that, it instantly become unique and useful. AND it's fitting to require high skill thresholds.
On the other hand, considering you have a place in AWOP team, would you please lodge a note to AWOP4DM project? There's an incredible discrepancy between Villa's buildings and Salida del Sol's buildings. The former is full of hostile Ghosts and create a fastpaced dangerous combat situation, which is good in my book. But the Sewer just peter out. The two factions, ghoul and ghosts, battling it out in the sewer in not enough number~ And in a small corner so it's pretty safe for player entering that map. A most simple re-placement of them to be fighting right in front of the entry zone would be up the threat level. And double their number would do well.
Edit:
Never mind, I installed this mid playthrough and it seemed to replace the vending machine plans found in the world but not the original plans that I've already learned, causing some duplicate plans to show up with two variations to the name.
A great addition to this mod would be to add a chest inside the Abandoned BOS Bunker's locked room that contains all of the vending machine codes, unique gear, and gold bars. Paired with a button or a new terminal option to enable the weekly chip vouchers to be delivered to the lockbox. This would help if some things are missed during a playthrough or if you want to skip Dead Money altogether on a freshly modded character.