Fallout New Vegas
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aitch-zed

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HeroinZero

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42 comments

  1. dudicus445
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    is this compatible with Helpless Falling?
    1. HeroinZero
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      I don't think so
    2. lufusol
      lufusol
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      Helpless Falling is defunct and hasn't been updated for 10 years.  There is Helpless Falling 2022 which seems to work but it would be cool if this mod had an option to add either: midair ragdolling (while preserving all the other functions) like Helpless Falling, or perhaps have some helpless flailing(sic) player animation trigger after falling for x seconds, or passing the distance where damage will be taken, or something like that.  maybe a scream too ;) nah that would break immersion on stealth takedowns from above. unless... it was also optional...
    3. HeroinZero
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      The way this mod works it doesn't constantly run in the background but only triggers on certain event, adding helpless falling-like features would require constant velocity checks which is something I don't want to add
    4. lufusol
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      that sounds like a very fair and reasonable decision.  Just curious what and when is the event which triggers it, does it measure player velocity upon collision or something?
    5. HeroinZero
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      It's health damage event, if player takes damage without source AND jumping anim group is playing AND player isn't in air then it's assumed that hard landing is happened and stuff is calculated based on amount of damage taken and player equipment, no velocity checks
  2. ArtlasModGuy
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    Works like a charm, doesn't even break tlc
  3. yomaus
    yomaus
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    T mod doesn't work for me. I have lates kNVSE, etc. Where is the mod's ini file?
  4. This appears to break tcl.
  5. Dxthwxvx
    Dxthwxvx
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    Now I just need a jump animation of the Swanton Bomb for when I jump towards an enemy to feel like one of the Hardy Boyz. 
  6. Bottletopman
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    What's the _ilStewieAlAware=2 setting do?

    Don't suppose there'd be a way to get this working with MCM to adjust settings on the fly? I've changed my minimum fall damage height to be much lower than vanilla, does bTweakedFallSettings=1 take this into account? Would like to couple the reduced minimum height for fall damage with the custom damage scaling this mod provides.
    1. HeroinZero
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      1. Most of my mods use the single ini file to keep things neat, this setting is from my other mod, Automatic Weapons Fix.
      BTW you should probably stop using it and only use bSpinWeaponsSoundFix from Stewie's ini since I've got reports that now it completely fixes the sound bug.

      2. This mod is very tiny so I don't have plans of adding MCM to it.

      3. bTweakedFallSettings overrides your fall height game settings with mine, which I spent quite some time working on to get right, since simply changing the minimum height borks the whole formula up, making medium-height falls extremely deadly and mostly rendering this mod useless.
      Here they are, I found this to be fairy balanced/realistic:

      fJumpFallHeightMin 400
      fJumpFallHeightExponent 2.5
      fJumpFallHeightMult 0.000025
      iFallLegDamageChance 100 (bonus - taking damage from falling will always also take leg health, instead of only 50% of time).

      Note that Stewie's Tweaks ini game settings override will still take priority over my settings.
    2. Bottletopman
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      ooh thanks, I've long since stopped using the auto weapons fix mod ever since I was aware of Stewie's fix. I'm guessing the _ilStewieAlAware=2 can be safely deleted from the ini then?

      I just wanted to change fJumpFallHeightMin from 400 to 350. Would that require tweaking fJumpFallHeightExponent and fJumpFallHeightMult? Or would the values for those within your script still be ok?
    3. HeroinZero
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      Yes, you can safely delete this line. As for changing the fall height to 350, this for sure will make medium height falls more deadly, you can test it and see if it's still OK, with my exponent/mult settings it may still be tolerable.
      The fall settings are a big can of worms, during this mod development I've spent most of my time by testing the fall damage in different scenarios, it may feel right at one height but be completely borked at another.
    4. Bottletopman
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      oooh thanks, in that case I tweaked fJumpFallHeightExponent to 2.25 to see how it goes. If I jump off the railing in Eulogy's pad I take like less than 1 hp damage which is good enough for me.
    5. HeroinZero
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      Mult also plays a big role, currently I don't remember how exactly the formula works, just that it was a pain to tinker with, as a perfectionist I had like 10 saves at different heights, hope your settings will work for you.
    6. Bottletopman
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      I actually ended up reverting fJumpFallHeightExponent back to 2.5; I've been playing with it since my last reply and it works out great.

      On a side note, I notice that the player character never says their hit sounds when landing and ragdolling, is it possible to enable this? It only ever seems to work when taking fall damage in power armour which prevents ragdolling.
    7. HeroinZero
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      This is because it seems that actors can't talk when they're ragdolled or knocked down, I thought about working around it by adding an option with fake scripted pain sounds but haven't got around to implementing it yet.
      Alternatively somebody ascended like lStewieAl or jazzisparis could probably add an engine tweak to unlock ability to "talk" pain screams even if PC is in knocked state.
    8. Bottletopman
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      How would I go about tweaking the script to get scripted pain sounds working?
    9. HeroinZero
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      It's not that easy, if I recall everything correctly you would need to find appropriate sounds in game archives, create new sound records with these sounds to use them in the mod and then edit the script to play them when they need to be played i.e. only when the player gets ragdolled, check the player sex to select correct male/female sound version, randomly select one of sound variations so it's not always the same sound and, ideally, make the whole thing optional and toggleable in the ini.

      I will probably implement this someday, but currently I have no time.
      And, as I said before, disabling this hardcoded restriction with an engine tweak would be a better solution.
    10. Bottletopman
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      oh ok fair enough
  7. H1ms3lf
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    A-M-A-Z-I-N-G-!!

    Thanks for the mod! (I suppose it is TTW compat)
    1. HeroinZero
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      Glad you've liked it, and yes, it's TTW-compatible.
  8. whatwasmynameagain
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    when i have this mod enabled in my load order the game crashes on startup, i have downloaded all the dlc's, is there something i'm missing?
    1. HeroinZero
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      Are you sure you have NVSE and JIP LN plugin installed?
  9. uristfistbeard
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    I am using this with the mod that lets you jump higher and I can't seem to do damage to people I jump on. Any thoughts?
    1. HeroinZero
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      Are you sure you're not jumping on friendly actors? By default this only affects enemies.
  10. TomSkele
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    Looks great, how ragdoll falling in Enhanced Camera should've worked
    1. HeroinZero
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      I haven't tested this w/ Enhanced Camera, feedback is appreciated.
    2. CommieJazzist
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      When I jump in place my character falls over. It was hilarious for a little bit, but I'm thinking it is because of Enhanced Camera. Is this because I'm "falling on myself" so to speak?

      Thanks in advance. Digging the mod!
    3. HeroinZero
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      This shouldn't happen, the mod only kicks in when you're taking damage from the fall, jumping in place isn't enough to take damage, are you sure it's not some other mod?