Fallout New Vegas

56 comments

  1. BioX853
    BioX853
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    does this work well when used together with jsue
  2. GalenKnight56
    GalenKnight56
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    I have a question about the new damage resist types. With DR, does that now only apply to normal guns and melee weapons while the other resistances are handled separately? Or will the other resistances like Plasma and Laser stack on top of DR?
    1. WillyDingas
      WillyDingas
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      With the other resist types, DR is negated by multiplying DR to 0, after that negation the new resist types are applies. You can find information about this when looking at the energy weapons ammo.
  3. darlingg
    darlingg
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    Besides turning off healing from ordinary food and drink, does this mod also affect how stimpaks and other actual Aid/Chem items work?

    Does its script run only once on loading or does it keep running in the background throughout a whole gaming session?
    1. WillyDingas
      WillyDingas
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      The mod auto balances stimpaks and other healing items. The mod script runs in the main menu of the game once.
  4. GavinGold
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    The problem that I see here is that DR and DT are often higher, sometimes considerably higher, than all the other resistances. In other words, you're tipping the balance further in favor of guns. This is an issue that I had with the classics, where despite lasers being available only in the late game, most of the gear and enemies you found at that point were extremely resistant to lasers. In NV, lasers are available pretty much from the beginning, but they are also weaker than they were in the classics, leading to a situation where a 19th century shotgun is going to severely outperform a laser rifle. This, I suppose, it's fine for someone who likes guns (if they can ignore the fact that it doesn't make any sense) but not for me personally. 
  5. WillyDingas
    WillyDingas
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    I removed the discord because it was redundant. 
  6. SWAGAMESH
    SWAGAMESH
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    I have noticed a few issues.
    For me this mod removed, or heavily nerfed Critical Damages, which were fine again after removing the mod.

    I really love the ressistance buffs, but it would be nice if you most other options were off by default, since they have unforeseen big changes.
    For example: Anti-Air Robot-Restricted and MFC-Laser Mines 

    Setting Accuracy to 0 without removing MFC-Granades from that list turns them into a random super laser.?
    1. WillyDingas
      WillyDingas
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      I going to add a toggle for the next update. If there is anything else that you want toggled, let me know.
  7. darlingg
    darlingg
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    Does this work with BLEED? Or, instead of it?
    1. WillyDingas
      WillyDingas
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      I replied late reply, sorry about that.
      I don't think it would be fully compatible. My description was not very descriptive, the purpose of this mod is to work with mods that add new locations, armors, weapons, creature, etc. The one thing that this mod might have problems with are other overhaul mods because this mod reads over the game data. I'll see what I can do with BLEED but it might take a while.
  8. FalloutSaurus
    FalloutSaurus
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    Hats off to you, pal! 

    Works as intented, I haven´t noticed any issues so far. Amount of resistances and DT, DR to armors is well ballanced , exactly for my taste.
    Good old Fallouts  :)
    BIG PLUS of your mod is that is quite universal, even for added armors / or replacers ( which was your point ). 
    I only wonder why you don´t have more endorsements!              
                                                                                                                       GOOD JOB! 
    1. WillyDingas
      WillyDingas
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      Thanks.
  9. sirKaneel
    sirKaneel
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    could interfere with armor replacement like one of the mod you sugested?
    1. WillyDingas
      WillyDingas
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      The Tesla Metal Armor, it should work with that. The mod runs a script in the main menu, once every start up, where it adds all the armor in the player's load order to a list then edits the items in that list.
    2. sirKaneel
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      idk if it's intentional but while leather armors only got the 10 las resistance ,clothes like wasteland wandere got a full pletora of effects resistance that equal some of the best gear available.
      also is it possible to make the list of defences less invasive?
    3. WillyDingas
      WillyDingas
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      What plugins do you have? "List of defenses", are you talking about turrets.
    4. sirKaneel
      sirKaneel
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      i've activated only the main plugin of your mod that is the only mod that change stats of armors and weapons.

      i mean the LAS PLS PSN... list under every armor 
    5. WillyDingas
      WillyDingas
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      Can I see your loadorder, it would make it easy to troubleshoot.
    6. WillyDingas
      WillyDingas
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      I'm going to look into this, I remember having problems with this when installing mods that add new armors to the game while using object effects from clothing. The script works by checking Damage Threshold Values in the armor list.
    7. WillyDingas
      WillyDingas
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      I'm adding an override for user's who are having problems with clothing having high DRs. The override has a problem where it flattens skill bonus to armor. This is because it replaces the armor's object effect with a new one instead of adding the DR values. This should be available in the next update
    8. sirKaneel
      sirKaneel
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      Big kudos man
  10. WillyDingas
    WillyDingas
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    Currently there is a bug where the Creatures Hitpoints are not being properly added. My guess is that it has something to do with SetObjectHealth. The bug is currently effecting supermutants by making there HP very high. I'm working out a solution but currently I'm going to disable the Health edits for Creatures. NPCs should be fine.
    1. WillyDingas
      WillyDingas
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      This problem has been resolved by Removing Health Edits from Creatures.