If you have any feedback on the balance, please leave it below! I'm especially interested to hear from players starting in Vault 101, as I've very little experience doing that.
More an essential fix than a mod. TTW (presumably simply because of NV) totally neutered flamers compared to how they work in FO3. Now all I need is a fix to remove all ammo crafting & reloading (except for recycling a percentage of energy cells) and TTW will be FO3 but nicer.
To answer your question, no, the current version of this mod is strictly TTW only. There isn't a lot I can do with vanilla NV as it only has two Flamer variants compared to TTW's five, and TTW also adds Pyromaniac-versions of the DoT effects via a quest running in the background. If you're willing to wait two weeks, I'll try make an NV version once my exams are finished.
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To answer your question, no, the current version of this mod is strictly TTW only. There isn't a lot I can do with vanilla NV as it only has two Flamer variants compared to TTW's five, and TTW also adds Pyromaniac-versions of the DoT effects via a quest running in the background. If you're willing to wait two weeks, I'll try make an NV version once my exams are finished.