Fallout New Vegas
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Qolore7

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Qolore7

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32 comments

  1. herrflik
    herrflik
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    I tried this out; for me the mod stopped taking effect after level 5 (I've filed a but about what I think is wrong).

    I tweaked the implementation to patch that up - while I was in there I also adjusted the scripting so that the ini can setwhatever values it wants at any level. Thats for game practicalities, for me it needs the difficulty to ramp up quite quickly at lower levels, more slowly afterwards (I can imagine this depending on character build and play style; I ramp up one combat skill rapidly early on - "good enough" weapons are readily available by level 15 at worst too).

    In answer to earlier comments: AFAIK it needs to geck to make this change, the ini file processing is scripted, and only specific levels are checked in the existing scripts.
    1. TLoV
      TLoV
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      • 3 kudos
      Hey, you say you got this working? Any chance you could share how you did it?
    2. herrflik
      herrflik
      • member
      • 1 kudos
      Sure (Qolore7 explicitly grants permisisons in the description). There are only 2 scripts (below):

      scn ProgressiveDifficultyQSCRIPT

      begin gamemode
          if getgamerestarted
              ;printc "ProgressiveDifficultyQ: restoring settings"
              SetOnMenuOpenEventHandler ProgressiveDifficultyUDF 1 1027
              SetOnMenuCloseEventHandler ProgressiveDifficultyUDF 1 1013
              call ProgressiveDifficultyUDF 0
          endif
      end

      scn ProgressiveDifficultyUDF

      int    iMenuID
      string_var sIniSetting

      begin Function {iMenuID}

          let int iLevel = player.getlevel
          let int iDifficulty = GetGameDifficulty
          let float fToPlayer = 0
          let float fByPlayer = 0

          let int iCheckLevel = iLevel
          while iCheckLevel >= 0
              sIniSetting = "Level " + $iChecklevel + ":fDamageTOPlayer"
              fToPlayer = GetINIFloat $sIniSetting "ProgressiveDifficulty.ini"
              sIniSetting = "Level " + $iChecklevel + ":fDamageBYPlayer"
              fByPlayer = GetINIFloat $sIniSetting "ProgressiveDifficulty.ini"
              if fToPlayer > 0 && fByPlayer > 0
                  break
              endif
              iCheckLevel -= 1
          loop

          if iDifficulty < 3 || fByPlayer <= 0 || fToPlayer <= 0
              ;very easy -> normal or no valid value
              printc "ProgressiveDifficulty: level %g, ignoring toPC=%.2f, byPC=%.2f" iLevel fToPlayer fByPlayer
          elseif iDifficulty == 4
              ;Very hard
              SetNumericGamesetting fDiffMultHPByPCVH fByPlayer
              SetNumericGamesetting fDiffMultHPToPCVH fToPlayer
              printc "ProgressiveDifficultyVH: level %g, setting toPC=%.2f, byPC=%.2f" iLevel fToPlayer fByPlayer
          elseif iDifficulty == 3
              ;hard
              fToPlayer = (1 + fToPlayer)/2
              fByPlayer = (1 + fByPlayer)/2
              SetNumericGamesetting fDiffMultHPByPCH fByPlayer
              SetNumericGamesetting fDiffMultHPToPCH fToPlayer
              printc "ProgressiveDifficultyH: level %g, setting toPC=%.2f, byPC=%.2f" iLevel fToPlayer fByPlayer
          endif

          sv_destruct sIniSetting
      end

      I did one more change - this script doesn't change the game settings at very easy - normal, and only applies half the tweak at hard. Thats just to make it easy to change down to a lower difficulty from the game menu if something is too tough - run the game at "very hard" to get the full effect
    3. BioX853
      BioX853
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      • 11 kudos
      Could there be any chance that you will share your edit in a published mod?
  2. cryptid0hunter
    cryptid0hunter
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    • 9 kudos
    I've been using JSawver mod for ages mostly for its legendary difficulty addon but I don't think the Skyrim Legendary difficulty rules fits so well in New Vegas causing sometimes the severe inconsistency. Your mod balances the difficulty in more refined way and making the game much less frustrating. Good job!
  3. michul12
    michul12
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    • 0 kudos
    I'm justed here  because Wasteland Prospects has this mod in. Let me get this straight. The higher my level will be the weaker I will be? Then starting weapons just become absolutely useless?
    1. Reshirou
      Reshirou
      • member
      • 83 kudos
      This mod is meant for a "regular" type of playthrough, where you always find the next big weapon to replace your old one, and gun for every unique. That type of playthrough ends up making you really strong by the end; too strong for people who enjoy having downsides to builds. That's where this mod comes in.

      If you want to do builds that revolve around you being a .22 caliber specialist through and through, getting by with your tactics instead of your firepower, then you don't want this mod for said playthrough. You might want it for your next "I'm grinding for the Bozar ASAP" playthrough, though.
  4. lagennagen
    lagennagen
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    • 6 kudos
    Can I just add levels up to 50 if I want to? Im trying to put together a modlist with the level cap at 50 while still making it challenging.
  5. peteandstella
    peteandstella
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    "Damage by the player actually decreases as you get higher in level (to compensate for your better weapons, armor, stats, perks etc) "

    sounds like it would make dead money really unbalanced
    1. lagennagen
      lagennagen
      • member
      • 6 kudos
      Its already how very hard difficulty works, this mostly just helps because its easy to make the early game unplayable, but with this you can kinda create a more balanced "harder than very hard" difficulty for the game.
  6. TLoV
    TLoV
    • member
    • 3 kudos
    I don't think this mod is working anymore. I've disabled almost all my mods, and the enemy damage is still the same wether its enabled or not.

    My load order:
    Spoiler:  
    Show

    FalloutNV.esm
    DeadMoney.esm
    HonestHearts.esm
    OldWorldBlues.esm
    LonesomeRoad.esm
    GunRunnersArsenal.esm
    ClassicPack.esm
    MercenaryPack.esm
    TribalPack.esm
    CaravanPack.esm
    YUP - Base Game + All DLC.esm
    SolidProject.esm
    NVInteriors_Core.esm
    NVInteriors_ComboEdition.esm
    A World of Pain Revised.esm
    MD_Gold_AA.esm
    Contextual HUD.esm
    TheHUDEditor.esm
    Main And Pause Menus Overhaul.esm
    YUP - NPC Fixes (Base Game + All DLC).esp
    Unofficial Patch NVSE Plus.esp
    The Mod Configuration Menu.esp
    ItemBrowser.esp
    Enhanced Item Info.esp
    delilah.esp
    JustAssortedMods.esp
    JustAssortedMods - EII patch.esp
    JIP Companions Command & Control.esp
    Damage Numbers.esp
    Inspector.esp
    Glowing items V2 New Vegas.esp
    UBulletTime.esp
    MarathonerRedone.esp
    T4-plugin.esp
    T4-modest.esp
    1nivVSLArmors.esp
    Roberts_NewVegas.esp
    Roberts - Type 4 Patch.esp
    Larger Packs.esp
    Altitude.esp
    CIBS.esp
    Quick Trade.esp
    AidUI.esp
    Vanilla UI Plus Vault Girl (bigCman) Patch.esp
    Progressive Difficulty.esp (on and off)
  7. deleted27503080
    deleted27503080
    • account closed
    • 3 kudos
    Can I add more levels in ini? or the maximum is 35?
  8. TedKordBlueBeetle
    TedKordBlueBeetle
    • member
    • 6 kudos
    What's the compatibility with FO4 Survival Mode Style Damage and Bleed (not necessarily together)?
  9. yRaven
    yRaven
    • premium
    • 24 kudos
    If i wanted to add this on VIva New Vegas would it be Plug-n-Play or i would need to disable some config?

    Edit: To answer my own question it seems that VNV only edit the damage multiplayer on Sbeve Tweaks, meaning this mod should be mostly plug-n-play

    Time to try to break the game while the game actually tries to break me :^)
  10. Repal
    Repal
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    • 1 kudos
    It stacks additively or multilplicatively?
    1. BioX853
      BioX853
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      • 11 kudos
      Read INI File:

      ;Damage TO player increases by 10% every 5 levels
      ;Damage BY player decreases by 10% every 5 levels