Great mod, been a staple in my load order forever. Quick question though, would your mod be compatible with SWEEP? I don't think DLC armors have been touched in SWEEP so that's why I ask if they could still work together. Only the weapon placements have been changed around.
A patch is necessary she said, however, I don't think I've encountered any issues yet while running both together. I was able to find the tribal raiding armor and machete in Springvale.
Could modders start putting in a small description of what the mod is intended to do. It makes no sense for me to be looking at an updated/ changed version of someone elses mod and doesn't mention what the original mod did. I dont know what this mod does at all?
I have to concur, especially after trying to differentiate between this one (the Batty, based on the original) and JSawyer Ultimate Edition (which is evidently very much in spirit). Just calling it a rebalance is indeed somewhat lacking...
The only official and concise (no fluff) source I then found is a link on the ultimate page: Comprehensive JSawyer Ultimate Edition Changelog (which is not a version by version update log but a 'List of all Changes'):
It notes 285 original but perhaps re-implemented changes with * (both have these),
changes to the original with (*), there are just 39 of them and some many do just copy YUP (so this one may have some of these too)
and 206 additions with
(which Batty wouldn't have).
This is for FNV only though and both have TTW Versions (this one here is and there is a patch for Ultimate Edition). At a glance, I can't recommend this one unless one takes issue with whatever additions or it is visibly stated here what the Ultimate Edition / its TTW Patch did differently (it has 0 open Bug Reports though and is updated still which is a good sign).
At a glance, the Ultimate Edition is very much in spirit of the original in contrary to what Batty's statement ('[JSUE] isn't anything like the original mod') below may suggest (at least in my mother tongue, German, the interpretation of the literal translation of 'isn't anything like the original' is always considered a claim of worse quality). The original * JSawyer changes are by no means all nerfs to the player, whether it's hydrating alcohol (realistically it should only apply to Beer), better junk rounds or lighter misc and ammo items.
Only the Crafting Recipes stand out as actual additions rather than proper balance change but even those seem 'fair' / could have been there in the first place and no one would notice. I also wouldn't call the original vision of Sawyer an design pass to make NV simply harder but rather balance it appropriately (less cheap and go-to strats while making items more viable) and add complexity which time didn't permit for FNV. Even with most assets and engine in place, one and a half year does by no mean suffice to make such a big world and then finely QA everything.
To summarize my few many glances at the changes:
JSawyer intended to further balance Fallout New Vegas to be more consistent and immersive while keeping up the challenge. This was done by sometimes adding items but mostly adjusting values of existing ones and adjusting other elements. Aid, Apparel, Weapons, Ammo, Misc, Crafting, Loot, Stats, NPCs, Creatures, Perks and Traits are affected. Most notable are reduced carry weight, reduced max HP, Power Armor Training not being required but adding carry weight, better NPC Karma Disposition and many changes as well as effects added to a lot of armor and apparel.
I've always seen the jsawyer mod as a nice but unfinished concept. The JSawyer Ultimate mod essentially carries on the changes and finishes/polishes up the mod to have more consistency regarding weights, values, etc. There are no major changes in the mod really if you look at the full changelog. What this mod does is essentially make the original jsawyer mod compatible with ttw with barely any changes, which some may prefer but I personally want everything to feel consistent in the game
Is there any reason this could be causing issues with the combat armor textures? The Talon and Rivet city sets seem to be using the generic green textures. Removing this mod fixes it. I'm inclined to think its a bizarre conflict since nobody seems to have brought it up since the last update. The odd thing is that the TTW patch for JSUE which carries over the armor changes from this mod for JSUE causes the same issue.
Edit: NVM. It was Skinned Mesh Improvement mod. It has an assets package with no plugin to disable. The TTW version doesn't fix that.
Yes, this is just a modification of jsawyer's original mod. JSUE is not his mod at all and is PTWB's mod and has very little to do with jsawyer's mod other than being inspired by it.
Where is the ini file? Is it called something other than Sawyerbatty.ini or something to that effect? I cant find it in the MO2 install, nor in the Overwrite folder.
Apologies, I hadn't read the description. That's a bummer, I loved how much customization the original ini gave me. Is there a compatible mod to let me change some of those original settings?
Hey Roy, thanks for all your hard work modding this game. Does this mod include removing the magic extra hillbilly shotgun damage from Point Lookout or would I still need to download your TTW Casual Point Lookout mod?
I always balance my stuff around vanilla, the damage is arbitrary for a reason, since its the 2nd to last DLC and was released after Hellfire armor was available. It made the DLC trivial because .32 rifles and BB guns are just going to bounce off it. It's really not that difficult anyways, and was implemented to counteract that.
The main threat I was thinking of was their shotguns, since I believe they get a damage bonus per pellet. So, as far as enemies with arbitrary damage buffs specifically go (like Swampfolk and Super Mutant Overlords), would you say Hard on Hardcore is reasonable or should I just stick to Normal?
The supermutants don't get any damage bonus, it was integrated into the tri-beam already in vanilla new vegas.
Shotguns only get bonus on criticals.
I don't have any issue with very hard hardcore. Just play smart, use cover and explosives. You also have New Vegas's arsenal at your disposal, to which things like the AMR make stuff trivial.
South of megaton is a burned out house, if you get to the red rocket you've gone too far. There is a car on the road, across the street, look in the trunk.
238 comments
The only official and concise (no fluff) source I then found is a link on the ultimate page: Comprehensive JSawyer Ultimate Edition Changelog (which is not a version by version update log but a 'List of all Changes'):
- It notes 285 original but perhaps re-implemented changes with * (both have these),
- changes to the original with (*), there are just 39 of them and some many do just copy YUP (so this one may have some of these too)
- and 206 additions with
- (which Batty wouldn't have).
This is for FNV only though and both have TTW Versions (this one here is and there is a patch for Ultimate Edition). At a glance, I can't recommend this one unless one takes issue with whatever additions or it is visibly stated here what the Ultimate Edition / its TTW Patch did differently (it has 0 open Bug Reports though and is updated still which is a good sign).At a glance, the Ultimate Edition is very much in spirit of the original in contrary to what Batty's statement ('[JSUE] isn't anything like the original mod') below may suggest (at least in my mother tongue, German, the interpretation of the literal translation of 'isn't anything like the original' is always considered a claim of worse quality). The original * JSawyer changes are by no means all nerfs to the player, whether it's hydrating alcohol (realistically it should only apply to Beer), better junk rounds or lighter misc and ammo items.
Only the Crafting Recipes stand out as actual additions rather than proper balance change but even those seem 'fair' / could have been there in the first place and no one would notice. I also wouldn't call the original vision of Sawyer an design pass to make NV simply harder but rather balance it appropriately (less cheap and go-to strats while making items more viable) and add complexity which time didn't permit for FNV. Even with most assets and engine in place, one and a half year does by no mean suffice to make such a big world and then finely QA everything.
To summarize my few many glances at the changes:
JSawyer intended to further balance Fallout New Vegas to be more consistent and immersive while keeping up the challenge. This was done by sometimes adding items but mostly adjusting values of existing ones and adjusting other elements. Aid, Apparel, Weapons, Ammo, Misc, Crafting, Loot, Stats, NPCs, Creatures, Perks and Traits are affected. Most notable are reduced carry weight, reduced max HP, Power Armor Training not being required but adding carry weight, better NPC Karma Disposition and many changes as well as effects added to a lot of armor and apparel.
Edit: Found out that the issue is in a script from PerkSawyer, not in this mod, sorry for the false report!
Edit: NVM. It was Skinned Mesh Improvement mod. It has an assets package with no plugin to disable. The TTW version doesn't fix that.
where can I find the Caravan Pack, Classic pack?
Shotguns only get bonus on criticals.
I don't have any issue with very hard hardcore. Just play smart, use cover and explosives. You also have New Vegas's arsenal at your disposal, to which things like the AMR make stuff trivial.