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Roy Batty

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RoyBatterian

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32 comments

  1. Blackrecon99
    Blackrecon99
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    Sorry for the stupid question but: Im on TTW version 3.3.2a. Your latest update is for 3.3.3b. Is the mod still gonna work on my version?
    Again, sorry for the stupid question. Im an absolute idiot when it comes to software knowledge etc.
    Thank you very much in advance and thank you for all your work around TTW and mods for it, Roy!
    1. RoyBatterian
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      It should be fine.
    2. Blackrecon99
      Blackrecon99
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      Indeed it is, thank you!
  2. 956785412
    956785412
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    By 'remove DT from DC creatures' do you mean remove the DT added or just completely removing the DT?

    I'm still trying to figure out TTW balancing. Right now human enemies feel pretty good to fight, but creatures have a ton of health and armor. I'm downloading this mod in an attempt to bring it all to par, so my grandfathered in mods from pure NV difficulty modding will be logical in a TTW setup. 

    Thank you for your magnificent contributions to NV modding RoyBatty! 
    1. RoyBatterian
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      TTW is balanced (and by design, NV too) to follow the balance of Fallout 3 more. You cannot kill Super Mutants with .32 pistols or Varmint Rifles. Use appropriate ammo, chems, high base damage weapons and correct skills. Critical multipliers matter a lot, so check your weapons stats. Once you get to enemies in Power Armor they will be much more difficult.

      Fallout 3 is much much more challenging than NV is, NV is very casually balanced, which is not something I cared for, and most Fallout 3 players don't care for either. I spent a few years play testing and balancing it. Your builds matter, everything matters, bare that in mind and you'll have less of an issue with things. You also can't Rambo like you are superman :)

      Some pro tips, creatures can't climb... use the terrain to your advantage. Try things you haven't tried before. There is a deep crafting system in NV, I put it to use in TTW, check what you can craft and cook to give you advantages.
  3. NikkiRed
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    Just a question:
    this mod sets the "Unarmed attack animation" for Ghoul Reavers as <Forward> (like in the vanilla FNV or Broken Steel), while TTW 332a sets it as <Backward>.
    So, which one is better?
    1. RoyBatterian
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      IDR tbh, probably a small bug.
  4. aleaallee
    aleaallee
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    Do you guys know if there's an ESPLESS version of this mod?
    1. deleted78355343
      deleted78355343
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      You need to let go of this idea that esps are bad. They aren't. Plugins are how the game natively loads content and that is what should be used. JIP script runner was never meant to be used for mods like that, but someone decided it would be a good idea to blow the lid off of it. And quite frankly script runner can be pretty unreliable.
    2. RoyBatterian
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      Not from me and there never will be from me. I don't appreciate other people taking my mods and making them espless either. Make your own mods.
    3. VeryLastKiss
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  5. 438642
    438642
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    I can already see some NV fans going REEE about the 'Casually balanced New Vegas creatures'.
    1. RoyBatterian
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      Well it's true, reavers have 350 health instead of 1100, and no gore grenade either. They nerfed deathclaws too, but I'm not changing those.
    2. john3146
      john3146
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      Any chance for a casual gore grenade nerf? thing drives me insane sometimes
  6. MarcelloITA
    MarcelloITA
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    Useful if you play with mods like more spawns 2x and 3x on hardcore
    damge mod like bleed(and bleedless) and ap ammo recipes are also needed
    no mention hit reaction mod
  7. youfoool
    youfoool
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    Very useful mod, I find that Broken Steel enemies still tend to be hard but not tanky with this mod on due to how TTW rebalances a lot of stuff.

    Have you ever considered modifying Enclave Hellfire soldiers in any way? Something like making them less common at higher levels/reducing their overall HP? I don't think they're as atrocious as Albino Radscorpions and I know TTW buffs Enclave soldiers (I think, at least), but I find them to be really common at higher levels and to be bullet sponges
    1. RoyBatterian
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      NV has mechanics in place that makes them trivial, perks, chems, ammo variants.
    2. youfoool
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      Fair, although I still find them to be extra tanky even while using AP ammo, perks like shotgun surgeon/grunt, etc.

      Mainly asked because I'm gonna play ROOG TTW soon but I'm unsure how fair they'll be but I'm guessing BLEED makes it fair but hard
    3. RoyBatterian
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      Use higher base damage weapons, the AMR , fat man, LAER, etc etc are highly effective.
    4. youfoool
      youfoool
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      Will do, thank you
  8. SPITSPHIRE
    SPITSPHIRE
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    I'm not even necessarily against these enemies being this tough, its just the fact at level 35+ basically every spawn in the wasteland turns into them.
    If it was a case of them acting like heavy's or mini bosses mixed in with the regular npcs it would be way better.

    Instead its a case of Post level 30 dont leave home without a anti-material rifle or 1000 plus rounds of 5mm :/

    Ill deff be giving this a look.
  9. Zaroth0
    Zaroth0
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    Thank god.
    3's leveled spawn system was never made with over 30's in mind. Eventually, it just feels like every 5 steps, a pack of albino scorpions are rushing in to kill anything else that might spawn in the wastes.
  10. bodieinsd
    bodieinsd
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    After finally figuring out that 5mm AP rounds (in the custom C.A.R.) will kill those f--king albinos, RoyBatty  (of all people, Roy?!?!) releases this to make 'em easier???
    I'd have preferred to see a mod that allows followers use snakebite tourniquets in the same manner as the player... but until then I'll keep using "First Aid NVSE" and keep these truly abominable abominations just as they are.

    Seriously though - a HUGE thank you to RoyBatterian for all his work on TTW and all the mods he has made available to us outside of that masterpiece.  We each owe him a steak dinner with unlimited beer and/or whiskey just for the 4GB Patcher...