Is there a way to turn off specific Critical Failures cuz I don't see the option to disable it in the MCM and the one that makes me drop my weapon crashes my game so if i could just disable that one only id be fine
Out of curiosity, would playing with TTW eliminate the Ragdolls requirement? TTW has unique deathclaw body part data and replaces the super mutant data with that.
This mod has no official TTW support, so I can't answer that question one way or the other. You'll probably need to make a patch to get ICE to work nicely with TTW.
Love this mod thank you so much! There's an issue tho XD. I think one of the effects that drops the player weapon might be crashing the game. A little annoying in my Jinxed luck 1 character lol.
Crash Logger log says it's something related to the sound of my rifle dropping and hurting my arm probably(?) I edited the jsons to omit those effects that might cause me to drop my gun and will keep testing.
I will include the log stack here just in case you want to take a look.
I had to disable the mod because it made chainsaw-like weapons impossible to use. I tried to disable the knockout/knockdown and blindness effets in the settings by setting it to 19, to no avail. I tried setting it to 3 to just disable the knockdown and knockoutā¦. Unsuccessfully too.
Yea it makes the Ripper and Chainsaw and im assuming the Thermic Lance near unuseable, you get a negative affect after like 3 seconds of continuous use without fail almost
It still works as described, but its downside is less impactful now that bonus damage isn't the only critical effect. I could try changing the penalty to something more punishing, but honestly I feel like Melee and Unarmed are already weak enough in this game that a small indirect buff to a trait won't affect things very much.
Maybe some penalty to crit rolls similar to Fast Shot, but less serious? Melee/Unarmed also have some pretty broken builds imo, crit Blade of the West/HH Thermic Lance etc. BTW as mentioned, how are the crit effects come along with specific weapons (i.e. BotW's crit knockdown) affected by your mod? Just curious.
It is an exciting read. I totally abhors what Bethesda did to Fallout, every aspect of it, to the tiniest details. There is hardly anything Beth did that i find remotely laudable. I am not obsessing over it though, and most of the times, i am reminded of why the game may feel bland at times while reading 'classic mod descriptions'. Yes, what you say is true, i remember. I need something like this. This part of wacky, over the top, impossible to predict aspect of Fallout that does not exist anymore. I write this now, before even testing the mod, because i have a few things i want to say and i will forget about those otherwise:
- The reason why long effect descriptions worked in Fallout was because it was turn-based. You could play at your own pace and had all the time in the world to taste flavor text. New Vegas is real time (without pause...) and the text is in the upper left corner, with no UI background behind it. On top of that, such messages disappear really fast, much too fast for me to be able to read most of them in combat when they are short Vanilla ones. It needs to be modded to triple the display time. Or double it, at least. Especially for those who like to learn languages and do not play the game in their mother tongue (as is the case for me).
- The sniper perk was most likely one of 2 reasons why Fallout 2's balance was broken. I hate to finish RPGs. I played Fallout 1 and 2 thousands of hours, but i never finished Fallout 2 (or New Vegas). I drop the game before reaching Navarro. But even playing this far is not a given. When you become invulnerable (upgraded T51b), and one shoot pretty much anything (turbo plasma + sniper perk), even meeting a gang of wanamingos is not enough to make you use a single stimpack. I know that i will tone it down drastically (probably 3*Luck, rather than 10).
Hopefully, i will manage to get it to work. Thank you for it. You are a blessing.
I personally really enjoyed the "broken" balance in FO2. Unless you specifically farmed XP, you would usually get Sniper towards the end of the game (I got it around the time I found Vault 13 on my latest playthrough). It was a reward for making the right build and taking it all the way through the rest of the game. That said, there is an option to tone the effect down in the MCM.
Regarding message duration, there is also an option to increase it in the MCM. I just set the default value based on what I found comfortable for myself. I also highly recommend B42 Notify to make reading corner messages a more enjoyable experience.
Yes, i saw there was a MCM for tuning the Luck aspect of the sniper perk. Although i didn't really understand through screenshots alone what the other options were. Good thing it is about corner messages. I am going to check this B42 Notify mod. Thanks.
My last playthrough of Fallout 2 is with Killap's Restoration Project. My character doesn't have high scores in his weapon skills (around 120 in EW i guess) but is lvl 54. I am a completionist to the point of bordering OCD :). I had the sniper perk long before reaching SF. And i started to wonder again why the heck did i even bother to get a Power Armor or the turbo plasma rifle, since doing so made the game dull, but concluded that it would be pointless to get rid of my good equipement to use mid-game stuff instead. And so, i dropped it again.
The option to adjust message duration was added after the screenshot on the mod page was taken, iirc, so you can't see it there. It is available in game though.
Level 54 before SF is insane, and I'm not sure how you managed to achieve that. The game is designed so that you generally finish it way before you hit level 30, even.
Yeah, and i still had to hit a few locations before reaching SF, too. I was about to go for the first time to the EPA. I backtrack a lot. Sometimes, i do simply to 'roleplay' "telling something to someone", even if the NPC doesn't have any dialogue option for it ^^. Or simply because i forgot a container somewhere, or something. Completionist to the point of bordering OCD. Is what i said :). But that may be hardcore OCD actually.
I get hit in the head and it ragdolls me, I cant get back up at all EDIT: nevermind it's just that I'm ragdolled for a while and it's still kinda annoying
Can you drop that rifle normally? Because the script for this effect is literally one line, it doesn't separately remove, unequip, or place the item. The bug is almost certainly either with the rifle mod, or with JIP LN.
123 comments
Crash Logger log says it's something related to the sound of my rifle dropping and hurting my arm probably(?) I edited the jsons to omit those effects that might cause me to drop my gun and will keep testing.
I will include the log stack here just in case you want to take a look.
Stack:
# | VALUE | DEREFERENCE INFO
0 | 0x008A8B12 |
1 | 0x00000000 |
2 | 0x00000001 |
3 | 0x00000000 |
4 | 0x00000000 |
5 | 0x00000000 |
6 | 0x00000000 |
7 | 0x00000000 |
8 | 0x00000001 |
C | 0x85494800 | 0x0108AA3C ==> Class: PlayerCharacter: 00000014 (PlayerRef), Baseform 00000007 (Player)
E | 0x164DF2E0 | 0x6E756F73 ==> String: "sound\fx\itm\itm_rifle_down.wav"
10 | 0x480EA800 | 0x0102C51C ==> Class: TESObjectWEAP: 00004336 (WeapLaserRifle)
11 | 0x340B4B00 | 0x01026064 ==> Class: TESAmmo: 00004485 (AmmoMicroFusionCell)
16 | 0x85494800 | 0x0108AA3C ==> Class: PlayerCharacter: 00000014 (PlayerRef), Baseform 00000007 (Player)
32 | 0x4A0C9E00 | 0x01087864 ==> Class: HighProcess: 00000014 (PlayerRef), Baseform 00000007 (Player)
35 | 0x480EA800 | 0x0102C51C ==> Class: TESObjectWEAP: 00004336 (WeapLaserRifle)
4D | 0x4A0C9E00 | 0x01087864 ==> Class: HighProcess: 00000014 (PlayerRef), Baseform 00000007 (Player)
55 | 0x85494800 | 0x0108AA3C ==> Class: PlayerCharacter: 00000014 (PlayerRef), Baseform 00000007 (Player)
59 | 0x393F0C00 | 0x0108C3C4 ==> Class: BeamProjectile: FF0021A3 (), Baseform 00014B0F (BeamLaserProjectile)
60 | 0x011C1740 | 0x74727173 ==> String: "sqrt"
63 | 0x3245BD00 | 0x0109B5AC ==> Class: NiNode: Name: "Bip01 R UpperArm", 00000014 (PlayerRef), Baseform 00000007 (Player)
64 | 0x3245AC80 | 0x0109B5AC ==> Class: NiNode: Name: "Bip01 R Forearm Grab", 00000014 (PlayerRef), Baseform 00000007 (Player)
94 | 0x143C1DD0 | 0x01096F34 ==> Class: NiFloatInterpolator
95 | 0x348BE4E0 | 0x0109CD44 ==> Class: NiTriStrips: Name: "PlaneBurst:1"
A0 | 0x320B9D30 | 0x0102B82C ==> Unhandled: TESObjectMISC
A2 | 0x320B9D00 | 0x0102B844 ==> Class: TESObjectMISC: 0015C629 (DrainedMicrofusionCell)
A3 | 0x320B9D00 | 0x0102B844 ==> Class: TESObjectMISC: 0015C629 (DrainedMicrofusionCell)
A5 | 0x340B4B00 | 0x01026064 ==> Class: TESAmmo: 00004485 (AmmoMicroFusionCell)
A6 | 0x4A0C9E00 | 0x01087864 ==> Class: HighProcess: 00000014 (PlayerRef), Baseform 00000007 (Player)
AE | 0x32479700 | 0x0101DCE4 ==> Class: NiRefObject
B8 | 0x85494800 | 0x0108AA3C ==> Class: PlayerCharacter: 00000014 (PlayerRef), Baseform 00000007 (Player)
C5 | 0x85494800 | 0x0108AA3C ==> Class: PlayerCharacter: 00000014 (PlayerRef), Baseform 00000007 (Player)
C7 | 0x361BF400 | 0x010A8F90 ==> Class: BSFadeNode: Name: "Scene Root", 00000014 (PlayerRef), Baseform 00000007 (Player)
CC | 0x480EA800 | 0x0102C51C ==> Class: TESObjectWEAP: 00004336 (WeapLaserRifle)
CF | 0x480EA800 | 0x0102C51C ==> Class: TESObjectWEAP: 00004336 (WeapLaserRifle)
D0 | 0x85494800 | 0x0108AA3C ==> Class: PlayerCharacter: 00000014 (PlayerRef), Baseform 00000007 (Player)
DB | 0x480EA800 | 0x0102C51C ==> Class: TESObjectWEAP: 00004336 (WeapLaserRifle)
DC | 0x361BF400 | 0x010A8F90 ==> Class: BSFadeNode: Name: "Scene Root", 00000014 (PlayerRef), Baseform 00000007 (Player)
E1 | 0x1CE406B0 | 0x010C29CC ==> Class: NiBSBoneLODController: failed to format
E2 | 0x2E39E400 | 0x0109619C ==> Class: NiControllerManager: failed to format
E5 | 0x85494800 | 0x0108AA3C ==> Class: PlayerCharacter: 00000014 (PlayerRef), Baseform 00000007 (Player)
ED | 0x85494800 | 0x0108AA3C ==> Class: PlayerCharacter: 00000014 (PlayerRef), Baseform 00000007 (Player)
EF | 0x010EA800 | 0x25273D67 ==> String: "g='%s', frame=%i, thread_id=%i, time_counter=%i) "
F0 | 0x361BF800 | 0x010660DC ==> Class: BSFaceGenNiNode: Name: "BSFaceGenNiNodeSkinned", 00000014 (PlayerRef), Baseform 00000007 (Player)
F2 | 0x480EA800 | 0x0102C51C ==> Class: TESObjectWEAP: 00004336 (WeapLaserRifle)
FE | 0x32459FC0 | 0x0109B5AC ==> Class: NiNode: Name: "ScollDummy:02", 00000014 (PlayerRef), Baseform 00000007 (Player)
Again thank you so much for this!
I set the critical failure chance to absolute 0 and yet still get randomly critical fails. Whats up with that? =(
I tried setting it to 3 to just disable the knockdown and knockoutā¦. Unsuccessfully too.
BTW as mentioned, how are the crit effects come along with specific weapons (i.e. BotW's crit knockdown) affected by your mod? Just curious.
- The reason why long effect descriptions worked in Fallout was because it was turn-based. You could play at your own pace and had all the time in the world to taste flavor text. New Vegas is real time (without pause...) and the text is in the upper left corner, with no UI background behind it. On top of that, such messages disappear really fast, much too fast for me to be able to read most of them in combat when they are short Vanilla ones. It needs to be modded to triple the display time. Or double it, at least. Especially for those who like to learn languages and do not play the game in their mother tongue (as is the case for me).
- The sniper perk was most likely one of 2 reasons why Fallout 2's balance was broken. I hate to finish RPGs. I played Fallout 1 and 2 thousands of hours, but i never finished Fallout 2 (or New Vegas). I drop the game before reaching Navarro. But even playing this far is not a given. When you become invulnerable (upgraded T51b), and one shoot pretty much anything (turbo plasma + sniper perk), even meeting a gang of wanamingos is not enough to make you use a single stimpack. I know that i will tone it down drastically (probably 3*Luck, rather than 10).
Hopefully, i will manage to get it to work. Thank you for it. You are a blessing.
Regarding message duration, there is also an option to increase it in the MCM. I just set the default value based on what I found comfortable for myself. I also highly recommend B42 Notify to make reading corner messages a more enjoyable experience.
Hope you enjoy the mod!
My last playthrough of Fallout 2 is with Killap's Restoration Project. My character doesn't have high scores in his weapon skills (around 120 in EW i guess) but is lvl 54. I am a completionist to the point of bordering OCD :). I had the sniper perk long before reaching SF. And i started to wonder again why the heck did i even bother to get a Power Armor or the turbo plasma rifle, since doing so made the game dull, but concluded that it would be pointless to get rid of my good equipement to use mid-game stuff instead. And so, i dropped it again.
Level 54 before SF is insane, and I'm not sure how you managed to achieve that. The game is designed so that you generally finish it way before you hit level 30, even.
If that isn't how it looks for you, please tell me what your screen resolution is, and which UI mods you are using.
EDIT: nevermind it's just that I'm ragdolled for a while and it's still kinda annoying
If it matters, the weapon was the Tactics Inspired Plasma Rifle.