485 comments

  1. DracoVampire786
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    Qolore, Roy Batty, Push, Slippy Guy and Ruy: “I can’t wait for JSawyer to fall and for my derivative to rise from the ashes”.
  2. RuyN21
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    I stated this pretty clearly in the description, but I suppose no one read it anyway.
    This mod is based on JSawyer/SawyerBatty and has nothing to do with JSUE (besides a few similar parts of code in the config script).
    So any questions or requests about some JSUE change/feature this mod doesn't have or should have, in your opinion, would be completely ignored for obvious reasons. 
    Respect yours and others people time and think twice before you post this type of question again, please.
  3. Adto
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    Makes the game unplayable, just the act of making power armor useless, by making any npc do 102319023 million damage and be bullet sponges while you get one-shot-ed is absolute dogshit
    (This is probably due to frustration, but I was way too long into fixing this issue just to be this, a thousand apologies)
  4. AnyMelody
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    I toggled off carrying weight changes in .ini and everytime i load save there's corner message that i am overcumbered but actually don't. If i readed correctly, this mod applaying changes on save load. While not a big issue, is this possible to do anything about it?
  5. LiquidSolid
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    Does this mod have armor repair kit? I've scrolled entire recipe list in workbench I didn't find it. It was convenient thing in JSawyer mod.
    1. RuyN21
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      No.
  6. GuiCFRS
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    With the new YUP 13.4 update, will this mode require any update to get to parity with it?
  7. thekahp
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    What was the the long-time Stimpak hardcore healing issue that you fixed, if you don't mind me asking?
    1. RuyN21
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      Without hardcore, stimpaks healed 24 HP with the Fast Metabolism perk. With it, they're healed 25 for some reason.
    2. thekahp
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      Ah, alright, ty. Another question if you dont mind; how come you placed a new record of the Weathered 10mm pistol in the world instead of the original record since both seem fixed? Only difference I can see is that you enabled mods for your record (and disabled them for the original), which is fine, but I assume that the original weapon is also fine to use (?)
    3. RuyN21
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      It was like that from the release. I didn't know back then that the normal version was fixed at the engine level. I decided to keep it like that for the people who already got the 10mm because if I change it, they can get two 10mm pistols.
  8. Cadaurny
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    Hi, I have a quick question, I didn't realize VNV disabled the XP changes so I enabled them mid-game. My xp required for the next level shot up and I had to earn some before it even started moving the xp slider but the actual xp I gain seems normal and I feel like I'm still leveling very quickly even with Skilled on top.

    Is this working as intended and a testament to how much xp NV throws at you or does it not work if you change it mid-game?
    1. RuyN21
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      It should work mid-save because all this setting is doing is changing gamesettings.
  9. panzersreck31
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    hey, does this fork add the option to make tagged skills lvl up 2x faster than untagged skills?
    1. RuyN21
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      No.
  10. Mummelpuffin
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    I'm so confused about this requiring YUP when TTW already includes it's own fork and it's authors vehemently insist that you shouldn't use the normal version 

    Edit: I am an idiot, what part of "FNV only" did I not understand
  11. LucasMinus
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    Isn't there a way to disable the new NPC that appears near Goodsprings?
    1. RuyN21
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      This mod doesn’t add anything like that.
    2. MS012
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      I think you're referring to an npc added by Goodies, bro
  12. LengthyLexicon
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    I took Logan's Loophole as one of my traits and left the level cap at 50, so I'll only get 30 levels. Do you recommend I turn on the exp changes? I want to be able to level up steadily, not find myself at level 30 in the mid-game.
    1. RuyN21
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      Yes. If you don’t have a big modlist with many content mods you’ll never get 50 lvl.