I have given this file my endorsement.
btw forget me asking for reload time changes, just figured it out. There is no easy way to change it as the geck value for it is ignored here, so i've just remodeled "Rapid Reload" perk buff as "Normal Reload" debuff .D with 50% slower reload times, it is much more realistic gameplay. ^^ And i can enjoy my antimaterial rifle and colt animations much more.
btw, can u adjust alcohol dehydratation and chems + liquids weights too for this mod?? Alcohol should atleast have some minor H20 - effect, instead off dehydrating you. Its not good for survival, but there is still liquid in there .D Its ok for vodka etc, but beer and nuka-cola dehydrating you? no way. *THUMBS UP*
Gameplay Revised - Endorsements
Started by
flankers
, Oct 22 2010 01:49 AM
6 replies to this topic
#1
Posted 22 October 2010 - 01:49 AM
#2
Posted 26 October 2010 - 01:13 PM
I have given this file my endorsement.
good set of tweaks
liked especially modifications on how skills affect effectiveness on tech/weapon use and not the amount of damage
in my opinion (on complete.esp):
- dismemberment/explosion chance still happens too often
should rather be a rare spectacular event
- a crippled limb is a crippled limb so "maybe" no running at all when crippled - seen one legged attackers hopping towards pc at warp speed - maybe more emphasis put on how crippled members/ wounds affect the significant factors,
for example: one crippled leg affects the ability to carry weight, one crippled arm the accuracy, reloading speed etc.
- maybe a bit more emphasis on armor protection, on how and what type of attack protects from etc. Health/hp should maybe remain unchanged or grow relatively insignificant (perks add a lot of enhancement) or grow complementary (or obviously effective only) in report with the upgraded attributes and character specialization (ex: a mini-gun brute should be as effective and gracious in handling subtle weaponry as a hippopotamus playing the violin, an energy weapon specialist would recoil heavy machinegun fire all across the wasteland least on the intended target)
good set of tweaks
liked especially modifications on how skills affect effectiveness on tech/weapon use and not the amount of damage
in my opinion (on complete.esp):
- dismemberment/explosion chance still happens too often
should rather be a rare spectacular event
- a crippled limb is a crippled limb so "maybe" no running at all when crippled - seen one legged attackers hopping towards pc at warp speed - maybe more emphasis put on how crippled members/ wounds affect the significant factors,
for example: one crippled leg affects the ability to carry weight, one crippled arm the accuracy, reloading speed etc.
- maybe a bit more emphasis on armor protection, on how and what type of attack protects from etc. Health/hp should maybe remain unchanged or grow relatively insignificant (perks add a lot of enhancement) or grow complementary (or obviously effective only) in report with the upgraded attributes and character specialization (ex: a mini-gun brute should be as effective and gracious in handling subtle weaponry as a hippopotamus playing the violin, an energy weapon specialist would recoil heavy machinegun fire all across the wasteland least on the intended target)
#3
Posted 28 October 2010 - 04:14 PM
I have given this file my endorsement.
Combat file = perfect.
BTW The armor weight being less when you wear it actually doesn't make sense. Gravity still exists whether armor is in your backpack or on your body.
Combat file = perfect.
BTW The armor weight being less when you wear it actually doesn't make sense. Gravity still exists whether armor is in your backpack or on your body.
#4
Posted 01 November 2010 - 12:32 PM
I have given this file my endorsement.
Nice to read that you're still working on this mod. I have tested several of the popular combat rebalance mods released so far, but I think I prefer this one. This mod provides a good balance until "bigger" mods like FWE are available (or maybe this one will become such a one eventually?). It's also nice that this mod only changes global variables, so that the potential of conflicts with other mods should be minimal.
Nice to read that you're still working on this mod. I have tested several of the popular combat rebalance mods released so far, but I think I prefer this one. This mod provides a good balance until "bigger" mods like FWE are available (or maybe this one will become such a one eventually?). It's also nice that this mod only changes global variables, so that the potential of conflicts with other mods should be minimal.
Edited by f1f2f3, 01 November 2010 - 12:32 PM.
#5
Posted 08 November 2010 - 01:01 PM
I have given this file my endorsement.
Hey, Great mod! And with a huge potential; can't wait to see the "future plans" implemented.
Hey, Great mod! And with a huge potential; can't wait to see the "future plans" implemented.
#6
Posted 10 November 2010 - 02:04 AM
I have given this file my endorsement.
Couldn't play without this!
Waiting for localized damage!
Couldn't play without this!
Waiting for localized damage!
#7
Posted 21 October 2010 - 08:15 PM
Gameplay Revised
A set of small gameplay changes for a better and more realistic experience of the game. The changes are separated between different modules.
This topic is for endorsements of this file.
A set of small gameplay changes for a better and more realistic experience of the game. The changes are separated between different modules.
This topic is for endorsements of this file.



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