Jump to content

L0bban

Members
  • Posts

    28
  • Joined

  • Last visited

Everything posted by L0bban

  1. I can't find a mod that does this on Nexus. In vanilla I can understand the need to slow down the PC in extreme fashion while aiming down your sights (as accuracy is so drastically increased) but as I'm using Project Nevadas recoil settings together with XFO's accuracy revamp (best little tweak there is) that makes iron sights not so uberpowered anymore, I really would wan't to speed up the movement while aiming. I am a practical shooter myself (in real life that is) and the speed at which you are forced to move while aiming (especially with one-handed weapons - 2handed are harder in real life if you want to move at high speed and aim at the same time) is so unrealistic that it bugs me humungously everytime I try to aim and move around. Is there a mod out there that adjusts this? And if there isn't, can someone help me in the right direction to do one myself? What are the parameters for this, and are there different ones for 1handed and 2handed weapons? I'm a beginner modder and have only modded sounds and weaponstats before in Fallout 3 so I'm afraid that this is beyond my skill, but with some help I will make a try - simply bcz this is the one thing that bugs me most about FNV's combat.
  2. When using "Wait" or "Sleep" 1 hour or more, the game only runs for a short time (seconds up to about minute) before it crashes. It very seldom crashes directly after wait/sleep, but the game is most often playable for 30 secs or so before the crash. I've read everything I could find on the subject on nexus, and everything points out that this normally is a Timescale problem. I'm using Project Nevada to change my timescale. It was initially set to 10 by me. I've changed timescale to 30 (Vanilla) during a loaded save to see if theres a difference, but still crashes after wait/sleep. I changed it to 30, saved, quitted, reloaded, and slept, it still crashed in under a minute. What to do? I feel I'm all out of options now, as the mods I have otherwise give a totally stable game. I can include a loadorder later, if it's easier to narrow down the problem. Any help appreciated! One sidenote: Could this somehow be hardcore related as needs often changes after wait/sleep? PS. More intrusive mods (most of my other mods are more of the simple "addon-type") that I have and that I think could (?) cause problems is the following ones: Project Nevada, CASM, OneHUD, MIssion Mojave Ultimate, New Vegas Redesigned, PMT reduced world items, DFB random encounters, Nights are Darker. DS
  3. Back to my 2nd question on my main topic then! Any help out there for me to find a mod that makes perception affect accuracy (or more parameters)? Preferably one that don't affect anything else but perception. Or suggestions/facts about a mod or mods that affect perception and more stuff but don't conflict with Project Nevada or where PN overwrites most effects except he perception one? [i have come so far now so I know I won't be able to develop my own perception mod. But maybe "cut" out a perception piece from a bigger mod and make an .esp with just the perception info? Any help, tips here on how to do it?] Any help is greatly appreciated!
  4. I'm almost feeling stupid asking such a simple question, but I'm having a brainfreeze here. When modders and gamers talk about LOOT in New Vegas they sometimes mean different things. When using mods affecting "loot rarity", what exactly does those mods affect? I have a memory from Fallout 3 that it concerned the loot from dead bodies (and alive ones when stealing?) and closed "containers" of different kinds (closets, fridges, etc.) Am I right or do loot (in modders terms) mean something less or something more than described above? For example if a mod takes away (or minimizes chance to spawn, I don't know which is the right way to put it) food and ammo loot by a certain percentage (Project Nevada does that); what am I supposed to expect to loose? And likewise, when a mod takes away WORLD ITEMS, what is exactly defined here? Only things inside buildings lying around openly, and does the same apply on things in the open wasteland? Or something more/less? Any help for my confused mind is kudosed. You really shouldn't have to meddle on my behalf in such simple matters. :)
  5. I'm probably using wrong words (english isn't my main language). I don't mean that they are adjustable on their own. But that they somehow may be changed my modding. A few mods state that their mod change that certain fixed number. I guess it's the fixed numbers 90+10 (or 100) that they somehow change. For example: PCAsWeakAsNPC changes it but the readme says also that the mod must be used at startup creating a new PC and that the change after the startup is permanent on that PC. And here is a quote from the XFO readme (On PC health) showing why I use the terms I use: Base Health reduced from 100 to 80 Health per point of END reduced from 20 to 12 (raised from 5 to 12 for NPCs) Health per level gained reduced from 5 to 0 This quote also matches how this is handled in Project Nevada, except that Project Nevada don't change the "Base health" (if thats the right term) and just point out that it is indeed 100 (90+10 then I guess). ANd that on top of that the endurance and level multipliers gives your totalt health value. Well, I'm so bad at this so I may cause more confusion than clarity expanding on the matter. :)
  6. Thanks Greslin! But Project Nevada already gives me the opportunity to adjust endurance and level multipliers of health, but these two is actually not the only health parameters. The game also has a specific "base health" that in Vanilla is 100. The the calculated health in vanilla is 100 + 20xEndurance + 5xLevel = Total health. It's the fixed number of "100" I want' to adjust, and I know its possible but I don't know how. For example I want to try to use 50 + 5xEndurance + (no level addon) as my health. The "50" is the only thing I can't get my hands on right now. [This is meant to be used in conjunction with other mods I have and are actually a carefully balanced (but deadly) combination I wan't to play with.]
  7. After asking around and searching the nexus for some time I can't find any of the 2 mods I wan't most right now. So if they aren't around I'll try to create them myself. The simplistic nature of both mods are because of my need to alter these two things w.o conflicting with other mods, for example Project Nevada. There are several mods that alters my 2 mentioned stats, but none that do it w.o altering a lot of other things. I'm a beginner at modding that did some weapontweaks years ago in Fallout 3, so I'm VERY rusty. 1. A mod that only alters Base health for the PC. Nothing else. Right now I use "PCAsWeakAsNPCs" that puts base health to 65 among other things. It can be used with Project Nevada as Nevada overrides everything except the Base health. Maybe I can use that file to make a simpler mod? 2. A mod that makes perception more useful. Mainly by making it affect accuracy inside and outside of VATS (more important is the outside stat as I seldom use VATS) One called "Perception revamp -WIP-" seems to be cancelled, and can't be found anymore. Anyone who has it and can forward it to me? XFO (and a few more mods) seems to do good revamps of perception accuracy, but as with every other .esp I can find it alters a lot of other stuff that seem to conflict with some of my mods. (Does anyone know a way to use one of the mods that alters perception accuracy w.o conflicting with Project Nevada?) Anyway, my main goal is to create (or find) two clean .esps that only do what I want: Base health and perception influenced accuracy. Any help is appreciated and kudosed!
  8. When playing Fallout 3 there was one essential mod that gave you much more info on your weapons in your inventory. Accuracy, etc. Is there something similar done for New Vegas? Hasn't been able to find anything except the Weapon mod menu that is supposed to give you that kind of info but only on weapons mods.
  9. With Nevada installed I cant seem to override damageadjustments on weapons with for example XFO's mod. One problem is that all the mods/esps i've found do 1 of 2 things: 1. Tampers with a lot of stuff, not only wpn damage --> Conflicts with nevada. Or.... 2. Even if they ONLY adjust wpn-damage, it adjusts every single wpn individually which means wpn-mods won't get the extra damage. In Fallout 3 XFO programmed a simple 2xdamage that was working regardless of what wpns you had installed. It simply edited something else to get the desired overall x2 effect on every wpn and didn't conflict with anything I could remember. I remember that XFO even said that it was a fool-proof way of doing it, and that it never would cause conflicts with wpn-mods. Are there a simple way of doing this or are there already some simple mod i've missed that don't alter gun-data but instead alter overall damage (without tampering with the skill-damaga ratio either!!!)? Bcz I really miss the deadly combat of my Fallout 3 experience, and the super-simple way of achieveing it! EDIT: I have tested and read more. Seems that some PN-developers think that the F3 x2, x3, etc wpn-damage (Found in FWE and XFO in F3) doesn't work for FNV bcz of the new damage system and will unbalance new parameters that werent available in F3. But The same PN member say that they instead adjust HP for the same effect. Thats not true, at least the PN mod don't do that effectively enough. Even if you alter the endurance and level multipliers as much as you can (the only HP adjustments PN uses) you don't even get close to double damage. And also, those adjustments hits differently regarding what kind of enemy you meet (High level high endurance VS low level low endurance but high base HP, etc, etc,) and isn't entirely balanced if you wan't to make big adjustments. So my question is still the same. How can I make the game MUCH deadlier for NPC's (for the player it's easy to do that) wo conflicting with PN in the process? Are there a way to add an 0.5 multiplier to all HP's in the game and put that .esp after nevada in the loadorder? The deadly fights I'm used to from
  10. As XFO is "dead" and PN blossoming I'll be using PN on my first playthrough, but in my heart XFO still has the best gameplay/rebalance ideas of all mods ever in the Fallout universe. So. Is it possible to use some of XFO's NV .esps after PN in the loadorder to get a combination of PN and XFO? And do I get problems with DLC's (or lack of changes in the DLC's!) and the newest patch bcz of XFO's old .esps? My sought after adjustments (there's more, but most of them I don't dare to use bcz of possible conflicts with PN) that I can't find in PN but in XFO is: Rarity - meds Rarity - caps Barter adjustment S.P.E.C.I.A.L adjustments for perception (accuracy) and charisma (barter prices). Is some of the stuff (all of them in separate .esps except SPECIAL's where the esp alter every ability) I mention above possible/recommended to use with PN installed? And if not, are there any other mod out there that can do at least the rarity (PN only has ammo-rarity) and the barter adjustments that PN seem to be lacking wo breaking PN itself? /Lobban
  11. (I recently got an answer about primary needs in the mods section, so I thought my follow up question also posted there is better suited here.) Anyone who can help me compare New Vegas vanilla primary needs to the mod that was used in Fallout 3? Is it better in New Vegas somehow so I won't be bored as easily? I found it fun in the beginning in Fallout 3, but tedious in the end. I am planning to play wo it: Adjusting timescale with project nevada or canceling it completely if it's possible, but only if other Hardcore settings can be kept. BUT, a fun, completely realized and immersive primary needs with thoughtful design (not patched on afterwords as in F3) could be fun. What do you say? Is it more fun to play with primary needs in FNV compared to F3, and if it is: why do you think so? /Lobban
  12. I am going to start a clean install for my first (yes!) playthrough with Fallout New Vegas with some mods I want to use (mainly project nevada, WMX, more perks and some graphic/sound tweaks) and I'll also be playing hardcore first time through. In other words I haven't started playing yet. I have googled it and I have searched nexus for mods or tips (and read the project nevada readme for hints) but haven't found anything yet. I wan't to play New Vegas with hardcore but without primary needs (eat, drink, sleep). I figured it would be a common fix as I believed many would feel like me: That eat, drink, sleep becomes boring after 100 hours or so (My Fallout 3 expereince with primary needs mod) but to my surprise (or lack of search skill) I haven't found anything on the topic at all actually. Is there a mod that may cancel primary needs wo loosing the other traits of hardcore? If that possibility for example exists in Project Nevada, the readme dosn't meantion it (besids adjustment of timecycles). ANY help is wanted as this actually is preventing me from starting my playthrough. I BADLY want't hardcore settings, but likwise is already bored of primary needs since before in Fallout 3. /Lobban PS If this isn't possibile, anyone who can help me compare New Vegas vanilla primary needs to the mod in Fallout 3? Is it better in New Veags somehow so I won't be bored as easily? I found it fun in the beginning, but tedious in the end. DS
  13. I'm playing rouge city elf and got the "Fang" dagger and noticed that it had suspiciously bad stats. So I started googling. From what I found the dagger is a tier 7 (or a scaling wpn with max tier 7) wpn on PS3 and X360 , but on PC it's only a near worthless tier 4 regardless of your lvl (considering how late in the game you get it). It's obvious that the wpn is meant to be something very special as it is a late-game unique item that got a lot of attention from the designers both in the dialogs when you get it and graphic design. Searching the internet I get hits on a Fang dagger FIX on Nexus, but it seems to be removed. I also get hits on the tier 7 stats (with 3 runeslots) that it's supposed to have on the consoles: +3 cunning +5% melee critical chance +6 attack +10% critical/backstab damage +1 nature damage While tier 4 PC version has this: +6 attack +6 vs beasts Anyone knows where to find a FIX on this and/or anyone kind enough to make a simple mod that fixes the wpn to be as cool as it looks, and as good as you believe it is when you during VERY special circumstances get it? I would think that the above tier 7 stats with +1 nature damage removed in favor of +6 vs beast damage (or maybe +4 or +5 if 6 is to high) instead would be the ultimate "fun" mix of the two vanilla versions, and still balanced. I really hope there's a solution to this! I've almost decided to pause my play through until I find a nice FIX as the dagger fits so perfectly into my role-play through the origin parts (the beginning and the later stop in the alienage) of my character. Kudos and flowers and free teddy-bears (really!) for anyone who can help me!
  14. Maybe there are some general topic from before that addresses this, but haven't found it yet. My concern I: When exactly does a mod conflict with another? I know that they have to modify the same files, but in Fallout 3 (which is my only experience with modding) that ain't the full truth. F3 have a load order that makes the last file override previous ones. So different "conflicting" mods can co-exist if you put them in the right order in the loading process making you draw benefit from all mods, even conflicting ones; only overriding the stuff you want to be overrided. Is this also somehow true for DA? If not, how does DA work? My concern II: How exactly do a conflict work practically? If I for example use the CombatTweaks mod and want to use another mod that, for example, change Chainlighting differently than CT, can I somehow do this? If I install the Chainl. mod after CT, which of these effects are most probable to happen: 1. A mix of both installed Chainl. effects. 2. CT's effect 100% kept. 3. CT overrided with the new effect 100%. 4. Corrupted Chainl. in some strange way. 5. The whole CT mod corrupted, not only Chainl. 5. A "nice" mix of 1-5. Another example to describe the situation. If I simply want to change cooldowns for potions which are adjusted in CT. Can I load a simple mod after CT to only change the cooldown or will it still be corrupted in some way? Or Is the installation order in DA the equivalent of the load order in F3, making simple changes like this absolutely harmless if you do them in the right order? I got more questions, but this covers most of my concerns. =0)
×
×
  • Create New...