BlackCompany Posted December 17, 2010 Share Posted December 17, 2010 (edited) For those wondering, I am hard at work re-writing mods from the ground floor. This is partly due to technical difficulties and partly to the new patch and my desire to make sure I incorporate all the new leveled list changes - and there are a few. My target release date is New Years Eve, and my hope-for-but-not-likely-to-make-it date is Christmas Eve. What's new this time round? The Wasteland is no longer your friend: -Reduced Loot: 50% less ammo loot, 75% fewer caps and prewar money. no guaranteed Stimpaks outside of Vendors, and Stims are now worth at least 75 caps each (before you add in the Barter Town mod, and you should.) -Nuorishment from food is reduced. Your Survival skill will need to increase in order for you to make the most of the meals you eat while adventuring. -Needs become needs. Which means combat, daytime heat, and health levels will affect needs for sleep, food and water. I WILL make this happen, and I will do it without NVSE if possible. -NPC's will now be able to use Armor Piercing capabilities. Many NPC's have learned the value of Armor Piercing rounds. Now they intend to put them to good use. I have found a way to simulate AP rounds with NPC's, without their having to use and carry loads of Ammo for you to loot. This method is completely transparent to you and you will never notice it - until the bullets (or the lasers, or the plasma) start flying. When you find your armor totally negated, pray you have a Stimpak handy. -NPC's will fight smarter than ever. They will use cover, look for it more often, stay behind it longer and step out to fire only briefly. -No more Nerfed creatures. The latest patch nerfed some of them enough. I will not change it - but I won't reduce them further either. -Locational damage and explosions will matter. Getting hit by explosives will likely kill you in short order. Taking head shots (or giving them) will result in more damage than shooting at the chest. -Cripple effects will slow you, and they will hurt. Also, radiation will be more of an issue, and Radiation suits will protect you 100% - so long as you keep the suit completely undamaged, that is. Good luck. -Laser and Plasma Rifles will be able to switch over to EMP Rifle mode at any workbench - provided you have "discovered" the trick to doing so. Raising your Science skill lets you see this new recipe, and raising your Energy Weapons skill lets you perform it. Better yet, so long as you have the parts, you can continually switch back and forth between the two weapon types. NO changes made to vanilla weapons in order to make this happen, of course. Perfect for another run at HELIOS. These are just some of the many changes I am (successfully, for the most part) testing right now. So far, so good. I will also be re-introducing some perks, AND NEW TRAITS. These will be balanced traits intended for Character Creation. Perks will be real, positive perks. As always, ALL leveled lists will be unlocked at level 1, with the exception of Weapon Mods. I plan to remain compatible with WME going forward, as I use it myself. So, no more weapon changes in my mods! Hope you're looking forward to it. My goal is to make this the most challenging overhaul available for New Vegas, and to do so with fewer version releases than in the past. I want this to be perfect, or as near as can be. If it isn't let me know and I will find a way to improve it if it can be done. Thanks for tuning in. Edited December 17, 2010 by BlackCompany Link to comment Share on other sites More sharing options...
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