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4Aces Gameplay Mod 2.2


KMA

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You can get it here.

 

4Aces Gameplay Mod 2.3

 

Finalized except for patching

 

This is an excerpt from my readme (offered in both .odt and .doc format).

 

This major gameplay changer will alter many aspects of the game, to improve continuity, remove errors, and increase immersion. Thousands of variables were changed to improve the game and remove some of the bugs and logical errors (bad game design is not a bug).

 

 

The basic areas covered are:

 

Ammo Crafting: Greatly Simplified (first mod to do so).

 

Weight Re-balancing: Everything in the game was rebalanced using a systematic method which eliminated many of the weight bugs in the game.

 

Repair Lists: Using the same method from Fallout 3, I re-classified everything and assigned it to a new repair scheme. You no longer require the exact same item to repair the first.

 

Weapon Mods: These were excluded from many of the weapons, especially the unique variants, for some reason. This corrects that mistake.

 

Perks: Many perks were missing items from the list of weapons that they were supposed to effect. This was corrected (does not include any weapons introduced by DLCs).

 

Food: Recoded to remove the healing effect unless the recipe to create it includes a healing agent.

 

Alcohol & Drugs: Recoded to increase duration of effects (both positive and negative), and in a few cases increase the probability of addiction. The effects of the various drugs were also altered, and when possible made to Fallout 1 / 2 (cannon) standards.

 

Recipes: Many of the food items now include drugs to give them their 'magical' effects (healing or stat boosting). Many new recipes were added to either offer a variation or a unique way to create something.

 

Armor: Aside from being part of the weight re-balancing, all major values were recoded for continuity. Armor class was determined from the physical appearance and stats assigned accordingly. All errors were removed.

 

Ammo: Recoded where necessary for balance. All ammo of a particular type now shares the same characteristics.

 

Weapons: Aside from being part of the weight re-balancing, all major values were recoded for continuity. Damage is primarily dependent on the ammunition type or relative size. All errors were fixed.

 

General Changes: These increase gameplay and help overcome some major errors in the game (as of the Fourth official patch).

 

This gameplay mod will not require you to restart the game, and will not corrupt your saves. You should load this last in your load order so that it will overwrite any other changes other mods make.

 

There are 17 other mods either directly combined or modified (some totally redone). None of the areas above reference these mods. They are all included with permission from the author. These is a full readme file dedicated to these mods with details on their inclusion, what they provide, and links to the original mod. There are also some that could not be combined for technical reasons, but work perfectly well when loaded separately. These is a list of these in that same readme file with full details and links.

 

The full list of the included or reworked mods

IIWR - Intrusive Invisible Wall Remover by "urbex"

Boosted Skill Effects by "Anberu"

Level Cap 100 by "Say"

KTs_SpeedSquad_NV by "Ken Tsurugi"

Nerfd Cazadores by "necrobard" - modified

Perk Every Level by "Phoenixfang55"

Tag Skill Improved by "your evil twin"

Primm Rumours Fix by "Paul_NZ"

Vegas Strip Markers by "21603"

Realistic Weapons Damages - New Vegas by "Wrankss" - Heavily modified

Mercy Killing Karma by "Trueform"

psychoelfs level stripping mod by "psychoelf" - (NPC leveling is optional)

psychoelfs gambling cooldown removal by "psychoelf"

Hold Breath by "Aluminumfoil"

Colored WorldMap by "colored" - modified

Faster Vats by "FonzieD"

Permanent Skill Mags by "Holty07" - modified and optional (mags give a permanent +1 to skill)

 

All credit is theirs, including those that were modified. If the original author would like to use my modification they are free to do so.

 

This have been play tested for two weeks, and all bugs corrected. No bugs have been detected in the last 10 hours, but patching is generally simple and takes place immediately upon learning of them. So either contact me here or email me with the possible issue. I am only patching this, not adding to it (unless I consider it a bug that I missed it - e.g. an ammo type that was not included). If you are at all interested, download the file and read the 13 page detailed readme. It explains how I have been developing this for the last month and a half. I pulled the first version of this mod down a week ago in preparation to release this, but ran into a series of bugs and delays. So this is the same mod just massively updated and finalized (except for patching).

 

Cheers,

 

4Aces

FourAcesCW(at)gmail(dot)com

 

Jan. 21 / 2011

Edited by KMA
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well, this sounds quite good

 

why haven't you uploaded this to the Nexus?? (just asking)

 

one problem is that this will conflict with any weapon modification mod around (this is just the one type of mod that i really care for now)

so, could you consider your's better than other weapon modification mods, or will you try to make patches, or what??

i'm just asking because this sounds like a great mod, but i still want to use WMX, so i can't have any conflicting mods with it

 

cheers

 

WA

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I am DLing WMX right now. I will take a look at it and see if it is compatible. If it includes new meshes so the mods change the look of the weapons, then it might just be one of the few mods out there that I am willing to put this back into development for. I will have to alter the weapons though, since adding three mods to all ranged weapons only, just makes the original unbalanced nature of Melee vs Ranged even worse. I upped the melee damage, gave them a higher critical chance, or extra limb damage to try and balance them with ranged weapons.

 

Now what I really would like to see: The laser guided, heat seeking, throwing knife!

 

I will get back to you tomorrow on if I think it will work. I should be able to add it pretty easily, but I will have to test that out as other failed to merge for no good reason. I will also have to wait for permission from the author. I have been waiting for over 5 weeks for some to respond and have heard nothing.

 

Why did I not upload it to the Nexus again? Too many problems with my previous FNV mods which resulted in me pulling them to avoid misunderstandings. With such a small file I can host it directly from my website, so I figured that was the easiest for everyone.

 

WMX does have new models for the weapons, with unique textures (that look just stunning) and great new meshes, and it's really worth using

 

as for the Melee VS Ranged, i totally agree

that is why i thought that melee weapons should also have mods, but i just don't know how to make the new models, so i can't really make this myself without help

but if you can balance the damage, it will be well worth it

 

as for uploading to the Nexus, i understand, and like i said, i was just asking

it doesn't really bother me, and i don't think it should bother anyone

i just hope that this will still get the exposure it deserves, without being uploaded to the Nexus

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EDIT

 

I am going to stop today even if I cannot get WMX working. I had been experiencing immediate CTDs but thought they were due to the changes made by WMX. After it was uninstalled this morning and the CTDs continued I realized it was more. I could not even start a brand new game with a crash in about 5 seconds, so I reinstalled. This seems to have repaired whatever file degraded.

 

Even though the GECK does not allow you to alter the reload and jam times, and it reads this information from the Meshes, the game apparently still reads it from the ESP. So it turns out that 2.2 was bugged after all, as the GECK recorded all the value at 0.0 which looked normal when I replaced the Meshes and loaded 2.2 in the GECK. When I finally got my game working, I tested the reload time on a weapon that should be slow and it was instantaneous. So I just reloaded 2.2 in the GECK and saved it again and all the values are back to normal. All that and it only takes about 5 seconds to fix all weapons (even creatures) for two variables which would normally take about an hour.

 

Anyway, go get 2.3 and install it over 2.2.

Edited by KMA
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A second version has just been uploaded of 2.3. This is the WMX version (bottom of the page). It is just 2.3 with a WMX patch ESP and an extra readme, but I thought I should keep it separate for those who do not want to use WMX. For those that do not know - WMX is the Weapon Mods Expanded mod which takes the same idea I had about giving all the unique weapons the same mods as their counterparts, but to a new level. This gives almost all ranged (non-melee - so no laser homing knives - yet) three possible weapon mods.

 

I balanced them to fix in with my design, and instead of cutting ones I did not like, I just modified them or the weapon so that with them, you get my original value. There were only two weapons and one other mod, so for 99% they are all just like Antistar designed (though the value might be a bit higher or lower to fit with my mod's design).

 

The requires you to have WMX installed for it to work.

 

I am now, really and truly, retired from FNV now. I am still patching though and will do so for another few weeks. I now only have a few days to prepare for my next project which starts next week. I know many of you will be joining me there. If you need to report a bug, please just email me (it is at the bottom of my readme files). Posting here or PMing me might take a few days before I notice, and after I start on DAO2, it could be weeks.

 

Special thanks to Antistar for his assistance in getting this made (and for letting me make the patch).

 

EDIT - It has been two weeks with no questions/comments so I am going to stop checking this thread. If you want to contact me use my email address found in the readme(s).

 

 

Cheers,

 

4Aces

Edited by KMA
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