KVA Posted February 1, 2011 Share Posted February 1, 2011 Razlo, Im very very very happy to see someone with same feelings about a realism mod! Im very excited to play your MOD!!!!I sugest remove energy weapons, because im look for realism, and energy weapons dont looks like REAL (at atmosphere of the game).Its to be nice use some World War 2 weapons, older weapons will be very interesting ( i saw a lot of these in 19th 20th weapons injection mod, but some weapons dont have a really good skins or models) Im waiting for the mod!See you later!!!cheers Link to comment Share on other sites More sharing options...
Razlo Posted February 2, 2011 Author Share Posted February 2, 2011 (edited) Yeah, I thought you'd say that. I have that very same feelings about energy weapons - it ruins the atmosphere , I know this. But give it a second thought. If we (yes, you are now too participating in my mod : ) would remove as many of them energy weirdos as far as we can to the point near the end of story line and furthest and most advanced places out there in the wasteswhere you would have to wander very long with this mod without ammo and with scarce weapons - then in most of your game you'd wont probably see them (just hearing or thinking about them that they are somewhere there is exciting enough). Then after this looong struggle with melee and scarce ranged weapons in some point you'd like to advance onto new weapon level - laser, plasmas etc - to fight your final and deadliest enemies with them (and not with club :P ).This way Energy Weapons skill will have function in game. And when you think about it some more - it's quite nice too see sometimes the Gutsy Robot or other robots using them (energy weapons) and fear them with your club! It would not ruin the atmoshpere that much, as long as you would see them VERY RARELY and not anywhere in the begining :) - like Goodsprings, Primm, Outpost, Nipton , and further (where ? ) And the MOD UPDATE: I must admit I have made huge job just until now, tweaking hundreds (tousands?) of parameters to adjust the ammo, and weapon appearance, even some quests like the early-on Back in The Saddle when Sunny Smiles gives you the Varmint Rifle just to shoot bottles ( there will be no Weapon giving in this mod ; ). So the mod is on the good way :) Stay tuned and leave your feedback (like where are thouse ugly ranged weapons lying in the game). Thanks,Razlo Edited February 2, 2011 by Razlo Link to comment Share on other sites More sharing options...
KVA Posted February 2, 2011 Share Posted February 2, 2011 (edited) Hey, im glad to know i'm participating in your mod! :D I like your ideias too fit energy weapons in the gameplay. But, if a fire weapon will be "lethal", how much damage energy weapons will do? If we remove all energy weapons, the fire weapons will be rule the game in all cases!And Energy Weapons Skill will be removed or will be null.I played NV for 19 hours, and i refused to use any energy weapons (with MAD, zombie apocalypse, some weapon mods and another mods) and i taked down all enemys only with fire weapons. I use 02 mods interesting! 1 - NPC uses ammo ( http://www.newvegasnexus.com/downloads/file.php?id=35462 )2 - Important NPC dont die ( im not in my computer right now, i cant remember the right MOD name) I think this modules will be necessary to dont crash some quests or gameplay!When i use NPC uses ammo ONLY, i saw a lot important NPC dying and crash quests! Now, about weapons damage, how we can do? FOR HUMANS (and weak animals) with 9mm parameter:Head Shots are lethal ?2 shots in chest?arms and legs will be crippled, and about 4 shots to kill enemy ? What you have in mind about weapon damages? Cheers! Edited February 2, 2011 by KVA Link to comment Share on other sites More sharing options...
pickinthebanjo Posted February 2, 2011 Share Posted February 2, 2011 the one mod that helped for realism for me was "lethal headshots" (something like that, forgot the name) I really have to watch what I do because if I get caught in a gunfight more often than not I get shot in the face . Link to comment Share on other sites More sharing options...
Razlo Posted February 2, 2011 Author Share Posted February 2, 2011 (edited) I also play with MAD, and whenever I find energy weapon i quit the game open geck and remove it :). Will leave some few later on (very very later on).After about 12 h of playing I've started again to see how powerfull my changes are and to catch more details early on , as this would obviously be very good mod to start from the begining. I've also seen killed important NPC with MAD, but I'd prefer this, than load "important NPC dont die mod". I'd keep it this way, as long as it'll be totally crucial and ruining a lot of fun, and I cannot avoid it anyway with basic gameplay. After all we are trying to make realism , right? Example:If I'm helping Ringo fight off the Powder Gangers with help of Trudy which sells things at bar and Sunny Smiles which can be usefull later on (rather important NPCs) and they die in battle - isn't it realistic ?After all you should expect somebody may die, when people shoot . Good or bad, usefull or not, important or unimportant. I accepted their death and kept playing - but if I value them too much I could tell Ringo that "gun kills and Im just too afraid that someone might get hurt ;) ", and walk away,as I wouldn't fight off Powders myself (isn't that realistic??) without Sunny and Trudy help - with MAD. Anyway I'm satisfied - for now - how MAD works. I've even limited my health with "Endurance and Health Overhaul" mod :). I recommend. I presume those power-armour-heavy-tough-guys won't die after gunshot (even in the head) or Gusty Robot* or some big deathclaw (didn't you shoot em yet?) or super-mutant with armour. They shouldm't die thateasily even from a gun. There's where heavy weapons and energy weapons come in. To fight those really tough f*#@e*s ;) I think there's still room and need or them :) Anyway, If I find toughest enemies die too easily, I'd tune them up, so my mod would balance MAD mod. But still I'd like to keep to lethal bullet metodology as long as I can :)! BTW. I think a chest shoot is also lethal in most cases - have it a try :P . I'd put that way: if headshot is 97% lethal - chest is 70%. Limb-shots should be 15% lethal (from blood lost mainly), but instantly crippled. I think those tweaks can be copied from other potentially good (but somehow bad) realism mods - do you have your favorites ? What do you think ? Best,Razlo -----Gusty Robot - I've met him in Nipton - wasn't prepared (no AP ammo, pulse granades) although I should be ( I've red about some robotic inventor in Niptons Mayor terminal ) and kicked a few rounds at him without any special effect (which is great! that's a warrior robot after all - makes impression not only on girls ; ) then run away from house in panic. When he get out after me - had to throw a couple of dynamite at him hiding constantly behind sheds and all. Luckily 1 powder expolosive didn't explode, but instead landed near him (I never used it before) and second charge explode triggering the first one while blast hits the robot from both of them. He fell apart nicely :). Well - all with MAD mod. I guess theres still room for Plasma damage :). Edited February 2, 2011 by Razlo Link to comment Share on other sites More sharing options...
Razlo Posted February 2, 2011 Author Share Posted February 2, 2011 the one mod that helped for realism for me was "lethal headshots" (something like that, forgot the name) I really have to watch what I do because if I get caught in a gunfight more often than not I get shot in the face .heh, "caught in a gunfight more often" - i try this to be rare situation with my mod, but when you do : you'd be dead in second with MAD when placed poorly (like in the middle of a gunfight in open field). like i wrote chest and body also should be lethal (though not as head).lethal headshot makes impression on me that it makes you always shoot the head - which i humlby think - its boring ;). thanks anyway. please do leave your comments, as my mod is under construction and can vary.I'll gladly consider any good suggestion if it suits this mod's policy. Link to comment Share on other sites More sharing options...
pickinthebanjo Posted February 2, 2011 Share Posted February 2, 2011 (edited) well I play on very hard with the lethal headshots and I find it fairly difficult to find the time to manage a headshot on an enemy that is dumping a 30rd mag on me since i do not use vats at all. But like you said "a headshot is 97% lethal" so you can't really have it both ways. Also you say a chest shot is 70% lethal yet for example lv4 armor is designed to stop .30 rifle bulets, so how will you account for enemies wearing armor if it is designed to stop the round you are firing at it. He should have a much better chance than only 30% survival. Edited February 2, 2011 by pickinthebanjo Link to comment Share on other sites More sharing options...
Razlo Posted February 4, 2011 Author Share Posted February 4, 2011 originally I started to work on this mod just to reduce ridicilous ammount of ammo and weapons in the world , which will entirely change the gameplay and how you think (about combat, but now rather - about survival).of course as an extension to MAD mod which actually makes guns fearfull and deadly. although I found some cute little tweaks in other realism mod ( that in overall are unplayable for me) that i'd might suck in to this mod, like: skill does not affect gun damage.but you might be right - and i might consider tweaking some more with armor - like: let player survive a gunshot in chest (like 1 or MAYBE 2 nor a burst or 5 shots) if he's wearing right armor, but knockhim down (which may, but not must, give you a little more time to either run or kill your opponent- but in most cases you'd be too dizzy to fight back and recieve another bullet if your opponent isn't busy or in hurry ; ) but I'd rather make armor almost useless than make shooting several times to human targets. i'd like to stick to principle : bullet is lethal - in the very first place. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted February 4, 2011 Share Posted February 4, 2011 this mod sounds really good it reminds me of some of the awesome things from Fallout 3's FWE mod, which is one of the greatest things ever to come for FO3 (and i think this is the general opinion) even with just the balancing options, without the extra functions (like sprinting, bullet time and such) this will be a major mod however, there is one thing that i would like to requestas it appeared to me on my current playthrough of FO3, at lower levels, enemies are a real pain to kill (you can hit them in the head plenty of times with a gun, but they barely flinch) while they can kill you with two hits with a freaking stick!!!so, if you are going to rework damage, i would like to request enemies (and NPCs in general) having less life as well, so that they won't be such a pain to kill also, maybe if you can limit how much ammo and enemy has, so he won't be able to shoot hundreds of rounds, but after you kill him, drop something like 10 of themthis way, enemies will still have to use melee weapons if they are stupid enough to use all their ammo for nothing there are two other things that i have seen in mods, that may be worth addingthe first is a looting system, in which enemies (or NPCs) will loot their enemies, so you won't find many things on dead enemies (ones that were dead when you got there)i mean, if you are walking around, get attacked by several Legion bastards and kill them, you won't just leave all their good stuff on the cold corpses to rot....... also, another mod i have (not really sure which mod does this) changes the AI of enemies to be much more tactical, meaning that they will hide, take cover, try to flank you, not just shoot their own rears offso such a thing would be one hell of a welcome changei think this comes from Book of Earache, but i'm not sure thank you for your hard work, and i'm looking forward to seeing this mod taking shapethe Mojave wasteland is just all too easy as it is now Link to comment Share on other sites More sharing options...
Razlo Posted February 4, 2011 Author Share Posted February 4, 2011 (edited) you're right about looting - and that's why am i making this mod. if wasteland is wasteland and it's so hard to find anything usefull as Easy Pete is saying (after all he's senior prospector , aye ? ; ) why there's so abundance of everything ? I'd like to know how to make NPC loot (wow, that's something) - if you can check it out (the name of the mod), please do and tell me here. anyway i'm reducin' stuff on a lowest levels so there won't be lying dead enemies with loot becasueloot itself is dimished to mostly junk. other thing is NPC use ammo parameter is set in MAD mod so they do use thier ammo, and with my mod the lucky ones with rifles in most cases will have few shots! ps. also, please check what mod causes AI to be more tactical in combat ! are you taking about Arwens mod or ABARM ? i'd really like to know. Edited February 4, 2011 by Razlo Link to comment Share on other sites More sharing options...
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