luceid Posted December 17, 2011 Author Share Posted December 17, 2011 Well.... I'm just stupid - FOOK has it's own sorting tags, but they're disabled as default :psyduck: At least, that's what the description says (have to check that later, currently not at home - I'm at work atm, sadly it's no joke ._.). Should this work, than all I need so far is imported correctly :ohdear: It's a kinda complex that whole bashing and merging topic. If looking close enough one sees, that most mods are far less compatible, than everyone states.I guess it's the fault of the GECK/Gamebryo. Modding would be so much easier, if f.e. classes could be added to NPC's without all that unnecessary things (like facegen-information, inventory and what not else). From what I've seen so far, my wild guess is, that 90% of all moded FONV-games are not working as intend by the user, due all those re-overwritings (see 1st pic in the thread as example).And I humbly doubt, most of the people get so much in detail with that topic. Link to comment Share on other sites More sharing options...
FMod Posted December 17, 2011 Share Posted December 17, 2011 You just shouldn't generally mix multiple mods that do the same. FOOK and Project Nevada are mostly mutually exclusive, like FOOK and FWE for Fallout 3. It's a choice to make. FOOK is an all-in-one kit, but you can get almost everything it does with separate mods. It doesn't play well with others, just because of its all-in-one nature, and it doesn't work with Bash as well because changes are not in separate plugins that could easily be tagged individually. Adding just inventory to NPC or just faces is done by Wrye Flash. If you want FOOK to edit classes, but not faces or inventory, tag mods that shouldn't be overridden "NPCfaces" or "Invent". Avoid tagging when not necessary. And don't hesitate to place mods below FOOK, if they need it. A lot of games actually hold together pretty well, it's just if you don't go overboard with mods. I had my build mod-ruined on more than one occasion before I managed to get it right. But the difference can be major. An all-Bash build (I had to convert all mods to BAIN installers, no FOMOD nonsense) in place of a regular hosh-posh saved me from restarting at level 18 once, and not only that, but the game started to run near flawless, no crashes, no post-reload issues, no broken models. Link to comment Share on other sites More sharing options...
luceid Posted December 17, 2011 Author Share Posted December 17, 2011 (edited) Well, my last game went pretty well after some setbacks. But after a time I noticed the game was, even with hardcore mode and on very hard, too easy for my way of playing (perk every level for the fun of it and three companions, since I love Marcus (being an old FO2 "veteran") and Willow and Veronica :turned: If one can one-shot Lanius or the LDC on very hard, or in OWB simply vanquish the LBF as it were a piece of cake, something has gone wrong. Well not really, because of course it's the overpowered build, but still.At this point PN peaked at it's limits concerning "making the game harder". FOOK does a perfect job their, due adding more levels, classes, base health, etc. to the enemies. XFO is also a very nice addition. I started a new game, walked into the first big PG-camp and got the crap beaten out of me :mellow: Those guys were far stronger than I ever imagined and also healed themselves - as intended :devil: Although I doubt that there will be a new version of nVamp, it would be great, if there were one - for lazy guys like me :ohdear: Basically I should have just used PN without it's rebalanced module, since FOOK does the rest :psyduck: Edited December 17, 2011 by luceid Link to comment Share on other sites More sharing options...
FMod Posted December 17, 2011 Share Posted December 17, 2011 Making the game hard while realistic is not easy... especially if you're playing a sniper.The thing is, a good sniper can be raking up kills by the dozen in reality, and since the game has no simulation of wind and bullet drop, you become a nigh-perfect sniper by just grabbing a gun and raising your skill a bit. If it's difficulty you're after, it's best to DIY in GECK. I could give you the mod I made early on for own enjoyment that cranked it up, but it's from when the game was just released and will ruin any other mod, so I don't even use it myself now. One thing I did was remove healing from everything; even Stimpaks would only recover health at 1 point per second. And were made rare as hell, like they were in Fallout 1 and 2. You had to go to the doctor if you had more than a scratch. That really made a lot of difference in how the game plays; you might not get hurt more, but you feel it when you get hurt. There is a mod, called smth like Harder Hardcore, that does half the job, stims you need to do yourself. Another thing to do is to crank up damage to player through editing Body Part Data. It's quick and easy, customize to your liking.Finally make the weapons less accurate - edit the settings that control accuracy at high condition levels (50%+) to make it worse. Don't touch very bad weapon conditions as used by NPC though. And the Alternative Repair System from Project Nevada is a must. It makes repairing weapons more realistic and not such a breeze. So you don't need 1000-hitpoint enemies to have the game difficult. Just identify what parts of the game feel like a cheat, such as easy healing, easy weapon repair (Fallout 3 was better at this!), weapons being too accurate, and fix them. It makes the game feel a lot sharper and more involving, aside from being more difficult. Link to comment Share on other sites More sharing options...
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