RobertStevens Posted February 8, 2013 Share Posted February 8, 2013 H guys, Going to be starting a long and slow play through with the JSawyer mod, but concerned that the nominal +30% XP required and -66% DLC quest XP received will have me hitting the cap of 35 earlier than I'd like. Previously I've used this mod - http://newvegas.nexusmods.com/mods/36411, XP_Slower_100.esp - for x2 slower leveling, which seemed a pretty good pace (about 50hrs, lvl. 12). Can I simply add one of these files or is it likely to screw things up with JSawyer? Another option would be this - http://newvegas.nexusmods.com/mods/35941 along with one of the mods that increases the no. of selectable traits (so I can still have two others). I'll be selecting 'Skilled' which also slows XP by 10%. Not sure if they might clash. Also, is it possible to increase the level cap to 40 or 50 when using JSawyer, if so what's the best/safest way? Basically I really want to take my time with the game. Playing with a timescale of 6, thanks to Imp's TS Adjuster. Finally, anyone played the game through with the JSawyer mod? If so how did you find the XP gain speed and level cap? Cheers for the help! (I've not played the game that much so no SPOILERS please!) Link to comment Share on other sites More sharing options...
jediakyrol Posted February 8, 2013 Share Posted February 8, 2013 I didn't have much trouble playing through with it...I did however make a few tweaks to it myself, and I honestly can't remember what all I changed...(I have a changelog on my home computer that would tell me though. I'll check it later) But after doing practically everything except the DLC between Doc's house and House's casino...I was around lvl 20. At that point...I think, ignoring side-quests...by endgame would have been...maybe lvl 30...doing all of the sidequests and DLC though left me capped for quite a while. Still 35 isn't a bad cap. An Intelligence 8 (max required for any quest that does an int check) can max out most of your skills by 35 especially if you pick skilled trait. Link to comment Share on other sites More sharing options...
RobertStevens Posted February 8, 2013 Author Share Posted February 8, 2013 Thanks man. Maybe I won't find the XP pace and 35 cap too fierce then... I don't want to become OP with a high level cap, but I like the feeling of constant progression hence my concern of hitting 35 'early,' especially with my 'explore everywhere' game-style. The only game-play mod I'm adding that will adjust the experience is Imp's Timescale. I've also altered the primary needs timings significantly, slower than JSawyer and vanilla as otherwise would be odd having to eat, drink and sleep so much during a single day. H20 FOD + SLP hit faster in game time, but due to my timescale of 6 rather than 30, much longer in real-time). I'm not going to be playing 'Dead is Dead,' but will be playing as though that is the case - i.e. extremely cautiously, doing whatever I can not to die. I have a few house rules too, no fast travel, realistic role play and whatnot. Link to comment Share on other sites More sharing options...
jediakyrol Posted February 8, 2013 Share Posted February 8, 2013 oh yeah...slowing the needs counters will keep you from getting the consumption perks (I believe there's one for food, water, soda, and alcohol) practically instantly with the regular jsawyer...they're not super-power perks...but I still feel it's better if they feel earned rather than all kick in before you get to Primm because you got hungry every 5 steps. Link to comment Share on other sites More sharing options...
RobertStevens Posted February 9, 2013 Author Share Posted February 9, 2013 Hey man, what do you mean by 'consumption perks?' Re: The timescale - Yeah, I can't stand 30, just doesn't feel right/realistic to me. In fact I find it kind of jarring. My previous semi-play of NV was at 4, and I have Skyrim at 5. Hopefully 6 should be pretty good as I want to feel the distances a bit more and it also makes setting more realistic H20, FOD, SLP levels easier without making them redundant. Obviously this does make things less of a challenge, but for me it's more immersive this way and that's more important to me personally. Other aspects of JSawyer should still increase the challenge nicely. Just a quick off-topic Q: I know you can get implants later in the game to boost your SPECIALs + add perks, also that I will need an END of 9 for the lot. I don't want to do too much digging about on the net for info, for fear of spoilers, but can you tell me if any of them actually make a physical graphical change to the player model? (I assume this is pretty unlikely, just checking as it might alter whether I spec my character out with implants in mind or not)? Also, does having them alter any NPC reactions to the player, or is it just a pure stat boost? Thanks for the info again! Link to comment Share on other sites More sharing options...
jediakyrol Posted February 12, 2013 Share Posted February 12, 2013 consumption perks are perks gained from using items...the water one is Camel of the Mojave, after drinking so much water you get less thirsty. Then there's ones for most of the drugs boosting their strength. and the jsawyer mod (i think...it might actually be the cooking expansion mod I have) adds one making food better after eating so much. I checked and turns out the alcohol one is from completing a certain party members sidequest...You can find them under your notes/challenges on your pip-boy. for implants...no physical change except for the ones you get from the Old World Blues DLC...but those disappear after a while...I'm not exactly sure why.That reminds me...the main OWB implants are forced...so you get +2 to STR no matter what...that's a good reason to not put your starting STR over 7. Also none of the OWB implants count against your max implant limit. sorry about taking a bit to reply. Link to comment Share on other sites More sharing options...
RobertStevens Posted February 13, 2013 Author Share Posted February 13, 2013 Ah, thanks for that man. Didn't know about 'Camel of the Mojave.' I've actually removed JSawyer as it was causing some menu trade bugs for me, but I think I've got pretty close to the feel with a few other mods (+ I have the level cap of 50 now which I prefer, even if I might not hit it with my x2 XP required per level mod). Went with strength 4 in the end. As I say I don't want to spoil bits of the game for myself, but I do know that you can get +2 strength from OWB and a +1 of your choosing from LR. Thus, I'll Intensive Train once and add one 'normal' implant to give me 8 ST final. Glad to hear that the implants aren't displayed visually, I'm role playing and don't want my character to become a bionic man ;). Just o be clear - The OWB physical changes to the charcter model aren't permanent then? Thanks again. Link to comment Share on other sites More sharing options...
jediakyrol Posted February 13, 2013 Share Posted February 13, 2013 nope...they fade away at a random point...I think it's so many game days...or once you travel back from the DLC area. Can't find any definite time..I just know that after a while I looked at my char in 3rd person and everything was back to normal. Link to comment Share on other sites More sharing options...
RobertStevens Posted February 13, 2013 Author Share Posted February 13, 2013 Great - Thanks a lot for all the info! Link to comment Share on other sites More sharing options...
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