potatojohn
Arcane
- Joined
- Jan 2, 2012
- Messages
- 2,646
So has anyone tried this? How does it play? Is it easier or harder than arwen's realism tweaks?
So has anyone tried this? How does it play? Is it easier or harder than arwen's realism tweaks?
The mod is buggy, gotta wait for a fixed version.
the pre order bonus is also available as DLC.
I'm pretty sure the reduced XP gain doesn't work either. And there's no knowing whether the stuff that's not so obvious work.
In any case, you think it'd be a simple check to see if the DLC is installed before modifying it, but I guess not.
I didn't modify the base HP correctly, but I figured out the problem. For a future update, I probably won't quarter the normal values after all, but they will be significantly lower (about halved at 1st level tapering to about 2/3 at 20th).
I'm also switching from reducing gained XP to doubling the XP that's required to level. There are too many sources of XP that I can't modify through a single value (e.g. quest XP), so it's easier to address it through the requirements.
Between these two things, it should be rough stuff.
Oh, poo! It looks like I am too late to the party. I can only find FNV for 9,99¢ without the gazillion of DLCs, they have to be purchased separately.
Additionally:
Does that mean I get the gory version if I download the English one? Pardon for asking, but my Steam-Fu is kinda non-existent since the only games I own which require Steam are the Half-Life 2 series and Portal (courtesy of the Orange Box).
You can't download the english version directly as a german citizen, there is a little trick however (and completely legal): [...]
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v2 Changes:
1.1.2012
* Logan's Loophole modified to cut the player's advancement off at 20th level. I know that ruins the reference but...
* Broad Daylight level prereq from 36 to 24, Sneak 70 prereq added
* Certified Tech level prereq from 40 to 24, Sneak 90 prereq added
* Just Lucky I'm Alive, Thought You Died, Ain't Like That Now prereqs from 50 to 34.
* Gum Drops from 1.0 to 0.25 weight.
* Bubblegum from 1.0 to 0.1 weight. Wow!
1.2.2012
* Reverted XP halving to address more comprehensively through iXPBase and iXPBumpBase
* iXPBase set to 275 (from 200) & iXPBumpBase set to 200 (from 150) - Increasing required XP by a little more than 1/3.
* Lowered base player HP (before any bonuses) from 100 to 50.
* Reverted fPCBaseHealthMult change as it had no obvious effect.
* Lowered fADVHealthEnduranceMult from 15 to 10.
* Vanilla F:NV HP formula: 100 + (End * 20) + ([Level - 1] * 5) -- JSawyer HP formula: 50 + (End * 10) + ([Level - 1] * 5)
* Sierra Madre Martini HP bonus dropped from 75 to 40.
1.3.2012
* Adjusted Dale Barton's, Lacey's, and Little Buster's Caravan decks.
* Reduced weight of non-Salisbury Steaks (Coyote, Dog, Gecko) from 1.0 to 0.8
* Switched all Pre-Order items to be sold at Chet's store. Nothing is given to the player outside of what Doc Mitchell hands him or her.
* Switched all Pre-Order message boxes to corner messages.
* Unique Pre-Order item prices raised to slightly above their non-unique counterparts.
* Mercenary's Grenade rifle weight dropped from 5.5 to 5, health bumped from 100 to 120.
* Mod slots removed from Weathered 10mm Pistol.
* Metal Armor and Lightweight Metal armor Health set to 200.
* All Raider armor weights dropped from 15 to 7.5.
1.5.2012
* Merc Outfits all given two bonuses: one weapon skill at +10, one non-weapon at +5. The exception is Merc Charmer: three non-com at +5.
* Normal Merc Outfits all given 3 DT.
* "Unique" versions have "Reinforced" added to front of name. Value from 50 to 1200, DT set to 8.
* Raider armors all given misc bonuses. Unique versions have those bonuses + weapon skill bonuses.
* Leather and Reinforced Leather Armor weights dropped from 15 to 9. Gecko-Backed to 9.5.
* Raider armor healths dropped from 100 to 75.
* Adventurer: +5 Science, +10 Energy Weapons
* Charmer: +5 Barter, +5 Speech, +5 Medicine
* Cruiser: +10 Melee Weapons, +5 Sneak
* Grunt: +10 Guns, +5 Repair
* Troublemaker: +5 Lockpick, +10 Explosives
* Veteran: +5 Survival, +10 Unarmed
* Painspike: +3 Critical Chance
* Sadist: +15 Health
* Badlands: +10 Action Points
* Blastmaster: +20 Fire Resist
* Sharp-Dressed Raider's Armor: +3 Crit, +10 Guns
* Hand-Me-Down Raider Armor: +15 Health, +10 Melee
* Highway Scar Armor: +20 Fire Resist, +10 Explosives
* Psycho-Tic Helmet: +5 AP
* Arclight Helmet: +10 Fire Resist
* Blastmaster Helmet: +10 Explosives
* Wastehound Helmet: +10 Radiation Resist
* Bogeyman's Hood: +15 Radiation Resist
* The Devil's Pigtails: +8 AP
* Pyro Helmet: +15 Explosives
* All unique Merc and Raider armors and helmets added to Mick's store
* Emily Ortal's dialogue fixed so the 6 PE check is run on the Courier. Now you too can know the gross sexual history of Emily Ortal.
* Removed pic of VAULT MOM AND DAD from Vault 21.
* Metal Armors from 30 to 20 weight.
* Gecko-Backed from 33/35 to 23.
* Lightweight Metal Armor (Pre-Ord) to 15 weight.
* Most Medium armor weights lowered.
* Armor of the 87th Tribe weight lowered to 25 lbs.
* Armored Jumpsuits to 8 weight.
* Sierra Madre armor to 8 weight, Reinforced to 9.5
* MM Scout Armor to 7 weight.
* Vault 34 Security Armor to 9.5 weight.
* Lobotomite Jumpsuit to 5 weight.
* Hazmat Suit to 8 weight.
* Assassin Suit to 8 weight.
* Chinese Stealth Armor weight to 7, bonus to Sneak now +25.
1.8.2012
* Created WithAmmo forms for the 5.56mm Pistol and Battle Rifle.
* Placed 5.56mm Pistol and Battle Rifle on various drop lists.
* Apocalypse Gladiator Armor DR from 0 to 17. Weight to 22. VAL to 3500.
* Apocalypse Gladiator Helmet VAL to 700.
* Shellshocked Combat Armor and Helmet revised.
* Road Rascal Leather Armor revised.
* Wanderer's Leather revised.
* All-Purpose Science Suit weight from 2 to 6.
* Followers Lab Coat given 8 DT. VAL from 16 to 1000. "Reinforced" added to the end of the string.
* Recon Armors given +15 Sneak. Christine's COS Recon Armor given +20 Sneak. Recon Armor effect string renamed to "Recon Armor".
* Metal Armor -1 AG enchantment replaced with -15 Sneak enchantment.
* Salvaged NCR Power Armor given -10 Sneak instead of -1 AG
* Power Armor Training carry weight bonuses halved from old (mod) values.
* Commando Armor revised to be Metal Armor, Reinforced with a +20 Sneak bonus.
* Shellshocked Combat Armor + Helmet and Composite Recon Armor + Helmet added to Nellis munitions vendor.
* Other unique metal/leather/raider/merc armors split between Cliff Briscoe and Mick.
* .308, .357 Magnum, .44 Magnum drop rates increased in Military Footlockers in Old World Blues.
* Flamer Fuel weights halved.
* (GRA) suffix removed from all GRA ammo subtypes.
* (GRA) suffix removed from GRA weapons that have base game equivalents (e.g. Baseball Bat)
* All standard weapons with moddable GRA equivalents given all GRA mods.
* Instances of standard Assault Carbine Mags and 12.7mm Silencers removed/replaced with GRA equivalents.
* Weapons (now) lacking GRA suffixes removed from the Master of the Arsenal challenge weapon list.
* Weapons like the Battle Rifle, Bozar, Katana, Tin Grenade, etc. retain the (GRA) suffix for challenge/achievement/trophy purposes.
* Fixed incorrect icons for Ballistic Fist, Displacer Glove/Pushy, and Zap Glove/Paladin Toaster
Sadly, this mod is meaningless because they didn't fix like a gazillion soft bugs in the game (eg. things that break quests, AI, broken perks etc.), though modders did and Sawyer's mod won't be compatible with those. And you need about a total 150 of them to make everything work right in the game.
There's one that doesn't make much of a sense in the mod: Power Armor no longers requires training but you get larger carry capacity only with training. That doesn't sound right.
FNV + all goodies was on sale for about 10$ on Steam the day before.
Pretty sure that GRA DLC was a Bethesda money-milking scheme.
YesDoes this mod make the game and Sawyer's writing in particular not retarded?
* Switched all Pre-Order items to be sold at Chet's store. Nothing is given to the player outside of what Doc Mitchell hands him or her.* (GRA) suffix removed from GRA weapons that have base game equivalents (e.g. Baseball Bat)* All standard weapons with moddable GRA equivalents given all GRA mods.
But it's also the language he uses. PLATONIC FORMS OF THE MARGINALIZED
AMONG THE MYRIAD GAMES
MY OWN EXPERIENCE WITH NORMATIVE AUDIENCE EXPECTATIONS OF A CHARACTER IN A MARGINALIZED GROUP
As I've said before he comes across as a try-hard poseur. When he starts making intelligent games he can use all the words he wants. Actions and words.Holy shit words with three syllables what a nerd
I also remind myself that Josh has made and released more computer games than me. It always tips him over the line in regards as to who was right, him or medicated fatties on the Codex. He's a savvy cat and ultimately, I envy his job.