A mod to make weapons actually deadly

Post » Sat Feb 19, 2011 4:12 am

Hello.

I liked New Vegas, I really did. But I was rather disappointed with the combat again, as I ended up shooting people in the head, and they would just shake it off. I felt like the Wasteland could have some dangerous feeling, if the combat was actually exhilarating.The question being: Is there a mod in which, for example, headshots even with a pistol are deadly? Preferably humans would die from 1/2 headshots. Of course, I should be weaker too. Is there a mod of this sort? A mod for boosting all weapons, mine and enemys?
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Sat Feb 19, 2011 9:51 am

Currently http://www.newvegasnexus.com/downloads/file.php?id=34759 is a good bet. It makes getting shot actually dangerous. The name is a bit misleading as it does keep many RPG aspects, like damage increasing with skill.
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat Feb 19, 2011 10:31 am

Hi,

You may try these mods:

http://www.newvegasnexus.com/downloads/file.php?id=35335
http://www.newvegasnexus.com/downloads/file.php?id=35037

User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Sat Feb 19, 2011 1:31 am

XFO-NV has a customizable series of tweaks. Pick the ones you want.
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Sat Feb 19, 2011 3:09 am

I'll second the Realistic Headshots mod, it makes gun combat much more realistic IMO.
I've been using it for some time, can't play without it.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Sat Feb 19, 2011 10:45 am

Thank you for your answers. Is ít possible/ do you recommend using both realistic headshots and realistic weapon damages at the same time? (Too bad that arwen's mod has no longer support.)
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Fri Feb 18, 2011 6:37 pm

what do you mean no support? last i heard Arwen was working on the hardcoe module of her mod. she's also working on her FO3 tweaks (and working alone) so understandably has a full plate
User avatar
Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

Post » Sat Feb 19, 2011 12:04 am

Sorry, my bad. Mixed it up accidentally with Realistic Headshots mod JPulowski suggested. (It has no support because kids father found porm and took his computer away.)

Sorry for confusing you. Too little sleep, I hope you understand.

Edit: So about that Arwen's mod, how does it affect weapons? Does it make their damage realistic (meaning max 2 headshots from a pistol kills)?
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

Post » Fri Feb 18, 2011 9:25 pm

Edit: So about that Arwen's mod, how does it affect weapons? Does it make their damage realistic (meaning max 2 headshots from a pistol kills)?

Not necessarily. Arwen's mod turns the penalty from the current game and turns it into a bonus. Thus you start with base damage and increase it with added skill.
The others seem more something you are looking for. Though I'm not really sure about the compatibility. I'd say weapon damage is what you are looking for, since the other only effects head-shots.

Personally I always find it becomes even more about headshots with mods like these.

EDIT: I recommend looking for a mod changing health for you and enemies. As it stand this is more of a problem than just damage.
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Fri Feb 18, 2011 10:38 pm

Edit: So about that Arwen's mod, how does it affect weapons? Does it make their damage realistic (meaning max 2 headshots from a pistol kills)?

There's a LOT of confusion about the way that my Realism Tweaks makes combat more deadly.

The default game includes skill damage increases . . . I just altered it a bit. The way my mod handles weapon skill is that you gain a weapon damage BONUS as your weapon skills increase. Even at 10 Skill, DAM is 9% greater than default. In the default game, any weapon that you use will not do its full DAM until your weapon skill (for that type of weapon) is at 100 (100%). With my Tweaks, a weapon will do its full DAM once your weapon skill reaches 50 (above 50 skill, the DAM will continue to increase, reaching a 1.5X DAM BONUS at 100 skill).

My mod also totally changes Localized Damage - damage from shots (or whacks) to the head or torso were increased, while damage to limbs were decreased.

And I've totally rebalanced ALL the default armor, so that Helmets now have a greater percentage of the overall armor AR (generally 25% of your total AR now comes from your helmet).

I've also overhauled the Energy Weapons . . . so that they are much more deadly. I've increased many of the explosions (dynamite is now more than just a little annoying). And you can adjust the Damage Resistance Threshold for armor to better fit you game play.

So my Tweaks do indeed make the game more realistic . . . but this is a RPG, and it takes place in an alternate reality . . . so it is more realistic within the scope of the game and the game world.

The RPG part is important to me (and to many others). If you change the game so that the lowest level character will be able to pick up any low level weapon (regardless of its condition) and kill any other character with one or two head shots . . . that would make the whole leveling up part of the game meaningless. There would be no reason to improve your weapon skills or even purchase a better weapon. Character builds would be meaningless and armor wouldn't really matter.

I always found it funny how so many of the uses of my FO3 Tweaks who complain that their low level character cannot kill everyone (or every creature) with their crappy worn out pistol with one head shot . . . also complain that my mod reduces the amount of weight that your character can carry (to somewhat more realistic amounts). And these same users won't use my Encumbrance module, because then they actually get tired from running (which is also much more realistic). And there's no way they will use my Med-Tec module, because that makes it so that you can bleed to death from bullet wounds, and that burns and trauma actually need more treatment than just a stimpak injection (or a short nap), and that you have to actually eat food, drink water, and sleep once and a while . . . all of which are also much more realistic. (These modules will also be part of my NV Tweaks. I'm currently working on my next update, which will include my Hard-Core module).
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Sat Feb 19, 2011 7:22 am

I am sorry if I am being a bit slow (again, I need to sleep more), but if I download your mod, and have about 60 guns skill, can I kill a human being with a regular 10mm pistol with less than 13 headshots? Because that's what I felt the vanilla version required.

All i want is that combat would not be frustrating. When I played the vanilla version, 20 hours in the game and I didn't even bother dodging grenades or dynamite anymore, as they only tickle you. You could also straight into enemy fire and whack them dead with a baseball bat, but the pistols were completely useless (which was unfortunate as I am looking to roleplay as a melee and one-handed arms user, who sneaks and assasinates. Think of it as a rogue). Even if I played on Harcore and Hard.

So can I pick weapons that fit my roleplay, and still be deadly? I am looking to be deadly when I am in one-on-one and hidden (and when sniping), and I am looking to be dead when I am visible and there are more than one enemy.

As a side note, what did you think of the sneaking in the vanilla version? I always felt like some enemies magically noticed me when i didn't have silent running, and I turned practically invisible once I got it. Did anyone else have a similar experience?

Edit: It's pleasure to meet you, Arwen. I appreciate the work you modders do for us without a hope of compensation. Thank you for enriching our gaming experience.
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Sat Feb 19, 2011 2:17 am

So my Tweaks do indeed make the game more realistic . . . but this is a RPG, and it takes place in an alternate reality . . . so it is more realistic within the scope of the game and the game world.

The RPG part is important to me (and to many others). If you change the game so that the lowest level character will be able to pick up any low level weapon (regardless of its condition) and kill any other character with one or two head shots . . . that would make the whole leveling up part of the game meaningless. There would be no reason to improve your weapon skills or even purchase a better weapon. Character builds would be meaningless and armor wouldn't really matter.

I always found it funny how so many of the uses of my FO3 Tweaks who complain that their low level character cannot kill everyone (or every creature) with their crappy worn out pistol with one head shot . . . also complain that my mod reduces the amount of weight that your character can carry (to somewhat more realistic amounts). And these same users won't use my Encumbrance module, because then they actually get tired from running (which is also much more realistic). And there's no way they will use my Med-Tec module, because that makes it so that you can bleed to death from bullet wounds, and that burns and trauma actually need more treatment than just a stimpak injection (or a short nap), and that you have to actually eat food, drink water, and sleep once and a while . . . all of which are also much more realistic. (These modules will also be part of my NV Tweaks. I'm currently working on my next update, which will include my Hard-Core module).

Your post is very close to how I think about 'realistic' vs. the gaming/rpg elements. I don't usually like mods that make too many distinct changes to vanilla game mechanics (I worry about balance I guess, in either direction, as well as personal tastes of course) and the giant list of changes made me nervous, but I like your philosophy so now I'm curious. I'll check it out soon as I'm done with my increased spawns run (don't think the two would go together very well, haha). Should be fun testing it out. :D

Edit: It's pleasure to meet you, Arwen. I appreciate the work you modders do for us without a hope of compensation. Thank you for enriching our gaming experience.

Indeed.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Sat Feb 19, 2011 3:40 am

I'll check it out soon as I'm done with my increased spawns run (don't think the two would go together very well, haha).
I'm using Arwen's with IWS, it's a lot of fun. Watch out for frag grenades.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Sat Feb 19, 2011 6:50 am

@thedat

i recommend you read Arwen's readme. its a bit long (but no more than necessary imo) but i think you'll find it'll answer your questions. although of course best course is still to actually try it. ive been an ART user since FO3 and i refuse to play the game without it so i can recommend without hesitation.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm


Return to Fallout: New Vegas