I need some mods to make the game harder

Post » Tue Mar 15, 2011 4:37 am

It is not hate, and it is not that no one can grasp the concept. His idea of difficulty is apparently not available in any mod anyone has ever released. People keep recommending mods that do make game play harder, but apparently that's not the right kind of hard... the only way to get that right kind of hard, would be making his own mod,

It's people getting indignant that he's refusing their suggestions and claiming he's being 'difficult' when those suggestions are specifically what he was clear he doesn't want. You can't say "it's not that no one can grasp the concept" and then "People keep recommending mods that do make game play harder, but apparently that's not the right kind of hard." The two are diametrically opposed. Obviously if they keep suggesting the wrong kinds of mods, then they don't get it (or they do get it and they're trying to piss him off on purpose, but I don't think that's the case).

Whether or not what he wants exists is irrelevant. He said he checked the Nexus before asking, so that shouldn't be any great surprise. It's certainly no reason to keep offering him donuts when he wants bagels.
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Mon Mar 14, 2011 1:54 pm

Yes, you can kill deathclaws with the vanilla varmint rifle, within the mechanics of the game, without mods. It is just very hard to do, and the way you do it, again, within the mechanics of Fallout's gameplay, is obviously not through "combat", as you'd do in an FPS.

To me, it is very simple: you want to be easier to kill and want enemies to be harder to kill? Use a low level gun all the way through, don't use stimpaks, don't use armor. There. Have fun.


Looks like you're arguing for the sake of arguing.. It is impossible to clean out deadwind cavern with deathclaws + 1 legendary deathclaw with a varmint rifle on very hard. You might be able to kill them in the open space by repeatedly sneak critting and running away, but that's clearly not what a sane person would want out of their gameplay.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Mon Mar 14, 2011 4:12 pm

I have plenty of self imposed rules, like I don't sneak attack a group more than once, I don't wear power armour, I don't use food to heal, I never steal, I keep to the progression of the story (as in I don't just run straight for the Gobi rifle at the start of a new game) etc. Self imposed rules aren't bad, but they really wreck the immersion. I mean running into a group of NPCs waving my arms around to get them to attack me after I've just shot one of them from [Hidden] achieves the same results as a mod would, but surely you understand why having the NPCs react without me needing to do that would be better? And yeah, sue me for not wanting to spend 50 hours walking through empty desert without fast traveling or playing 100 hours of an RPG with the same weapon.



As I've said before, I really appreciate the effort but what do you want me to do? I specifically said on 3 different occasions that I'm not looking for "hardcoe" adjustments or additional roleplay elements, and then the next post was a list of 5 different "hardcoe" adjustment and roleplay mods. Am I supposed to say "Yes, that's exactly what I'm after!" despite it being exactly what I said I didn't want?

I'm not expecting other people to go and trawl through Nexus for me, I've done that, and I'm not expecting people to make mods to my whim, I'm just asking if anyone is working on, or knows of unreleased mods that might fit the bill, like SirDrinksAlot is.



Yeah, that's what I mean. In my opinion, the only way to get hardcoe to work as a challenging part of the game would be to strip the entire game world of all food, water, stimpaks and beds, and then place them back in one by one in very specific locations and only put back about a 1/10th of what was there before. Turn off the water from the vast majority of sinks, toilets, water fountains etc Remove all edible food from animals (maybe allow it to be eaten after being cooked). Remove any food from merchants but then add in a dialogue option to to places like the Grub and Gulp that would remove hunger and thirst for a price in a similar way to doctors, to stop you from just stockpiling food from merchants. Make food items weigh 10-15 pounds or possibly use NVSE to limit the number of food/drink items you can carry.

Do all that and you might have a system where you actually felt like you were scavanging for food and water rather than just shoveling it into your backpack, but that is a massive amount of work.



There are mods that do some of this. There were mods in the original FO3 that would actually randomly take away the "placed" items that the game developers put in the game world, based upon your luck stat. Taking away 90% of them was a possible setting. It was called "unfound loot". The same mod also would change the spawn ratios in chests to not spawn much but junk. I think the mod could also do the same for merchants. The neat thing about this mod once it is ported to NV is that it's random which 10% of stuff actually appears. So you can't be certain you'll ever find enough ammo or a particular weapon in a playthrough of the game.

The mod had to be written carefully, though - it has to protect the cell the player house is in, and it also has to make sure quest items always appear. As far as I know, it is not yet available for NV.

AI rewrites take a lot of time. The one that fixes the stealth bug was called "kill reactions" and last I checked it caused a lot of problems with FO3, and so was not really fully developed 2 years after FO3 was released.
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Mon Mar 14, 2011 4:15 pm

I'd really like to have an AI mod like Arwen's or similar that is NOT bundled inside of a larger esp. I just want ai stuff, and then to pick and choose other things as I want. The biggest problem I have with every single "big" mod is that I will never like 100% of the changes. The more changes involved, the greater the liklihood one there being some I don't like. Modular is the way to go, in my eyes. I don't feel offended by my load order having 237 esp's in it. I'd rather have the game as I want it than to have 5 esp's and be stuck with crap I didn't want.
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Mon Mar 14, 2011 7:47 pm

It's only about 4-5 threads below this one, but http://www.gamesas.com/index.php?/topic/1141601-relz-sagercore/ is sounding like something at least similar to what your looking for.
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Tue Mar 15, 2011 12:12 am

For my own personal enjoyment, yes. However since I ported it over, I haven't been sniping enemies yet to really know how well it works. I agree that it was a mainstay in my FO3 load order.

I would NEVER release somebody else's work without permission first. If it's for my own enjoyment, that's one thing, but releasing it is something else entirely.


Yes, i wouldn't do that too, i just want to know if you used GECK and just changed the masters or if you changed something else
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Mon Mar 14, 2011 6:34 pm

Imp looks to be living up to his name and http://www.gamesas.com/index.php?/topic/1138872-wipzrelz-imps-more-complex-needs/ that looks absolutely perverse as far as difficultly goes.

The guy should just rename the mod into

"Real Life, Welcome to the Grind"

with a big red sticker on it saying

"WARNING, hardcoe Professionals ONLY!"
"Casual gamers WILL BE EATEN!"



..or something. :unsure:
:P



Again, Tedium != Difficulty. All I'm seeing in that is just an insane level of tediousness.

It is not hate, and it is not that no one can grasp the concept. His idea of difficulty is apparently not available in any mod anyone has ever released. People keep recommending mods that do make game play harder, but apparently that's not the right kind of hard... the only way to get that right kind of hard, would be making his own mod,


No, they don't, they keep suggesting stuff that just makes the game tedious.
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Mon Mar 14, 2011 4:55 pm

Again, Tedium != Difficulty. All I'm seeing in that is just an insane level of tediousness.

No, they don't, they keep suggesting stuff that just makes the game tedious.


Sweety, before starting a to lash at people with definition of "tedious" and "difficult" you really need to explain what you mean.

Tedious means boring. If you find balancing a complex system of needs boring, that is your opinion but in no way it is an easy thing to do.
Difficult means hard to do. Killing a deathclaw with just a basic weapon like 9mm piston is HARD but boring as well.

Every person finds enjoyment in different aspects of the game, everybody wants those aspects to be difficult because it will result in greater pleasure to overcome them.
If you want something specific done , do NOT use abstract terms like "difficulty" or "Challenge" make a specific list of changes that you would like (Similar to what I wrote few posts above), and clearly somebody would be able to do that or would like to see it done as well.
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Tue Mar 15, 2011 1:01 am

Sweety, before starting a to lash at people with definition of "tedious" and "difficult" you really need to explain what you mean.

Tedious means boring. If you find balancing a complex system of needs boring, that is your opinion but in no way it is an easy thing to do.
Difficult means hard to do. Killing a deathclaw with just a basic weapon like 9mm piston is HARD but boring as well.

Every person finds enjoyment in different aspects of the game, everybody wants those aspects to be difficult because it will result in greater pleasure to overcome them.
If you want something specific done , do NOT use abstract terms like "difficulty" or "Challenge" make a specific list of changes that you would like (Similar to what I wrote few posts above), and clearly somebody would be able to do that or would like to see it done as well.


Did I knock the people who enjoy tedium or the mods that make the game tedious? No, not yet anyway, all I did was state that tedium isn't difficulty. No matter how much people like tedious aspects of games or whatever, it's never going to mean that tediousness, by itself, is difficult. Unless you randomly stab yourself when eating a steak or drown when trying to drink, it's not difficult, period.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Mon Mar 14, 2011 11:35 pm

Did I knock the people who enjoy tedium or the mods that make the game tedious? No, not yet anyway, all I did was state that tedium isn't difficulty. No matter how much people like tedious aspects of games or whatever, it's never going to mean that tediousness, by itself, is difficult. Unless you randomly stab yourself when eating a steak or drown when trying to drink, it's not difficult, period.



If you would have looked at the features of IMCN you would actually see that what you stated is quite possible. It changes the mind boggling simple needs of the game into a more complex system. Eating too much is bade, eating just certain type of food is not good either. Drinking too much will cause of over-hydration. Yes, managing those types of needs is similar to juggling. Juggling one or two balls is boring and easy, juggling three, four or five balls is challenging. Whether it is fun or not it all depends on your preferences.

EDIT: In any case, what you find boring is not what the person next to you would necessarily find boring (tedious).

People ARE trying to help, some of them are too eager and do not read the post to the fullest and just jump with rushed suggestions. What does that point to? A request that is unclear or not fully fleshed out. Being more clear and specific might help, offending others will not help for sure. On that note, I am sorry if my post came across as condescending or offending in anyway, I meant none of it. just wanted to add more clarity.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Mon Mar 14, 2011 6:20 pm

I'd really like to have an AI mod like Arwen's or similar that is NOT bundled inside of a larger esp. I just want ai stuff, and then to pick and choose other things as I want. The biggest problem I have with every single "big" mod is that I will never like 100% of the changes. The more changes involved, the greater the liklihood one there being some I don't like. Modular is the way to go, in my eyes. I don't feel offended by my load order having 237 esp's in it. I'd rather have the game as I want it than to have 5 esp's and be stuck with crap I didn't want.

Arwen's mod is already going to have separate modules, if it would split just the realism core into even more separate modules (Combat AI tweaks, weapon/armor rebalancing tweaks, economy tweaks, stealth tweaks, VATS/AP/running tweaks, Crippling/Medicine tweaks, miscellaneous tweaks, you name it.) it would become rather messy and difficult to work with.

You could open the mod and see what values it changes though, and take all the AI related game setting changes to turn it into a standalone mod for your own use. Jt takes some work but the game setting names are pretty clear, so it shouldn't be very difficult to spot all the combat/AI related ones.
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Mon Mar 14, 2011 11:20 pm

Looks like you're arguing for the sake of arguing.. It is impossible to clean out deadwind cavern with deathclaws + 1 legendary deathclaw with a varmint rifle on very hard. You might be able to kill them in the open space by repeatedly sneak critting and running away, but that's clearly not what a sane person would want out of their gameplay.


So, what you are saying, it is impossible to do, yet it can be done, but that's not the "right" way to do it? :)
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Tue Mar 15, 2011 3:39 am

Again, Tedium != Difficulty. All I'm seeing in that is just an insane level of tediousness.


This thread seems to be going around in circles a bit, but what the OP seems to be asking for are mods that make the game more challenging without slowing the pace of the game or introducing a bunch of dull repetition. Or tedium, monotony. Just blindly increasing hardcoe needs rates, similar to decreasing the player's damage output, does nothing but force the player to do the same exact thing over and over again, and does nothing to add any depth or interesting content to the game. If you'd actually tried the IMCN hardcoe overhaul instead of guessing, you'd see that it does the opposite - if anything, you eat less, and when you do eat you have to actually give it some thought. There is a considerable amount of depth there if you want to do more than just keep your character alive, and you have to come up with a strategy when deciding what foods you're going to haul around and what you're just going to sell. It's "harder" than the default because it requires more thought, and is less tedious because there is more to it than just the dull repetition of clicking foods until your starvation meter reads 0 again.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Tue Mar 15, 2011 4:41 am

This thread seems to be going around in circles a bit, but what the OP seems to be asking for are mods that make the game more challenging without slowing the pace of the game or introducing a bunch of dull repetition. Or tedium, monotony. Just blindly increasing hardcoe needs rates, similar to decreasing the player's damage output, does nothing but force the player to do the same exact thing over and over again, and does nothing to add any depth or interesting content to the game. If you'd actually tried the IMCN hardcoe overhaul instead of guessing, you'd see that it does the opposite - if anything, you eat less, and when you do eat you have to actually give it some thought. There is a considerable amount of depth there if you want to do more than just keep your character alive, and you have to come up with a strategy when deciding what foods you're going to haul around and what you're just going to sell. It's "harder" than the default because it requires more thought, and is less tedious because there is more to it than just the dull repetition of clicking foods until your starvation meter reads 0 again.

The man does not want tedious mods he wants ones that add to the challenge of combat. Why does this forum not understand that having a difficult battle with alot of intense action to test your reflexes and coordination doesn't mean having to micromanage your inventory every battle?
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Mon Mar 14, 2011 3:29 pm

http://www.mediafire.com/download.php?fv72qf266nc7dnx. <--- Requires NVSE

It's an option for the next FOOK iteration, v0.04, but will work as a standalone.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Mon Mar 14, 2011 6:48 pm

The man does not want tedious mods he wants ones that add to the challenge of combat. Why does this forum not understand that having a difficult battle with alot of intense action to test your reflexes and coordination doesn't mean having to micromanage your inventory every battle?


In my opinion, the only way to get hardcoe to work as a challenging part of the game would be to strip the entire game world of all food, water, stimpaks and beds, and then place them back in one by one in very specific locations and only put back about a 1/10th of what was there before. Turn off the water from the vast majority of sinks, toilets, water fountains etc Remove all edible food from animals (maybe allow it to be eaten after being cooked). Remove any food from merchants but then add in a dialogue option to to places like the Grub and Gulp that would remove hunger and thirst for a price in a similar way to doctors, to stop you from just stockpiling food from merchants. Make food items weigh 10-15 pounds or possibly use NVSE to limit the number of food/drink items you can carry.

Do all that and you might have a system where you actually felt like you were scavanging for food and water rather than just shoveling it into your backpack, but that is a massive amount of work.

User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Tue Mar 15, 2011 3:40 am

This thread seems to be going around in circles a bit, but what the OP seems to be asking for are mods that make the game more challenging without slowing the pace of the game or introducing a bunch of dull repetition. Or tedium, monotony. Just blindly increasing hardcoe needs rates, similar to decreasing the player's damage output, does nothing but force the player to do the same exact thing over and over again, and does nothing to add any depth or interesting content to the game. If you'd actually tried the IMCN hardcoe overhaul instead of guessing, you'd see that it does the opposite - if anything, you eat less, and when you do eat you have to actually give it some thought. There is a considerable amount of depth there if you want to do more than just keep your character alive, and you have to come up with a strategy when deciding what foods you're going to haul around and what you're just going to sell. It's "harder" than the default because it requires more thought, and is less tedious because there is more to it than just the dull repetition of clicking foods until your starvation meter reads 0 again.


I appreciate the fact that you are a modder on the game, but listen to what you are saying. You have to put thought into what you are eating in a video game. What you just described is no longer tedium, it's over-thought tedium. Making tedium more complex makes it just that, complex tedium.
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Mon Mar 14, 2011 10:51 pm

Once again, tedium is a subjective term. Just because you find something tedious does not mean that its that way for others. and insisting that some mods are tedious (and not just that YOU personally find them tedious) is proclaiming your own standards over everybody else's.
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Tue Mar 15, 2011 2:43 am

I said it once, I say it again... the OP needs a multiplayer game. It's obvious that this game is no match for his uberskills.

It's also possible that he just wanted to talk or is in urgent need of attention.

However. Can't wait for the day that Imp is putting in the need to [censored] and pee in his mod. Now that would really be a dream come true, seeing your character storing a sausage in the Mojave desert. Epic screenshot^^

Would the size of your heap depend on the amount you've eaten the day before?
User avatar
~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Mon Mar 14, 2011 8:00 pm

I appreciate the fact that you are a modder on the game, but listen to what you are saying. You have to put thought into what you are eating in a video game. What you just described is no longer tedium, it's over-thought tedium. Making tedium more complex makes it just that, complex tedium.


IMCN tends to get a lot of endorsemants, but relatively few downloads. Some people are into the immersion and challenge of needs mods, and some just aren't. You're obviously in the latter category, so I don't see much point in arguing with you. What I was trying to point out to your echo up there was that the OP, at least, expressed some interest in making the hardcoe needs portion of the game more challenging by removing most of the food from the game, meaning he likely falls in the former category.

I don't see removing food from a heavily populated, relatively civilized area like New Vegas as being very true to the story line, but IMCN does accomplish scarcity another way - by making one of the vital components of food scarce. Failing to find enough of it won't kill you, but it will seriously hamper your character.


@SirDrinkAlot

I've said before I don't really want to be the guy that brings urination to the wasteland. I've come pretty damn close though - I've got some power armors recycling your waste into drinkable water stored in a reservoir. So, yeah, I guess the underlying code needed to determine the size of your heap is there as we speak :tops:
User avatar
steve brewin
 
Posts: 3411
Joined: Thu Jun 21, 2007 7:17 am

Post » Tue Mar 15, 2011 1:06 am

SirDrinkAlot and a peeing mod? sounds like a match made in a latrine :D
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Mon Mar 14, 2011 10:44 pm

There is no reason to be snide to this guy, he's asking for a fairly straight forward experience. I know I experienced it the first time I installed FWE and MMM ran into 8-10 raiders and had to hide behind a rock while they threw grenades at me and forced me to take all kinds of drugs in order to barely eke by with like 4 stimpaks that healed me to half and left me with two crippled limbs. It's difficulty of combat, and people are working on it. Once increased spawns gets worked out(and I know Mart and others are working on this bless their dastardly skills), with the other combat difficulty mods available, it will be realized.

Imp I really love your ideas with IMCN and I can't wait to try them, and it's a shame that that this guy thinks it to be lumped into some tedium section of the game, but when it is combined with a sophisticated combat difficulty mod it makes for a truly wasteland experience. And if he wants to miss out on that, cool, I know I'm waiting on the combat difficulty section to pan out, and am def using IMCN so that at every turn I have to make a decision to ensure that my character thrives.
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Mon Mar 14, 2011 6:40 pm

I've been looking for a while after someway to reduce all the items spread out in the world, and also on some of the npcs. It's not fun walking around with 50+ stim packs and 74 sarsaparilla bottles. It just feels wrong, and it's not only the aiding items which seems to be in abundance, but also armors and weapons, everywhere! It's just out of control! It really doesn't feel like a wasteland, it's just too much stuff everywhere. So far I've found it fun to play at hardcoe on hard (very hard just seems to require more head shots which is boring), except for the abundance of all the items in the world. Is there some way to only decrease the rate of items in this game? I've found this mod called Hardercore (which has been mentioned here), but it changes so many other things as well, which I'm not that keen on changing, I'm mostly satisfied with everything except the items issue.

Thanks
User avatar
Alex Blacke
 
Posts: 3460
Joined: Sun Feb 18, 2007 10:46 pm

Post » Tue Mar 15, 2011 2:55 am

IMCN tends to get a lot of endorsemants, but relatively few downloads.



lol, i love the idea of your mod...but im a packrat so i cant stand the thought of having to eat or preserve all my (literally mountains) of food.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Mon Mar 14, 2011 7:55 pm

lol, i love the idea of your mod...but im a packrat so i cant stand the thought of having to eat or preserve all my (literally mountains) of food.


I know right, that's why I'm trying out Imp's mod with puce moose's modular reduced ammo and chems mod. Hope I don't die of starvation or waste away from lack of protein and look like a basemant dwelling mod writer/user.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

PreviousNext

Return to Fallout: New Vegas