[RELz] XFO-NV - the Overhaul for New Vegas

Post » Sun May 29, 2011 1:54 am

VERSION 3 IS OUT! :D

Tons of additions and updates! Over 100 hours of work put into it since version 2!


New OP list:

* Enemy AI Revamp! Full re-imagining of enemy behavior, cooperation, and tactics! Scale their health and aim!

* Add Healing tactics to NPCs; watch them heal in cover and wait to come out; attack in waves; suppress and flank; flee and regroup; hide and snipe; bob and weave; much more!

* Remove the level and skill caps! Level to 100 - Boost skills over 200!

* Add dynamic new effects to skills as they go over 100 - lock doors behind you, ignore progressive DT with Energy Weapons, and much more!

* Change the rarity (or commonness!) of meds, caps, and ammo. Scale them each individually!

* Gain access to new perk skill trees and class-like "paths"

* Choose whether to gain a perk every level -- Or even TWO PERKS PER LEVEL!

* Scale "bleedthrough:" the percentage of damage that automatically gets through DT (including removing bleedthrough altogether).

* Scale Weapon Damage, and change the way damage works; Make skill only affect accuracy and not damage; revamp accuracy and "wobble"

* Rebalance and Revamp armor, including options for DR and hybrid DT/DR

* Change the pacing, the speed, the feel of experience, and adjust the balance of xp gain from different activities

* Rebalance the effects of SPECIAL and derived statistics

* Change the way sneaking works to be more realistic

* Steepen and scale the bartering curve, making a harsher wasteland economy, with more relevance on CHA and the barter skill

* Remove pesky messages (like karma alerts and sounds) and even choose to remove immersion-killers like [HIDDEN] or [EMPTY]

* Rebalance cripple effects, the tactics of targeting, and the significance of body parts

* Increase the movement speed of everyone

* Much more!
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Ray
 
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Post » Sat May 28, 2011 6:23 pm

Replies are coming ;)
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Vivien
 
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Post » Sat May 28, 2011 12:41 pm

I'll just say. Woohoo!

EDIT: Wait is there a changelog/what's new? I see a the new hardcoe changes, the perk-path and skills above 100.
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Patrick Gordon
 
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Post » Sat May 28, 2011 12:10 pm

Just instaled/tested this weekend version 2.anything, and would like to ask variation of "8b - "Speed Increases", in the sense that it seem a bit too much to me. Of course it's a matter of taste, but isn't it the goal of the whole XFO? Beside of it, great work everywhere else. :bowdown:
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Nikki Lawrence
 
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Post » Sat May 28, 2011 7:48 pm

Just instaled/tested this weekend version 2.anything, and would like to ask variation of "8b - "Speed Increases", in the sense that it seem a bit too much to me. Of course it's a matter of taste, but isn't it the goal of the whole XFO? Beside of it, great work everywhere else. :bowdown:


Totally. Meant to do it this time and forgot. It'll happen soon :)
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CSar L
 
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Post » Sat May 28, 2011 11:56 am

I'll just say. Woohoo!

EDIT: Wait is there a changelog/what's new? I see a the new hardcoe changes, the perk-path and skills above 100.


There's also two perks per level as a new option, and it doesn't say so anywhere, but the enemy AI has been tweaked and adjusted (9a) and a lot of minor changes throughout (like Perk Paths had previously disabled Intense Training and now it doesn't). I *really* need to keep a changelog -- in the original XFO, it was the longest part of the readme (which was psychotically long :o ).

It feels like I added a ton, since the Epic Skills mod took like two weeks of arduous tedium and late nights! ;)
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Tanika O'Connell
 
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Post » Sat May 28, 2011 5:53 pm

Really like the Epic Skills idea- specially the one for speech. It is really too bad the chameleon effect in FNV does not function like in oblivion. small amounts of it would have been a great bonus.

Once i get NVSE working, (i swear i am doing everything right and still nothing) i am going to upgrade to this right away.
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biiibi
 
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Post » Sat May 28, 2011 7:50 pm

Great mod and version 3 looks great :)

Just wondering what the following combination will look like in gameplay? I'm looking for a challenging wasteland with an actual wasteland feel.

1ab, 1be, 2ac, 2dc

I'm trying to find the "right" mix of 1a, b and 2a, d mods.

I also play with the increased spawns mod and it is awesome also.

I love that feel like with FWE/MMM in FO3 where you actually have to consider running away in situations (i.e., run for your life). I always worry about my companions getting wiped out though.

Also, some suggestions for future versions that I would love to see:

1) Enemies notice when their allies suddenly drop dead around them (I believe there were mods for this in FO3)

2) Enemies have a set amount of ammo (would love to see this) and guns/ammo isn't as common for some enemy groups (i.e., they should also struggle for supplies...it is a wasteland)

3) Definitely your plan to address placed loot and npc loot is a great idea
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James Potter
 
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Post » Sat May 28, 2011 12:29 pm

Doesn't vanilla NV already do 1).

I have seen them move to caution when a body drops.
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Kill Bill
 
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Post » Sat May 28, 2011 8:49 pm

Great mod and version 3 looks great :)

Just wondering what the following combination will look like in gameplay? I'm looking for a challenging wasteland with an actual wasteland feel.

1ab, 1be, 2ac, 2dc

I'm trying to find the "right" mix of 1a, b and 2a, d mods.

I also play with the increased spawns mod and it is awesome also.

I love that feel like with FWE/MMM in FO3 where you actually have to consider running away in situations (i.e., run for your life). I always worry about my companions getting wiped out though.

Also, some suggestions for future versions that I would love to see:

1) Enemies notice when their allies suddenly drop dead around them (I believe there were mods for this in FO3)

2) Enemies have a set amount of ammo (would love to see this) and guns/ammo isn't as common for some enemy groups (i.e., they should also struggle for supplies...it is a wasteland)

3) Definitely your plan to address placed loot and npc loot is a great idea


I think your only suppose to have 1 of all group 2 selected, so only 2ac or 2dc. I do agree with #2, a set amount of ammo would make it a bit more fun :D

Question, with 2dc is it if you have enough DT that you will take no damage and that if you don't have enough DT you take full damage?
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Sandeep Khatkar
 
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Post » Sat May 28, 2011 2:52 pm

I think your only suppose to have 1 of all group 2 selected, so only 2ac or 2dc. I do agree with #2, a set amount of ammo would make it a bit more fun :D

Question, with 2dc is it if you have enough DT that you will take no damage and that if you don't have enough DT you take full damage?

No. The read-me explains, I believe only 1 & 2 have a few conflicting options. These are when they change similar statistics. Like the variable or fixed damage or armor revamp and simple DR+DT. All others can be used together.
If you take the 0% bleedthrough you should receive no damage if the gun does damage below, while receiving the difference when it is above.
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Nikki Lawrence
 
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Post » Sat May 28, 2011 8:10 pm

Doesn't vanilla NV already do 1).

I have seen them move to caution when a body drops.


Could be, I'm not 100% sure on it. It just seems like there are times where I snipe a guy from a distance and his buddies just sort of stand around. But, maybe they are at cautious and just can't see/find me. If so, that would be good that they are aware that the guy was just killed.
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Amy Smith
 
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Post » Sat May 28, 2011 12:50 pm

8d is missing in the download file. Would love to completely turn off the kill screens where it makes you watch a head get ripped off and also changes the direction youre facing if your followers did it.
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Gill Mackin
 
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Post » Sat May 28, 2011 2:18 pm

No. The read-me explains, I believe only 1 & 2 have a few conflicting options. These are when they change similar statistics. Like the variable or fixed damage or armor revamp and simple DR+DT. All others can be used together.
If you take the 0% bleedthrough you should receive no damage if the gun does damage below, while receiving the difference when it is above.


Ooops :facepalm: I didn't read it all xD thanks for clearing it up :D
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Nadia Nad
 
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Post » Sun May 29, 2011 12:57 am

8d is missing in the download file. Would love to completely turn off the kill screens where it makes you watch a head get ripped off and also changes the direction youre facing if your followers did it.



8d needed some work, and might be expanded out to its own section. Suppose I should have included that in the readme :P
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Vickey Martinez
 
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Post » Sat May 28, 2011 11:37 am

Could be, I'm not 100% sure on it. It just seems like there are times where I snipe a guy from a distance and his buddies just sort of stand around. But, maybe they are at cautious and just can't see/find me. If so, that would be good that they are aware that the guy was just killed.


9a is your friend ;)
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Jesus Sanchez
 
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Post » Sat May 28, 2011 9:21 pm

Hey Xod, I noticed you still have guns skill and sneak as a condition in the accuracy fix. wouldnt this make sway depend on gun skill even if when using energy weapons?

also, wont the isSneaking condition make sway actually greater when sneaking/crouching than standing? from my own testing, it certainly seems that removing the condition makes sway less when crouched. with the condition, i didnt see any noticeable difference between crouched and standing sway.

also, the sway disappearing when crouched, not moving, and in combat issue is still there. im thinking game bug.
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Nicole Elocin
 
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Post » Sat May 28, 2011 7:59 pm

Could be, I'm not 100% sure on it. It just seems like there are times where I snipe a guy from a distance and his buddies just sort of stand around. But, maybe they are at cautious and just can't see/find me. If so, that would be good that they are aware that the guy was just killed.

Well, if you're sneaking, use a silencer and are far off, than they probably don't see you. It also depends on how well they see the victim. I remember it most clearly when I was attacking Cottonwood Cove. They didn't see me, but were running around looking for who was killing.
It might be a bit hit and miss in vanilla, but Xod talks as if improved that behavior. So if you weren't already I'd definitely suggest a few of the 9's.

Ooops :facepalm: I didn't read it all xD thanks for clearing it up :D

Your welcome.
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Ells
 
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Post » Sat May 28, 2011 11:11 am

Definitely using 9a -- thanks so much :D

Totally love this mod :D
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Haley Cooper
 
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Post » Sat May 28, 2011 5:37 pm

I'm still curious what you guys think is the most challenging combination of the weapon damage and armour mods? Thoughts?
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Elizabeth Falvey
 
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Post » Sat May 28, 2011 1:33 pm

Epic skills if your lock pick is over 100 keeps spamming "epic lock lock this door" whenever I am sneaking, even if I click yes or even if I don't point at a door.

Could you somehow make it so that if I am in sneak and go up to an unlocked door that I have the option to "use door or lock door"
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Kayla Oatney
 
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Post » Sat May 28, 2011 11:49 pm

Epic skills if your lock pick is over 100 keeps spamming "epic lock lock this door" whenever I am sneaking, even if I click yes or even if I don't point at a door.

Could you somehow make it so that if I am in sneak and go up to an unlocked door that I have the option to "use door or lock door"

I'm still having this as well. I no longer have the massive lag I had with version 2 when pulling up barter or inventory screens, which is nice.

However, I'm having an issue that I'm not sure is related to this mod or not. But this is the only mod I've changed recently, and some of my reputation disappeared. I completed all the BoS quests, was accepted into the BoS and had positive reputation with them. I get to Yes Man, and I have no option to suggest that I finished their line. I go back to the BoS base and everyone is talking to me as if they first met me. My completed quests show I've completed that line, and yet all the BoS dialog is new, and I have no reputation with the BoS. I was curious if the karma rebalance affected reputation.
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Emma louise Wendelk
 
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Post » Sat May 28, 2011 11:35 am

Just have to say that with IWS and XFO on some of the more difficult settings, it's a really dangerous wasteland out there. Trying to figure out how to survive now, really. The area around Nipton toward Novac is just a complete deathtrap at lower levels. Figured that there are good rpg reasons for a character to attempt to go through the mountains to Novac rather than heading south, since the NCR tell the PC that things are brutal to the south with raiders and whatnot. I was able to find a fairly easy (scorpions and centaurs only) route to Novac through the mountains and was really happy about that. Adding Boone and the equipment in Novac really helps things out, with ED-E and a mod follower (Cyan) already in tow. However, then I became overconfident and headed south and ended up dying to Legion. I think a better plan would then be to stick to the RPG reasons to head north, adding Veronica along the way until getting to the outskirts of Vegas. Add Gannon and Rex and pick up the questline for Cass before heading south. Having a good-sized party should help the PC to hold up against some of the very tough encounters that IWS and XFO provide. The only problem is keeping the followers supplied with ammo. But I'm thinking get a couple of them (like Veronica w/power armor) to tank with melee/unarmed while the rest support with guns/EW.

I think the only thing that is missing really is for enemies to have a set ammount of ammo. That would take the edge off the difficulty while providing a greater sense of immersion/realism and a tactical decision (i.e., get the enemies to waste all their ammo vs. killing them quickly/silently to get their ammo as loot).

Anyways, just wanted to report that things are definitely challenging and I'm constantly having to think about how to survive while getting into frustrating situations on a regular basis :)

Definitely shows how FONV (like FO3) is a combat game though. There's combat encounters EVERYWHERE and not very many RP things to do outside of killing/trying to stay alive.

Cheers
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Conor Byrne
 
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Post » Sat May 28, 2011 7:56 pm

I think the only thing that is missing really is for enemies to have a set ammount of ammo. That would take the edge off the difficulty while providing a greater sense of immersion/realism and a tactical decision (i.e., get the enemies to waste all their ammo vs. killing them quickly/silently to get their ammo as loot).


May I suggest you http://newvegasnexus.com/downloads/file.php?id=35462. Works fine for me and fights are a little shorter.
Let's try it out, maybe is it what you're needing for.

++
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Alexandra walker
 
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Post » Sat May 28, 2011 11:19 pm

Awesome -- thank you!

EDIT: Any advice on whether the NPCs use ammo should be loaded above or below XFO???
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lilmissparty
 
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