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

Post » Sat May 28, 2011 9:07 pm

Finally stated playing this game and after rushing through the main quest in 2 days I started my real play-trough with mods. So now I can give some feedback from first hand use. First I am happy that your mod exist and I am please with a number of it features but I have some requests/suggestions.

1. Breaking up the options even more, for example some options had too many changes, some I liked, some I did not, for example the one that dealt with limb damage, I would have used it except head shots were reduced to 1.5 instead of two. Also the stat modifiers, some like Str and Agility I liked but the other options I did not care for thus I did not use. Things like these were all individual options in FWE .

2.FOMOD, or simply an easier more clear way of installing the mods, at least putting clear descriptions in for each of the esps, its annoying having to go back and forth between your page and FOMM to decide what I want. An in game menu like Project Nevada/FWE would be best but I think you already shot that down.

3. Stimpak heals over time, and other "hardcoe" options. I don't like hardcoe mod myself but in FO3, using FWE I did use Stimpaks heal over time options. Having that options along with other hardcoe options would be nice for people.

4. When in Sneak mode, I notice I get the extra sway only when hidden, as soon as I am spotted it goes back to like in vanilla were no matter what your skills you have very little sway when sneaking, is this a bug?

Overall though well done. FWE is a hard mod to live up to, esp for one person.
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john palmer
 
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Post » Sat May 28, 2011 5:02 pm

I've found the accuracy mod very "iffy" for me.
With guns at 35, sometimes using the cowboy repeater has it waggling all over the place,
other times, (seemingly random) it will be dead still, also, it seems (so far) pretty consistent in my game,
that if the gun is waggling all over the place, and my indicator changes from HIDDEN to CAUTION
all of a sudden the waggle is gone and I can aim cleanly.

Also, has anybody tried the separate stand alone Epic Skills mod?
I know he has one included in the XFO package, but there's also a stand-alone one where he mentions
he fixed the "Epic Lock Popup"..

Has anybody tried it?
Because I had to disable the one that came in the batch of esp's, because every time I crouched, no matter where,
that Epic Lock Dialog would pop up every few seconds.
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Lynne Hinton
 
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Post » Sun May 29, 2011 12:22 am

I've found the accuracy mod very "iffy" for me.
With guns at 35, sometimes using the cowboy repeater has it waggling all over the place,
other times, (seemingly random) it will be dead still, also, it seems (so far) pretty consistent in my game,
that if the gun is waggling all over the place, and my indicator changes from HIDDEN to CAUTION
all of a sudden the waggle is gone and I can aim cleanly.

Also, has anybody tried the separate stand alone Epic Skills mod?
I know he has one included in the XFO package, but there's also a stand-alone one where he mentions
he fixed the "Epic Lock Popup"..

Has anybody tried it?
Because I had to disable the one that came in the batch of esp's, because every time I crouched, no matter where,
that Epic Lock Dialog would pop up every few seconds.

I had the same issue, when hidden sway, when cautioned sway goes away.

I also wanted to know if this works with fook, will the 2x damage work with new modded weapons?
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Harry Leon
 
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Post » Sat May 28, 2011 12:14 pm

@Kefka
i believe the 2x damage was done by changing the game settings so it should work with weapon mods.

unfortuanetely, Xod hasnt posted in quite a while so looks like some of our issues arent going away unless from self-help
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Margarita Diaz
 
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Post » Sun May 29, 2011 12:32 am

hoping Xod is just busy with the RL and will return when he can.

it is terrible when a mod like this is abandoned :(
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adam holden
 
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Post » Sun May 29, 2011 3:07 am

I had the same issue, when hidden sway, when cautioned sway goes away.

I also wanted to know if this works with fook, will the 2x damage work with new modded weapons?


I know that the 2x damage works with Antistar's WMX
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Auguste Bartholdi
 
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Joined: Tue Jun 13, 2006 11:20 am

Post » Sat May 28, 2011 12:52 pm

@Kefka
i believe the 2x damage was done by changing the game settings so it should work with weapon mods.

unfortuanetely, Xod hasnt posted in quite a while so looks like some of our issues arent going away unless from self-help

Darn. Well perhaps fook will work though...have to check it out, does it mess with anything else of XFO's?
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ILy- Forver
 
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Post » Sat May 28, 2011 8:52 pm

8d Gore overhaul is missing from the zip file :( i want to tone down the ridiculous gore!
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roxxii lenaghan
 
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Post » Sat May 28, 2011 5:31 pm

8d Gore overhaul is missing from the zip file :( i want to tone down the ridiculous gore!


So, I found it in the 003a OLD release- is there a reason it's not in the latest release, or is it just an oversight?
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IsAiah AkA figgy
 
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Post » Sat May 28, 2011 12:33 pm

I've found the accuracy mod very "iffy" for me.
With guns at 35, sometimes using the cowboy repeater has it waggling all over the place,
other times, (seemingly random) it will be dead still, also, it seems (so far) pretty consistent in my game,
that if the gun is waggling all over the place, and my indicator changes from HIDDEN to CAUTION
all of a sudden the waggle is gone and I can aim cleanly.

Also, has anybody tried the separate stand alone Epic Skills mod?
I know he has one included in the XFO package, but there's also a stand-alone one where he mentions
he fixed the "Epic Lock Popup"..

Has anybody tried it?
Because I had to disable the one that came in the batch of esp's, because every time I crouched, no matter where,
that Epic Lock Dialog would pop up every few seconds.

I was dealing with this same issue in my game, using XFO - 1aa - Accuracy Revamp - mild.esp

It's because Xodarap777 is trying to work around the game engine. The default game behavior is to remove all weapon spread except the minimum weapon spread (+ any crippled effects) when crouched and using ironsights / aiming. Xodarap777 increased the amount of "wobble" or sway due to low skill, and created a perk that the player always has that should force an extra amount of wobble when the player is crouched and using iron sights.

There were two problems with this: 1) the game's function that detects iron sights doesn't work in combat (this is why when you went from HIDDEN to CAUTION to DANGER the wobble came back, not the perk checking for "IsSneaking" which is actually just checking for crouching- not any specific stealth state) and 2) when the sway did work at the start of combat, no matter what weapon you were using, it based the amount of sway on your Guns skill.

So, I fixed it. I'm still using his amount of spread / sway, but now it will consistently sway depending on your appropriate weapon skill while using iron sights / aiming. If you're using WMX and have iron sights on your Laser Pistol, it will sway correctly based on your Energy Weapons skill. Ditto for guns, and weapons that use the explosive skill (but it also checks for any grenades / mines and won't apply sway to them). The iron sight fix perk is applied via the script whenever you aim, but the conditions on the perk mean it only kicks in when you're crouched and using a weapon.

This does require NVSE, unfortunately, but I've programmed it (with the help of the Modding forum) to run very sparsely so you won't see an FPS hit. Also, the perk is dynamically added / removed when you aim / stop aiming to be doubly sure it isn't affecting anything when you aren't crouched and aiming.

http://www.mediafire.com/file/bb7sdzkldm2cdbv/XFO%20-%201aa%20-%20Accuracy%20Revamp%20-%20mild.esp

Also, I made this without taking into account epic skills. This means that at 100 skill, all the sway aside from the minimum weapon sway will be removed (this is how Xodarap777 originally programmed it).
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Big Homie
 
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Post » Sun May 29, 2011 12:31 am

I was dealing with this same issue in my game, using XFO - 1aa - Accuracy Revamp - mild.esp

It's because Xodarap777 is trying to work around the game engine. The default game behavior is to remove all weapon spread except the minimum weapon spread (+ any crippled effects) when crouched and using ironsights / aiming. Xodarap777 increased the amount of "wobble" or sway due to low skill, and created a perk that the player always has that should force an extra amount of wobble when the player is crouched and using iron sights.

There were two problems with this: 1) the game's function that detects iron sights doesn't work in combat (this is why when you went from HIDDEN to CAUTION to DANGER the wobble came back, not the perk checking for "IsSneaking" which is actually just checking for crouching- not any specific stealth state) and 2) when the sway did work at the start of combat, no matter what weapon you were using, it based the amount of sway on your Guns skill.

So, I fixed it. I'm still using his amount of spread / sway, but now it will consistently sway depending on your appropriate weapon skill while using iron sights / aiming. If you're using WMX and have iron sights on your Laser Pistol, it will sway correctly based on your Energy Weapons skill. Ditto for guns, and weapons that use the explosive skill (but it also checks for any grenades / mines and won't apply sway to them). The iron sight fix perk is applied via the script whenever you aim, but the conditions on the perk mean it only kicks in when you're crouched and using a weapon.

This does require NVSE, unfortunately, but I've programmed it (with the help of the Modding forum) to run very sparsely so you won't see an FPS hit. Also, the perk is dynamically added / removed when you aim / stop aiming to be doubly sure it isn't affecting anything when you aren't crouched and aiming.

http://www.mediafire.com/file/bb7sdzkldm2cdbv/XFO%20-%201aa%20-%20Accuracy%20Revamp%20-%20mild.esp

Also, I made this without taking into account epic skills. This means that at 100 skill, all the sway aside from the minimum weapon sway will be removed (this is how Xodarap777 originally programmed it).

Thank you, your awesome! You should try to contact XFO(I know his has gone AWOL) and see if he will upload this to the Nexus.
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LuBiE LoU
 
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Post » Sat May 28, 2011 6:39 pm

Anyone else getting a bug with the XFO - da - Enemies Healing - low/med/high module?

I've noticed a bug with the Enemies healing - low module specifically. When fighting the powder gangers in the opening quest "ghost town gunfight", some of the enemies were using the rifle / pistol firing animations but not actually holding a weapon. I think this is related to Xodarap777 trying to animate them using stimpacks. I removed the healing module and replayed the gunfight and didn't have the issue. Anyone else experiencing this?

Note: load order
Modified Combat Values v2.espXFO - 9a - Enemies - AI revamp.espXFO - 9ba - Enemies - NPC Health + low.espXFO - 9da - Enemies - NPC Healing - low.esp


I think rather than trying to script enemies using the stimpacks, it would make sense to include a chance of a single stimpack spawning on all NPCs. This could be done by adding the stimpack to the formlists that NPCs pull certain gear from (like their armor formlists) using AddItemToFormList to avoid any FLIST incompatibilities.

Thoughts?
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lisa nuttall
 
Posts: 3277
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Post » Sat May 28, 2011 3:09 pm

Modified Combat Values v2.espXFO - 9a - Enemies - AI revamp.espXFO - 9ba - Enemies - NPC Health + low.espXFO - 9da - Enemies - NPC Healing - low.esp


I think rather than trying to script enemies using the stimpacks, it would make sense to include a chance of a single stimpack spawning on all NPCs. This could be done by adding the stimpack to the formlists that NPCs pull certain gear from (like their armor formlists) using AddItemToFormList to avoid any FLIST incompatibilities.

Thoughts?


I think you're supposed to use 9ba OR 9da, not both
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Jason King
 
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Post » Sat May 28, 2011 11:52 pm

No, it's pick one from each subgroup. They also modify completely different things (packages vs. NPCs).
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Amber Ably
 
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Post » Sat May 28, 2011 8:15 pm

As some of us on NewVegasNexus have noticed, the 2 perks per level component of this has seemed to quit working for new characters created post-Dead Money install.
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Cool Man Sam
 
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Post » Sat May 28, 2011 6:37 pm

I notice XFO made a post on the Nexus on the 3/22, hopfully he is still working on the mod...
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Stu Clarke
 
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Post » Sun May 29, 2011 12:13 am

Nice AI Improvement. But, there's a bug in module XFO - 1aa - Accuracy Revamp - mild.esp. With this esp active, in VATS I can only throw grenade from within 6 feet of the target with 11% chance, so it's suicide. After deactivated. It's about 40 feet and 50% chance in VATS.
I Maximize the skill. It's really a bug or the ieia is not use Vats in grenades and other explosives?
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neen
 
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Post » Sat May 28, 2011 7:55 pm

I had previously thought that the new official patch had borked enemyAI XFO plugin but I was wrong. I started from a clean save and then when all up and running it worked fine again. I can also confirm that the pacing plugins (slower leveling) still all work fine.
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Grace Francis
 
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Post » Sat May 28, 2011 7:19 pm

I have an issue with two perks every level.
When I take 2nd perk, game crashes and windows shows message bout runtime something crash error.

Any clue how to fix that?
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Tania Bunic
 
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