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

Post » Sat May 28, 2011 3:30 pm

One thing I wanted to ask, will there be any problems updating if perks are changed at all? Also I'm going to try using the speed esp. I'd like to see the effect in combat, however my reflexes are not that great so I may have to overuse vats a bit.


Overuse VATS? Vats is the only thing that gets me playing this game... well, that and perks. (Someone really needs to port the UPP!) In fact, I want to make a two perks per level esp... and a permanent VATS esp. It would take a little tweaking, but why not always be able to use vats? I see a few minor issues that should be easy to clear up. I have no reflexes or "boom-headshot" capability, but I'm a tactical, char-building RPGer. VATS just feels right ;)
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Ricky Rayner
 
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Post » Sat May 28, 2011 10:51 pm

I don't have anything against using Vats, I think its a fun aspect of the game. The speed esp I'm keeping because I've just cleared a building and the combat was great, fast paced and deadly.
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Jay Baby
 
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Post » Sat May 28, 2011 11:29 am

First lemme link this'un: http://www.youtube.com/watch?v=nBgp5AB8c6A


I don't have anything against using Vats, I think its a fun aspect of the game. The speed esp I'm keeping because I've just cleared a building and the combat was great, fast paced and deadly.


It's funny how much a 12% bump can do! Subtle but also big; the AI makes oddly good use of it. It goes well with the AI revamp I'm releasing in the next version. Soon :)
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i grind hard
 
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Post » Sat May 28, 2011 11:01 am

Kai:
I clearly miswrote the tweak for INT -- it's now 1 SP per two INT instead of 1 per INT -- that's why it says that it counts odd numbers on odd levels. Just a typo :P

Again, that's already how it works in vanilla. In FNV you only get 1 point per two int, you are effectively not changing anything.

I will, when I get a chance, go back and find what I specifically used to affect the gun wobble, but I'm quite positive I had my gun wobbling all over the screen from something -- armcondition? As for my current skill=aim, skill should affect aim anyways -- it sure does in VATS! And there are two things in the game, that, at least in FO3, were separate: gun wobble and bullet spread; not the same thing. For skill=aim, the former is more cosmetic than anything, since you can still be careful and time with the wobble, but can't do anything about bullet spread. It sure seemed to me in testing that skill affected bullet spread, with the varmint rifle I was playing around with and the magnum.

Again, just http://www.gamesas.com/index.php?/topic/1142921-in-depth-explanation-of-spreadaccuracy/, it explains how player spread(aka wobble) and gun spread works.
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Annick Charron
 
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Post » Sat May 28, 2011 12:32 pm

It's funny how much a 12% bump can do! Subtle but also big; the AI makes oddly good use of it. It goes well with the AI revamp I'm releasing in the next version. Soon :)

One thing that does kind of annoy me, though is that the animation doesn't really match the characters speed. It looks a bit silly.
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Oyuki Manson Lavey
 
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Post » Sun May 29, 2011 1:10 am

Ah yes my mistake. shouldve specified i meant non-vats when speaking of skill not really affecting aim since i dont use vats. should work fine for vats users though.
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 11:25 am

Overuse VATS? Vats is the only thing that gets me playing this game... well, that and perks. (Someone really needs to port the UPP!) In fact, I want to make a two perks per level esp... and a permanent VATS esp. It would take a little tweaking, but why not always be able to use vats? I see a few minor issues that should be easy to clear up. I have no reflexes or "boom-headshot" capability, but I'm a tactical, char-building RPGer. VATS just feels right ;)



You should probably have a look at More Perks (if you haven't yet). I'll post the link later, since the nexus is down at the moment.

Edit:http://www.newvegasnexus.com/downloads/file.php?id=35979 here =)
I prefered this to UPP in FO3.

Edit 2: Also, I'd like to leave some feedback =)
I can't tell much about the hard sneak module yet, will soon. But I wanted to say that with 1 CHA and 10- barter, the wasteland is as expensive as it can get, damn, I'm selling equips for ~400 and they worth ~5000, nice job =) Vanilla FNV was even easier than FO3 to get rich.
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lauren cleaves
 
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Post » Sat May 28, 2011 11:59 pm

Also taking requests and suggestions for further development.

If I'm missing something or you'd like to see another aspect rebalanced, let me know.

If you'd like to see me do something differently, let me know -- I love to make as many customization options as possible!

Holy beanstalk! This is like FWE 5.0 with all the custom options, this is what I want! My suggestions are check out what FWE had for options and then add it to your mod. Amazing.
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Bethany Watkin
 
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Post » Sun May 29, 2011 1:25 am

Again, that's already how it works in vanilla. In FNV you only get 1 point per two int, you are effectively not changing anything.


Again, just http://www.gamesas.com/index.php?/topic/1142921-in-depth-explanation-of-spreadaccuracy/, it explains how player spread(aka wobble) and gun spread works.


Did I miss FNV counting odd levels? I don't have much spare time, so I'm coding more than testing, and miss some of this obvious stuff :P

As for wobble, I already posted my "pudding:" http://www.youtube.com/watch?v=nBgp5AB8c6A
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Esther Fernandez
 
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Post » Sat May 28, 2011 1:31 pm

Holy beanstalk! This is like FWE 5.0 with all the custom options, this is what I want! My suggestions are check out what FWE had for options and then add it to your mod. Amazing.


I am *very* careful not to look at other similar mods for inspiration, even. I never look at any mods for scripts or the like, either. FWE is just too close to XFO, but takes a different approach (and I have to admit, a more well-scripted one). I respect their team immensely, and I actually use FWE when playing FO3 to this day. If we overlap too much and become competing mods, then I can only hope that we bring out a better mod and better experience from each other, and where we don't overlap, I hope to be compatible.

As I root around in TESSnip (the editor I use instead of the GECK 99% of the time), I get a lot more ideas naturally. I don't have much time to play, which is why I ask for advice and feedback so much, but on the rare occasion that I do, I tend to see two or three things that could use some changing. :)

Give me some specifics, and I'll do what I can to implement them; but if it feels at all like I'm robbing a FWE-unique or -specific idea, I'll go in a different direction.
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Emerald Dreams
 
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Post » Sat May 28, 2011 5:04 pm

We are currently working on a new project, but that doesn't mean it's FWE for New Vegas (which it really isn't). So you don't have to worry about FWE-unique features, just do your thing :)
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Isabell Hoffmann
 
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Post » Sat May 28, 2011 6:03 pm

Having thought about the armor revamp for some time I think Simple could work pretty well, if you added the balancing factors of the revamp.

Heavy armor would have a relatively low DR and a high DT, whereas light armor with a little DT would have a high DR.
I don't know what numbers you are using for DR on the revamp now, so I can't really give an example.
But if you add some disadvantages to using heavy armor and advantages to light, I think all in all it would give heavy armor it's place as the armor able to take a beating, while not making light armor completely useless at higher levels.

From my standpoint it feels like choosing which armor should be more about choosing a play-style rather than choosing which damage you wish to negate. And logical makes me think the Power Armor should indeed offer the best overall protection.
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Mashystar
 
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Post » Sat May 28, 2011 3:05 pm

I just saw the youtube video with the wild spread. which settings were used for that? and were there any other penalties like crippled, etc when that vid was taken?
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Red Sauce
 
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Post » Sat May 28, 2011 5:35 pm

I just saw the youtube video with the wild spread. which settings were used for that? and were there any other penalties like crippled, etc when that vid was taken?


It was just the Gun Spread "Entry Point" -- I was using a hidden perk, which I can scale and conditionalize with a fair degree of complexity and more than one dimension, one of my go-to options when GMSTs don't work and scripts don't seem appropriate. Obviously, the video was intended to be extreme, but no other effects like crippled limbs were in place.
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JLG
 
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Post » Sat May 28, 2011 6:30 pm

good to hear. i was concerned a more FO3 like skill=aim (referring to out of vats from henceforth) without penalties wasnt going to happen. it will have to be balanced for npc skill=aim though so that they're neither too bad at lower levels nor too good at higher ones
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kelly thomson
 
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Post » Sat May 28, 2011 6:43 pm

I am *very* careful not to look at other similar mods for inspiration, even. I never look at any mods for scripts or the like, either. FWE is just too close to XFO, but takes a different approach (and I have to admit, a more well-scripted one). I respect their team immensely, and I actually use FWE when playing FO3 to this day. If we overlap too much and become competing mods, then I can only hope that we bring out a better mod and better experience from each other, and where we don't overlap, I hope to be compatible.

As I root around in TESSnip (the editor I use instead of the GECK 99% of the time), I get a lot more ideas naturally. I don't have much time to play, which is why I ask for advice and feedback so much, but on the rare occasion that I do, I tend to see two or three things that could use some changing. :)

Give me some specifics, and I'll do what I can to implement them; but if it feels at all like I'm robbing a FWE-unique or -specific idea, I'll go in a different direction.


I think having your options be specific is a good idea. For example take XP gain instead of having the options: Less, vanilla,more,etc you could have Less(75%), Vanilla(100%),More(150%),etc. For overall damage use numbers like 2x,3x etc. Its good to know exactly what you are changing, instead of running in to things like "less" for an ammo option,what is your idea of "less? You could have 75%(compared to vanilla ammo). You can still use the name tag, i.e Ammo, pick one: much less 50%,less 75%,Vanilla 100%, More 150%,etc. Or any other way that tells exactly how much the option does going back to ammo: Half, 3/4,Vanilla,1.5x,etc.

Also compatibility with other popular mods would make sense. Perhaps working them into your mod in a way, like for MMM(when it gets done) in your options you could change something about spawn rate, etc.

Grenade Hotkey.
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Poetic Vice
 
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Post » Sat May 28, 2011 5:29 pm

I lowered the boot weight for sneaking, which should make it *easier* to sneak in light armor vs other armors, and the mult which should make it harder to sneak in heavier (>12lbs) armor, exponentially. Also, I made it so that being still *in front* of them (in line-of-sight) will get you spotted, and moving FAR more so, in light FAR more so still. Behind them, there should be no difference, except that gunshots make more "noise" (ie, they'll hear you everywhere).



/edit never mind, edited for not thinking clearly.

Would you consider changing the weight of leather armor, which has the same weight as the reinforced leather.
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Chris Cross Cabaret Man
 
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Post » Sun May 29, 2011 1:24 am

after more testing, it seems that when i spoke of there being no weave/wobble regardless of the values of the setting i meant only when using iron sights (right mouse button aiming). when i set fWobbletoSkillConversion to 5, i saw noticeable wobble outside ironsights. i missed it because i only use ironsights to aim. still doesnt solve my problem of wobble while using ironsights though and skill=aim still appears to make skill useless when aiming with ironsights because wobble is still negligible in that case even at low skill values.
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Nomee
 
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Post » Sat May 28, 2011 2:11 pm

Kai:

Thanks a TON for that article and also thanks for pointing out my SP formula error :D

I'll be sure you're on the Thanks list once I add it to the readme. You rule :)
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Kaley X
 
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Post » Sun May 29, 2011 2:31 am

So how is work progressing on this?
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Joe Bonney
 
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Post » Sun May 29, 2011 2:54 am

I have downloaded XFO_0001a-37871-001a and there seem to be a few paths missing. The Fighter, The Charmer, and i think The Blessed (i could be wrong) are not showing up on the perk list. I know you are working on the charmer, but are the fighter and the blessed suppose to be on the perks list?

Also are you still working on newer versions of this and maybe adding the Charmer/Explorer path? And what do the mild, med, and hard options for the armor DR+DT do? so they increase how much DR is on light gear and increase the DT on heavy gear as you increase the level or the other way around. Also when I used the remove cap part of your mod, it stopped me from leveling... was that intentional?

P.S. I love this mod, my favorite mod so far.
P.P.S. I kind of liked the idea of a pacifist character.
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Joanne Crump
 
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Post » Sat May 28, 2011 4:39 pm

@ rwen4:
The Charmer and Blessed are not in the first version, which is what the '(NYI)' stands for. I haven't had a change to really look, but The Fighter should be in there according to the readme.

mild, med and hard option for DR+DT increases the values of DR and DT too match with the weapon damage mild, med and hard.
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Haley Merkley
 
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Post » Sat May 28, 2011 10:53 am

thanks for those answers Poison_Berrie. Hmm I have my DR+DT set to hard without any weapon changes.
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Ashley Clifft
 
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Post » Sat May 28, 2011 4:58 pm

So how is work progressing on this?


Slowly and ploddingly... I *am* working. A lot. But I'm also getting very little done.

I finally figured out everything about gun sway. One problem was that by crouching AND aiming, assuming no crippled arms or other penalty-inducers, the whole formula would zero-out, since there would be a "zero" in the penalty multiplier, and there's no "base" (so a * b * c * 0 * d = 0). So I implemented a base, which was tricky and tedious. But then when I got in the game, I realized that NPCs simply couldn't deal with the wobble. It worked great for ME, forcing me to really time and aim my shots carefully at low skill levels (I increased the penalties but proportionately increased the mitigation to those penalties provided by skill)... but NPCs were shooting wild, making me virtually invincible. I think the game approaches it as though the NPCs are always in VATS. After "fixing" the accuracy, I had to implement a totally new VATS scale, since everything came out to 0% with skills under 80. Well, that 0% transferred to those poor NPCs. Of course, skill-100 NPCs could hit me in the pupil from a mile away, equally unbalanced.

I had done all of it this way so that the skill=acc would equally affect NPCs. I put in a fix for NPCs, but then I realized how much EASIER it would be to simply proportionately increase out-of-VATS gun wobble via a hidden perk, and leave NPCs alone (mostly). Two days of work mostly wasted.

Then I spent two days trying to figure out how to force melee damage to scale or cut out with arm condition damage/crippling. The problem is that, in vanilla, arm condition does mitigate up to 10% of melee damage: that which is added to melee damage by melee skill. But in skill=acc, that is gone. There is, to my frustration, no way to make arm condition affect melee damage (from NPCs) in a non-skill-based damage scenario. Not without adding a script to every NPC and creature, many of which have a script already on them. It's frustrating that melee damage doesn't scale with skill in skill=acc, but I can change that for the player pretty easily, and NPCs don't need it scaled by their skill, honestly. Since their skill is directly applied to their to-hit chance (which we humans can mitigate with a mouse and timing/etc), that's enough. I can do something similar for arm-condition, but since I can't affect NPCs that way, it ruins my "tactical combat" intentions, at least for melee opponents.

So I'm actually spending day after day working on XFO... often all day. But often with nothing to show for that work.

If I can get people to stick around long enough, this time won't be wasted since I learn more and get craftier. :P I'll put out an as-is release before Christmas hits... I do have some stuff done ;)
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Eve(G)
 
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Post » Sat May 28, 2011 12:34 pm

It's cool, I just like to hear updates once in a while to feed my impatience :tongue:
Also to keep this thread from ending up several pages down.

Wouldn't a bigger penalty to attack speed for melee be useful for NPCs with crippled arms and perhaps a smaller to-hit chance so they might miss. What status effect does having a crippled arm in Vanilla actually do, again?
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asako
 
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