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

Post » Sat May 28, 2011 12:41 pm

good to hear progress on sway Xod. you know how frustrated i got with that too. eagerly looking forward to this. somewhere along the way gun skill = damage became unsatisfactory to me.

what do you think about giving bonus crit chances at higher skill levels for added incentive to increasing combat skills? some have noted that skill=damage gives you less incentive to raise combat skills because once you get acceptable accuracy, there's no reason to put points into the related combat skill.
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Max Van Morrison
 
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Post » Sat May 28, 2011 11:41 pm

Version 2 is (FINALLY...) out!

Added to the OP:


** NEW! ** Enemy AI Revamp! Full re-imagining of enemy behavior, cooperation, and tactics!

** NEW! ** Scale NPC Health and Aim!

** NEW! ** 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!

** NEW! ** Accuracy revamp; More Damage formula options!

** NEW! ** Perk path: The Beloved: Manipulate factions - make them forgive you, love you, fear you!

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

** NEW! ** Bug fixes, formula changes, and more!
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Da Missz
 
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Post » Sat May 28, 2011 11:55 pm

New path seems really OP mate, though would really be fitting for someone who went all out on the Yes Man ending making sure to keep everyone alive.
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Dj Matty P
 
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Post » Sat May 28, 2011 6:47 pm

I thought this was just another nEwBiEs mod for NV with 5 fixes, [censored] me cause im wrong! Looks awesome, shame i banged my download limit to the max :(
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Samantha Jane Adams
 
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Post » Sun May 29, 2011 2:31 am

Hell yes!!

Edit: I have a question, I guess it's due the gore changes. When I get hit all my screen gets covered in blood, And I barely can see a thing, is it really due to the gore changes as I suspect? Because by the way you described it, it seems not so, and I looked tru it in FNVEdit. Most of values there I don't have a clue about.
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Sabrina garzotto
 
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Post » Sun May 29, 2011 2:02 am

New path seems really OP mate, though would really be fitting for someone who went all out on the Yes Man ending making sure to keep everyone alive.


OP in the sense that it's hugely game-changing, yes... but I like the idea of being able to take "every path" in a single game. I think that it allows a more epic, unending playthrough. I saw someone on gamefaqs complaining that he couldn't do the early prison (forget the name of the prison) quests because he helped out the townsfolk. I thought it would be neat to be able to manipulate faction positioning. Most of the perk paths are OP, though, and I figure since they take 7 perks, they should be ;)

I thought this was just another nEwBiEs mod for NV with 5 fixes, [censored] me cause im wrong! Looks awesome, shame i banged my download limit to the max :(


No, the vast majority of mods in XFO make the game (sometimes MUCH) harder. The new AI mods can make the game insane... when I played around with the AI Revamp and the NPC Healing on high, those bastards were running behind cover to shoot up so often, I thought they were invincible :P

Hell yes!!

Edit: I have a question, I guess it's due the gore changes. When I get hit all my screen gets covered in blood, And I barely can see a thing, is it really due to the gore changes as I suspect? Because by the way you described it, it seems not so, and I looked tru it in FNVEdit. Most of values there I don't have a clue about.


Yeah, take out those gore fixes. I think I screwed up one of the values. I do that sometimes. Thanks for letting me know, though; I'll look into it ;)
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clelia vega
 
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Post » Sat May 28, 2011 10:54 pm

Since XFO incorporates ideas that individually get hundreds of endorsemants each when found alone, I've started to also break it down and offer downloads of individual aspects. I'll still work on the overall mod, but this also gives me an excuse to keep it bulky and modular instead of internally-calibrated like FWE. :D
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Gwen
 
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Post » Sat May 28, 2011 2:48 pm

Well, I've decided I'm going to go ahead and give XFO a try now (well, after BOSS updates its masterlist to include some plugins that are missing from it). Something tells me I shall enjoy it, but we shall see.

I do have one very small request though. Do you think it would be possible to make some separate pacing mod plugins that still have level and skill caps on them? I'm one of the people who likes the level cap, but hates how fast skills progress in the game.
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+++CAZZY
 
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Post » Sat May 28, 2011 12:51 pm

Well, I've decided I'm going to go ahead and give XFO a try now (well, after BOSS updates its masterlist to include some plugins that are missing from it). Something tells me I shall enjoy it, but we shall see.

I do have one very small request though. Do you think it would be possible to make some separate pacing mod plugins that still have level and skill caps on them? I'm one of the people who likes the level cap, but hates how fast skills progress in the game.

I'll second that notion.
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Bird
 
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Post » Sat May 28, 2011 4:23 pm

XFO is pretty easy to install already, I have it up and running and I love, but do you think it could be put into an fomod? >_> I had to reinstall my game (for mod unrelated issues) and then had to read through what each variation again. Doesn't take long, but it would be nice to just tick a little box. :P
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Jeneene Hunte
 
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Post » Sat May 28, 2011 2:25 pm

XFO is pretty easy to install already, I have it up and running and I love, but do you think it could be put into an fomod? >_> I had to reinstall my game (for mod unrelated issues) and then had to read through what each variation again. Doesn't take long, but it would be nice to just tick a little box. :P

FMOD would be great. Also I would like to know how your mod works for the set up compared to FWE. Is it just a easy? I have not played New Vegas yet(Just finished Two Worlds 2 and Risen and about to start Gothic 3), I have the game but even when I do play it I will play without mods(except interface mods) to see what I want to change,etc. But I have been scouting for for mods in anticipation, mostly hoping for FWE 5.0, but there not doing it and you are doing something similar. I am hopeing with this mod to get the game to be like FO3 was with FWE 5.0, so you have the same breath of options as that mod and is easy to use/understand(which is why being clear i.e telling exactly what mild,hard,etc means).
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Zach Hunter
 
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Post » Sat May 28, 2011 11:34 am

FMOD would be great. Also I would like to know how your mod works for the set up compared to FWE. Is it just a easy? I have not played New Vegas yet(Just finished Two Worlds 2 and Risen and about to start Gothic 3), I have the game but even when I do play it I will play without mods(except interface mods) to see what I want to change,etc. But I have been scouting for for mods in anticipation, mostly hoping for FWE 5.0, but there not doing it and you are doing something similar. I am hopeing with this mod to get the game to be like FO3 was with FWE 5.0, so you have the same breath of options as that mod and is easy to use/understand(which is why being clear i.e telling exactly what mild,hard,etc means).


Actually Kefka, might want to take a gander at this, http://www.gamesas.com/index.php?/topic/1151204-wipztrailer-project-nevada/. It's the New Vegas equivalent of FWE, made by the same team. It's not out yet, but if you're planning on doing a vanilla play through, it may at least have an alpha release by then.
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Tanya Parra
 
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Post » Sat May 28, 2011 6:02 pm

Was there any special reason to disable Intense Training? Now the only way to master perk path is if you give a stat 10 from get-go. Also, any plans to make a path for Luck?

Edit: mkay, I've forgot about implants.
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Tanya Parra
 
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Post » Sat May 28, 2011 6:09 pm

Does the medical item rarity esp also cover food items?

I'm looking for something to fix the IMO broken hardcoe mode, and i think all it needs is for foods and water to be a bit less abundant. Extending the rarity meds mild esp would be great, and making it separate even better.
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Gavin Roberts
 
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Post » Sun May 29, 2011 12:00 am

Actually Kefka, might want to take a gander at this, http://www.gamesas.com/index.php?/topic/1151204-wipztrailer-project-nevada/. It's the New Vegas equivalent of FWE, made by the same team. It's not out yet, but if you're planning on doing a vanilla play through, it may at least have an alpha release by then.

Neato! Perhaps because it is still in alpha there does not seem to be nearly the same level of customization as FWE. But I don't think it will matter as it has the sprint and Grenade hotkey I want, why the hell were these not included in the game!? Other mods from FO3 were included like the weapon mods, hardcoe difficulty stuff. These should have been no brainier, TwoWorld 2 and Gothic 3 both have sprint, I hope Skyrim does also.

I assume I can use the base module of Project Nevada(which has Sprint,Ghotkey) with XFO for the rest of the stuff I want?

Now I am really excited, FNV vanilla is like an enhanced FO3(from what I have read) but I was worried that it would not be as good overall if FO3 had better mods. That worry is gone now. This is going to be a great game, even more so on my 2nd modded play through.
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Kayla Bee
 
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Post » Sat May 28, 2011 11:42 am

Xoda, hate to be a bother, but just like to suggest that you add a Skill Checker item to the lvl/skill uncapper esp, so we can know what skills we got (console screws up the achievs, right?). Thanks in advance.
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Alexander Horton
 
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Post » Sat May 28, 2011 1:24 pm

I think that armor wear rates a wee too high, I'm usind dmg - non-var - 2x and my reinforced leather loses a lot of hp in just a few hits.

Also, As the night perk checks for DR which means you can get a cloak with heavy armors while light armors are a no-go.

Oh, and I have an idea for Luck perks - how about the dodge ability that was in your FO3 mod?
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Brentleah Jeffs
 
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Post » Sat May 28, 2011 1:07 pm

FMOD would be great. Also I would like to know how your mod works for the set up compared to FWE. Is it just a easy? I have not played New Vegas yet(Just finished Two Worlds 2 and Risen and about to start Gothic 3), I have the game but even when I do play it I will play without mods(except interface mods) to see what I want to change,etc. But I have been scouting for for mods in anticipation, mostly hoping for FWE 5.0, but there not doing it and you are doing something similar. I am hopeing with this mod to get the game to be like FO3 was with FWE 5.0, so you have the same breath of options as that mod and is easy to use/understand(which is why being clear i.e telling exactly what mild,hard,etc means).


The mod installs and runs very differently from FWE, but the original XFO was the backbone for FWE, which actually began almost like an XFO compatibility pack, but took off from there. The overall breadth of options is actually much larger, but at a cost of installation complexity (depending on how you see complexity; in some ways, it's much simpler).

Currently, XFO is offered in a "modular" format, which means that all of the options are included as separate (but well-numbered, categorized, sorted, and ordered) esps. You check off which ones you like in FOMM and go -- there's also a sort order txt file that you can load up in FOMM that automatically loads up and checks off all of the recommended options, for more simplicity. You can also just drag-and-drop the esps you like from the zip file and leave FOMM less cluttered.

There's an install section at XFO-NV.com that spells it out, and all the readme's and info and jazz is there, too. All of the exact info, data, and numbers is mostly in there, as well, under each mod heading/category. I think it's pretty well-sorted at the site, but if you have any suggestions for sorting XFO-NV.com's readme, links, categories, font, size, layout, color, etc., I'm always happy for feedback!


Actually Kefka, might want to take a gander at this, http://www.gamesas.com/index.php?/topic/1151204-wipztrailer-project-nevada/. It's the New Vegas equivalent of FWE, made by the same team. It's not out yet, but if you're planning on doing a vanilla play through, it may at least have an alpha release by then.


Their project is very ambitious and exciting, but it's not FWE, and their balance mod looks pretty light and un-modular. XFO will be fully compatible with project Nevada, other than perhaps my armor upgrades, in which case I'll likely release a patch. My armor upgrades/revamps are also not compatible with FOOK or any other mod that adds new armors (replacement meshes/textures/etc. should be okay).

Was there any special reason to disable Intense Training? Now the only way to master perk path is if you give a stat 10 from get-go. Also, any plans to make a path for Luck?

Edit: mkay, I've forgot about implants.


Oops -- that's a leftover from FO3. Intense Training isn't as OP and has its place in NV, so I'll bring it back. Thanks for the heads up and counter-logic ;)

Does the medical item rarity esp also cover food items?

I'm looking for something to fix the IMO broken hardcoe mode, and i think all it needs is for foods and water to be a bit less abundant. Extending the rarity meds mild esp would be great, and making it separate even better.


Good question... the med item rarity does NOT cover food items, and that reminds me to add a food item rarity. Awesome, thanks for the catch :)

I also plan on implementing a full "hardcoe mode" section to XFO in two more revisions, which will, among other things, (optionally, as always) remove health regenerating effects from food and drink, so that they just affect hunger and thirst. I may bring back the old XFO concept of being "full" and "quenched," too, under which conditions food and drink had no effect on health (but otherwise could).

Neato! Perhaps because it is still in alpha there does not seem to be nearly the same level of customization as FWE. But I don't think it will matter as it has the sprint and Grenade hotkey I want, why the hell were these not included in the game!? Other mods from FO3 were included like the weapon mods, hardcoe difficulty stuff. These should have been no brainier, TwoWorld 2 and Gothic 3 both have sprint, I hope Skyrim does also.

I assume I can use the base module of Project Nevada(which has Sprint,Ghotkey) with XFO for the rest of the stuff I want?

Now I am really excited, FNV vanilla is like an enhanced FO3(from what I have read) but I was worried that it would not be as good overall if FO3 had better mods. That worry is gone now. This is going to be a great game, even more so on my 2nd modded play through.


Yeah, the improved base of FNV makes for a more pleasant modding experience -- as far as balancing goes, it's like starting a few rungs higher on the ladder!

Like I said; Project Nevada is very different from FWE, and XFO does very much hope to "fill in the gaps." I certainly could not take on the breadth of their super-project, and I would also be sad to make a "fully-modded" playthrough without their contributions!


Xoda, hate to be a bother, but just like to suggest that you add a Skill Checker item to the lvl/skill uncapper esp, so we can know what skills we got (console screws up the achievs, right?). Thanks in advance.


It's in the making. Currently, it's going to be in the Epic Skills mod that I'm making (which adds effects to uncapped skills), which will be added in the next iteration of XFO, probably next week-ish.

I will be adding a "most-recent" update to the top of XFO-NV.com to check up on, as well as a mailing list for those interested in new releases and what they offer.

I think that armor wear rates a wee too high, I'm usind dmg - non-var - 2x and my reinforced leather loses a lot of hp in just a few hits.

Also, As the night perk checks for DR which means you can get a cloak with heavy armors while light armors are a no-go.

Oh, and I have an idea for Luck perks - how about the dodge ability that was in your FO3 mod?


I could have sworn I switched As the Night to be DR + DT -- as in the combined total couldn't be higher than 10. I may have jumbled up the released esp. I'll look into that, thank you.

You're right that armor wear is too high -- I'll look into changing it, or offering some perks related to that, or something else balancing. My intention was to punish high DT, but the game gives higher-DT armors more HP disproportionately, so I just screwed everyone :P

The luck perks aren't in because they're going to either have to require NVSE (which I'm still shying away from for a few more release iterations), switch the rarity mods to esm's, or be bundled with the rarity esp's (the most likely course). They will offer, basically, perk-scalable item rarity.

I've been looking into re-implementing the dodge idea. I want to introduce skills in different armors, and unarmored would offer increased movement speed, reduced AP usage, and increasing dodge chances. Unfortunately, I can't seem to force in new skills without getting a crash on load. I may be wrestling with an EXE issue, which I can't touch (especially now that it's Steam-ified). In which case, I will issue a perk path for each armor type, too. I'm also planning perk paths for each skill, and adjustable perks-per-level to make good use of them. In addition, I plan on making Epic Perks to take advantage of my now-uncapped >100 skill levels and >30 levels. So, for example, a perk that requires 200 meds and level 50! :D Big perk plans on the horizon!
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Laurenn Doylee
 
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Post » Sat May 28, 2011 6:51 pm

EDIT: nvm :P

EDIT2: finally tested the new skill=accuracy settings and its just what ive been looking for shortly after NV was released, THANK YOU VERY MUCH :goodjob: :thumbsup: :icecream: :foodndrink: :clap: :D :tops: :twirl:

and i wish there were more and better emoticons to express my gratitude!

if i might make a request however, i use the hard version of accuracy revamp and find that i like the settings because even at higher skill levels (88) crouching to take aim in ironsights is still helpful, meaning skill points into guns is still needed at those higher levels if you want better aim. the downside however is that, during testing, an NPC with 31 gun skill using a rifle (forgot to check what kind but it was in goodsprings so im assuming not very good) could barely hit me while i was in the open and standing still. perhaps an optional esp that gives NPCs a little "cheat", by boosting their accuracy at lower levels?

again, thank you for this!
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Leah
 
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Post » Sun May 29, 2011 2:07 am

So the [HIDDEN], [CAUTIOUS], etc. notification when sneaking breaks the immersion, why not make it a perk? and be called Sixth Sense or something, atleast it's more feasible this way, and it is more defined without breaking the immersion. just an idea I've seen in another game.

And by the way can you include an ingame menu, so we could just change settings there instead of choosing desired modules.
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Wayne W
 
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Post » Sat May 28, 2011 12:00 pm

Good question... the med item rarity does NOT cover food items, and that reminds me to add a food item rarity. Awesome, thanks for the catch :)

I want to make an aside note on this. Is it possible to exclude specialist vendors for food? It would be a bit weird if the West-side co-op or restaurants would only carry a few bits of food.
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T. tacks Rims
 
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Post » Sun May 29, 2011 12:43 am

Another question, does the no cap option remove gaining levels all together? Because I have the pacing on high (no cap) and I am level 16 with 25k experience. I am pretty sure I was suppose to have leveled already...

edit: I unchecked the pacing park and I can level as normal, so is this intended or not? Also I am not able to put skill points into skills already 100 and I thought I was suppose to be able to.
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RObert loVes MOmmy
 
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Post » Sun May 29, 2011 12:28 am

if i might make a request however, i use the hard version of accuracy revamp and find that i like the settings because even at higher skill levels (88) crouching to take aim in ironsights is still helpful, meaning skill points into guns is still needed at those higher levels if you want better aim. the downside however is that, during testing, an NPC with 31 gun skill using a rifle (forgot to check what kind but it was in goodsprings so im assuming not very good) could barely hit me while i was in the open and standing still. perhaps an optional esp that gives NPCs a little "cheat", by boosting their accuracy at lower levels?

again, thank you for this!


Of course, you're welcome. :D I'm happy someone's enjoying my work ;)

As for the NPC "cheat" -- it's an option in group 9. 9ca, I believe: http://xfo-nv.com/index.html#Group9 You want "low" -- it'll halve the aim penalty to NPCs. The aim penalty continues all the way through to 100, so this is pretty close to giving them a leg up at only lower levels. You're right, though: they don't know how to "time" the wobble like we do. I recommend the aim "fix"/"cheat" for NPCs. I'll release an option in the future to exclude NPCs from this whole wobble affair :)

So the [HIDDEN], [CAUTIOUS], etc. notification when sneaking breaks the immersion, why not make it a perk? and be called Sixth Sense or something, atleast it's more feasible this way, and it is more defined without breaking the immersion. just an idea I've seen in another game.

And by the way can you include an ingame menu, so we could just change settings there instead of choosing desired modules.


For the messages, that's a fun idea with the perks -- would take NVSE which I haven't implemented yet, but I may take up that idea. At this point, though, I think people either like it or not.

As for the ingame menu, I will do that later, but the amount of work would be huge and many things would be left out of the whole possibility, like the armor revamps. That's the mark I've been considering for going beta. However, going with external mods, though cluttered, allows me a lot more lattitude and capability, as well as much greater compatibility with other mods.

I want to make an aside note on this. Is it possible to exclude specialist vendors for food? It would be a bit weird if the West-side co-op or restaurants would only carry a few bits of food.


Thank you for the reminder -- I've added it to my 0.03a notes to myself.

Another question, does the no cap option remove gaining levels all together? Because I have the pacing on high (no cap) and I am level 16 with 25k experience. I am pretty sure I was suppose to have leveled already...

edit: I unchecked the pacing park and I can level as normal, so is this intended or not? Also I am not able to put skill points into skills already 100 and I thought I was suppose to be able to.


Here I was, about to self-righteously scorn you for not reading the readme, but luckily I checked it and realized (as a head-scratcher to me) that I somehow left out the bit in my own self-notes text file that says:

"Does NOT require a new game, but the game will recalibrate the formula retroactively. So if you're level 10 and switch to the twice-as-fast option, you'll level up several levels. If you're level 10 and you switch to a slower pacing module, you'll have to "catch up" to the new level scale before you'll gain a level."

I'll add a note to the readme at XFO-NV.com (always check there for updates -- this would be at http://xfo-nv.com/index.html#Group6 specifically). Basically, this means that, for your example -- originally, level 17 may have taken 5,000 xp to get to, and you may have been at 4,500 xp, in the middle of level 16, meaning you only needed 500 xp to level. But when you add the new formula, level 17 may require 25,000 xp -- the formula won't change your *current* level, but you'll still be at 4,500 xp, meaning you'd need 20,500 xp to get that next level, which is far more than all of your levels so far. This is just you having to "catch up" to all the extra xp those level you would have needed to get for the levels you already have that aren't being taken away.
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Mandy Muir
 
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Post » Sun May 29, 2011 12:05 am

Ive run into an issue. sometime while fighting geckos near goodsprings i noticed that wobble disappeared while crouching (it was previously working) and only while crouching. loading a save where the crouched wobble has disappeared or restarting doesnt restore it. EDIT: it seems that only stationary crouching eliminates the wobble. moving while crouched still results in a wobble. and it also seems to me that there isnt much difference (at least that i notice) between crouched and standing wobble.

EDIT: Mod list

Spoiler
Active Mod Files:00  FalloutNV.esm01  Ambient Temperature.esm02  EZ_CompanionNVSE.esm03  IWS-Core.esm  [Version 1.8]04  Military Explansion Program.esm05  New Vegas Redesigned.esm06  RH_IRONSIGHTS_NV.esm07  Compiled Patch.esp++  Distant Gunfire Sound Fix V2.1 - Machienzo.esp  [Version 2.1]08  DarNifiedUINV.esp09  Arwen_Camera.esp0A  Readius_NV.esp0B  SaveKey.esp  [Version 1.0]0C  Bobblehunt.esp0D  Kobu's New Game Quick Start and Better Rebuild.esp  [Version 1.1.]0E  NewVegasBounties.esp0F  Lore version.esp10  A Repair Bot.esp11  IIWR 2.1.0.esp12  PerkEveryLevel.esp13  XFO - 3ac - rarity - ammo - hard.esp14  XFO - 3bc - rarity - caps - hard.esp15  XFO - 3cc - rarity - meds - hard.esp++  Improved Sound FX.esp++  Improved Sound FX - Gunshot Distance Tweak.esp16  Improved Sound FX - Weapon Sharing Fix.esp++  Distant Gunfire Sound Fix.esp++  UnarmedAndMelee-PerkFix.esp17  Canteen.esp18  Cliff's Empty Drinkable Bottles.esp19  DK_BulletTime_NV.esp  [Version 1.1.4]1A  Kobu's Primary Attributes Uncapper.esp  [Version 1.1.]1B  MagazinesReworked.esp1C  populatedcasino.esp1D  Project13 - Populated Wasteland.esp++  psychoelf lev stripping.esp1E  Rustyhwys.esp1F  Sprint Mod.esp20  NVR - Trapper Time.esp21  psychoelfs ammo crafting.esp22  Improved Throwing1.esp++  dressup.esp23  Fade That Faction Armor.esp24  Caesars_Legion_Overhaul.esp25  LogicalReputationShifts.esp26  Realistic_Repair_NV.esp27  Companion Sandbox Mode.esp  [Version 2]28  ImprovedCompanions.esp29  RemoteControlCompanions.esp2A  SunnyCompanion.esp++  BetterRepairKits2b.esp++  T3T_MiscItemIconsNV.esp2B  noautoaim.esp2C  Fatigue - Loot the Unconscious.esp2D  FONV - Real Time Lockpicking and Hacking.esp2E  GrenadeHotkey.esp2F  NoFactionArmorMessage.esp30  RandomExtraTrapsNV.esp31  Depth of View IE Gentler.esp32  ELECTRO-CITY - CompletedWorkorders.esp33  ELECTRO-CITY - Darker Nights.esp34  ELECTRO-CITY - Emittance.esp35  ELECTRO-CITY - IncreasedWastelandSpawnCOMPATIBILITYPatch.esp36  Fellout.esp37  Interior Lighting Overhaul-Realistic.esp  [Version 3.3]38  IWS-Core-Patrols.esp  [Version 1.8]++  IWS-Core-Civilians.esp  [Version 1.8]++  IWS-Core-Guards.esp  [Version 1.8]39  Bashed Patch, 0.esp3A  Arwen_NV_Realism_Core.esp3B  Imp's More Complex Needs.esp3C  IMCNNV - Sorted.esp3D  Ambient Temperature - IMCNNV.esp3E  XFO - 1ab - Accuracy Revamp - hard.esp3F  XFO - 1bb - Dmg - Non-Var - 2x.esp

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Crystal Clarke
 
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Post » Sat May 28, 2011 6:31 pm

I have sort of the same problem. Mine is sometimes when I crouch I get a huge wobble. When I stand up it is completely fine. If I stand up the crouch again it will remove the bug for a little bit. I have the perk that makes it to where there isn't suppose to be any wobble when I crouch.
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Ben sutton
 
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