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

Post » Sat May 28, 2011 6:03 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.

im level 1 so i have no perk yet that could be messing with that. although i do have the trait that makes you more accurate but degrades weapons faster. at least in your case the bug gets removed for a bit, mine seems to be here to stay. for now im avoiding crouching without moving while shooting since as ive mentioned, there didnt seem to be any difference in wobble between crouched and standing anyway.
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Nadia Nad
 
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Post » Sun May 29, 2011 12:43 am

also when I selected the 9b: "NPC Health" option and clicked high there are some NPC's out there that have below 200hp. Is this just a problem with the formula? I see this because of the perk that allows you to see the NPC's health and DT. Is the extra health just not updating, but still there?
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Karine laverre
 
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Post » Sat May 28, 2011 4:34 pm

btw, is there anyway that novar weapon damage only applies to ranged weapons? using novar weapon damage is balanced for guns (including energy weaps) by skill=aim since you still have to pump points into weapon skill if you want to hit anything. But melee and unarmed damage should scale with skill because there's no "to-hit" system outside VATS because otherwise theres no reason to put points into them apart from perk reqs. i think this was also an issue (only melee and unarmed damage scales with skill) with FO3 XFO or FWE but somehow i got the impression that it was resolved.
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Thema
 
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Post » Sat May 28, 2011 12:38 pm

melee and unarmed have variable damage no matter what you choose. I think Xodarap either said it in this thread or in the readme.
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Luis Longoria
 
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Post » Sat May 28, 2011 4:34 pm

melee and unarmed have variable damage no matter what you choose. I think Xodarap either said it in this thread or in the readme.

i seem to remember that now that you mention it. however, changing my melee skill thru the console didnt affect damage at all. if its not xfo, must be some other mod then tho xfo is last in my mod order.
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El Goose
 
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Post » Sat May 28, 2011 11:46 am

i seem to remember that now that you mention it. however, changing my melee skill thru the console didnt affect damage at all. if its not xfo, must be some other mod then tho xfo is last in my mod order.

I'll check it out. Might be an oversight or bug.
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Laura
 
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Post » Sat May 28, 2011 10:48 pm

Xodarap how do your accuracy changes effect not having the proper weapon requirements?

I was thinking that perhaps you could up the effect of those. Like lacking too much strength makes you unable to wield it, while not meeting the skill requirements would effect condition or regularly jam the weapon.
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flora
 
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Post » Sat May 28, 2011 3:42 pm

First off, I think I've said it before but I'll say it again, awesome work Xod, your stuff is amazing.

I just wanted to throw out some ideas that I would love to see included in XFO in the future, for your consideration:

- Backpack Integration -- there are quite a few backpack/rucksack mods out there but none of them really do it justice. I'd like to see a backpack mod that also adds them randomly to NPCs and loot lists and such in a more standardized way, as well as perhaps some more clever balancing ideas and effects. Also, ultimately I think it would be cool to have backpacks act as actual containers rather than just Weight-granting items; a heavily-laden character could toss his backpack off during an intense fight to make full use of his agility, and then go back and pick it up with all of its stuff still inside.

- Ammo Component Overhaul -- I'd like to see ammo component parts made available to buy and sell to vendors. Ideally the combined cost of all necessary components for a single round would be slightly less than the actual round would cost but would make it easier for those of us who find they have an overabundance of the stuff and no real will to use it, and those of us who want to be able to start our own little ammunition factories by buying components in bulk from vendors and assembling it ourselves.

that;'s it for now.
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Antonio Gigliotta
 
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Post » Sat May 28, 2011 6:41 pm

First off, I think I've said it before but I'll say it again, awesome work Xod, your stuff is amazing.

I just wanted to throw out some ideas that I would love to see included in XFO in the future, for your consideration:

- Backpack Integration -- there are quite a few backpack/rucksack mods out there but none of them really do it justice. I'd like to see a backpack mod that also adds them randomly to NPCs and loot lists and such in a more standardized way, as well as perhaps some more clever balancing ideas and effects. Also, ultimately I think it would be cool to have backpacks act as actual containers rather than just Weight-granting items; a heavily-laden character could toss his backpack off during an intense fight to make full use of his agility, and then go back and pick it up with all of its stuff still inside.

- Ammo Component Overhaul -- I'd like to see ammo component parts made available to buy and sell to vendors. Ideally the combined cost of all necessary components for a single round would be slightly less than the actual round would cost but would make it easier for those of us who find they have an overabundance of the stuff and no real will to use it, and those of us who want to be able to start our own little ammunition factories by buying components in bulk from vendors and assembling it ourselves.

that;'s it for now.


Good ideas...I remember asking to one of the modders who made a backpack mod to add them to loot lists..Got no answer xD
It seems like, to most people, it's not a problem if the item is just there (normally, they just throw stuff in Goodsprings). Even though I use a backpack mod (KDS' one of the best imo), I never touch a mod that adds armors or weapons to the world in just that way (And, maan, there's a bunch of nice stuff out there).
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 7:30 pm

Hmmm, I seem to be having some difficulties.

Everything's been going fine until today. Whereas before it took 2-3 shots to kill most people now it's taking dozens. A Legionnaire took 50 shots in the face at point-blank to kill with THAT Gun while even scantily-dressed locals in various settlements can survive quite the punishment -- it took 3 point-blank direct hits with the grenade launcher to kill a generically-dressed, unarmored wasteland settler. Other way round, though, it still seems fine -- I'm being slaughtered exceptionally easy by double-taps to the head from 100 yards away.

I haven't changed anything between when it seemed to work fine and when it "broke". I do have other mods but everything was fine after I got them -- until today. In any case, I tried disabling them all anyway, to no avail. I also ended up disabling XFO itself and realized that it's essentially the same damage-dealing rate as vanilla FNV.

Any ideas on what's gone wrong (if anything)? It's kind of ruining my game since even a wasteland settler can hand my ass to me (even if I have a companion) in the blink of an eye.
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Nice one
 
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Post » Sat May 28, 2011 8:25 pm

When was the last time you changed your mods? It could be that when you changed your mods it took a while for the mods to take effect.
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remi lasisi
 
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Post » Sun May 29, 2011 12:04 am

When was the last time you changed your mods? It could be that when you changed your mods it took a while for the mods to take effect.


Yes. Load order would be nice. On another note, I'm confused by your name. I can't see Arwen making an alt...
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Danger Mouse
 
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Post » Sat May 28, 2011 2:32 pm

The armor revamp mod (DT + DR revamp) seems to create lag when I look at armor in the Pip Boy.
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Da Missz
 
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Post » Sat May 28, 2011 11:26 pm

The armor revamp mod (DT + DR revamp) seems to create lag when I look at armor in the Pip Boy.


Well, in my game sometimes some armors stop to show the values. I don't know if that's what you mean, if it is, I'm pretty sure it's yet another engine fail. In any case, I know the plugin (FNVEdit) and it just adjusts DT values and adds DR.
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louise fortin
 
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Post » Sat May 28, 2011 12:01 pm

Well, in my game sometimes some armors stop to show the values. I don't know if that's what you mean, if it is, I'm pretty sure it's yet another engine fail. In any case, I know the plugin (FNVEdit) and it just adjusts DT values and adds DR.

Yes, sometimes it doesn't show the values, but literally the only time I've experienced any lag in F:NV has been with this mod. When hovering over weapons and armor my mouse will freeze and the in-game radio will freeze from time to time.
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Nicola
 
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Post » Sun May 29, 2011 1:45 am

I always found that most humanoid enemies carry very low tier gear. Varmint rifles, 9 or 10 mm pistols, pool cues and tire irons make up the bulk of weapons used. Is there a way you could improve that in this mod?
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Poetic Vice
 
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Post » Sat May 28, 2011 7:12 pm

I always found that most humanoid enemies carry very low tier gear. Varmint rifles, 9 or 10 mm pistols, pool cues and tire irons make up the bulk of weapons used. Is there a way you could improve that in this mod?


I back that up. I know it's sad, but, even though I didn't played the game that much like FO3 (and I pre-ordered NV), I had never landed my hands in an anti-material rifle, or that big machine gun (I don't even know it's name xD ). I saw them at Gunrunners, but never found a weapon better than Marksman Carbine, and that was at the end of the game. Maybe a Reequip Module?



@enderandrew hmm, how odd...
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Becky Cox
 
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Post » Sun May 29, 2011 12:04 am

^^ Agree about adding higher end weapons to some guys.

Also, for special rebalance - I think perception really needs a boost. One thing I would think would be cool is to dynamically adjust the player view distance for Actor Fade based on perception. This way the player would not see the monster on screen until they showed up on the PIP. May need to use Script Extender to do that though.

Right now if you max Actor Fade, the player can spot monsters at very long distance. Well before the monster has any chance to detect the player. Even with a perception of 1 I can sneak snipe just as good as a character with a 10 perception. It makes sneak sniping vastly overpowered.

Also, add an option to nerf Sneak Attack critical damage down to a regular crit, not a double crit. That makes the game much more difficult.
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Anna Watts
 
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Post » Sun May 29, 2011 1:12 am

I might take some time later and disable individual mods to make sure it isn't a compatibility issue with something else (like FOOK or WMX), and also try disabling individual parts of this.

But looking over weapons and armor in the PipBoy, as well as bringing up barter screens is slow.
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GabiiE Liiziiouz
 
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Post » Sat May 28, 2011 5:08 pm

^^ Agree about adding higher end weapons to some guys.

Also, for special rebalance - I think perception really needs a boost. One thing I would think would be cool is to dynamically adjust the player view distance for Actor Fade based on perception. This way the player would not see the monster on screen until they showed up on the PIP. May need to use Script Extender to do that though.

Right now if you max Actor Fade, the player can spot monsters at very long distance. Well before the monster has any chance to detect the player. Even with a perception of 1 I can sneak snipe just as good as a character with a 10 perception. It makes sneak sniping vastly overpowered.

Also, add an option to nerf Sneak Attack critical damage down to a regular crit, not a double crit. That makes the game much more difficult.



The sneak attack sniper shot is pretty OP but if you select the x5 damage mod it kind of balances out. For example with tripod arm and that whole line of perks I can one shot most enemies with sneak attack head shots. But with x5 damage the mobs themselves 1-3 shot me and with the hard accuracy it seems like they are using mini sniper rifles as well. That really makes sneak sniping not OP but kind of needed. Also with the sneak mod selected, sneaking at medium distances becomes a real pain especially on the day time. You can change the game mode to very hard too. I do all these (except that I have it on hard, not very hard) and it makes sniping more fun and not just oh look a group of enemies, let me one shot each of them before they can even react.
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Bryanna Vacchiano
 
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Post » Sat May 28, 2011 10:47 pm

The sneak attack sniper shot is pretty OP but if you select the x5 damage mod it kind of balances out. For example with tripod arm and that whole line of perks I can one shot most enemies with sneak attack head shots. But with x5 damage the mobs themselves 1-3 shot me and with the hard accuracy it seems like they are using mini sniper rifles as well. That really makes sneak sniping not OP but kind of needed.

That's not really great news considering other options just become less viable in an effort to make the sneak critical not overpowered. It's fun if you're doing a pure sniper run, but if you're going for a pistol or melee assassin.
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Leonie Connor
 
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Post » Sat May 28, 2011 1:36 pm

here to report an issue/bug. I am playing a sniper right now and using your sniper perks (ranked commando and tri-pod arm now) and my char's aim is more stable while standing then couching. Standing i get the slightest bit of sway; however, couching the sway while aiming increases dramatically.

Not sure if the cause is the sniper perks or some issue with your other aiming tweaks, here is my load order if it helps:
Spoiler

[X] FalloutNV.esm
[ ] CaravanPack.esm
[X] LessIntrusiveKillCam.esp
[X] IIWR 2.1.0.esp
[X] XFO - 1aa - Accuracy Revamp - mild.esp
[X] XFO - 1be - Dmg - Skill-Var - 2x.esp
[X] XFO - 2da - Bleedthrough - 10% (from 20).esp
[X] XFO - 3ba - rarity - caps - mild.esp
[X] XFO - 4a - Perks - Paths.esp
[X] XFO - 4b - Perks - Perk Every Level.esp
[X] XFO - 5a - SPECIAL & Stats Rebalance.esp
[X] XFO - 5b - Skills - SP Formula Rebalance.esp
[X] XFO - 5c - Skills - Better Med Surv Repair.esp
[X] XFO - 5ea - Skills - Barter - Mild.esp
[X] XFO - 6b - Pacing - Mild (No Cap).esp
[X] XFO - 7b - UnMSG - Karma (Incl Sounds).esp
[X] XFO - 8a - Cripple & Body Part Revamp.esp
[X] XFO - 8b - Speed Increases.esp
[X] XFO - 9a - Enemies - AI revamp.esp
[X] XFO - 9ba - Enemies - NPC Health + low.esp
[X] XFO - 9ca - Enemies - NPC Aim + low.esp
[X] XFO - 9da - Enemies - NPC Healing - low.esp
[X] Kobu's Free Wild Wasteland Trait.esp
[X] Desaturated Cateye.esp
[X] Lucky Lighter.esp
[X] RCSS.esp
[X] Charisma Based Follower Limit.esp
[X] WeaponModsixpanded.esp
[X] mojave music radio expanded.esp
[X] Expanded Traits.esp
[X] KillingKarmaFix.esp
[X] IHATECAZADORES.esp

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Ricky Meehan
 
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Post » Sat May 28, 2011 12:34 pm

anybody seen Xod? its been a while since we've heard of him and im getting concerned :)

i found the following issues:

1) unarmed, melee and explosive damage not scaling with skill when using the Dmg Non-Var x2 module (thus making increasing those skills nearly useless except for perk reqs). in order to make skill levels still important, im thinking of something like crit chances and/or attack speed increase according to skill level for unarmed and melee and damage aoe scaling for explosives;

2) losing the gun sway occasionally when crouching (though now it comes back after some time).;

3) i found no difference between gun sway when crouching and standing. i solved this issue by removing the condition IsSneaking from the perk;

4) also, the perk for sway has a condition based on guns skill. doesnt this mean gun sway would still depend on Guns skill even when using energy weapons?
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Stat Wrecker
 
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Post » Sat May 28, 2011 7:33 pm

Love the mod! With this plus the increased spawns mod, it's reminding me (very positively) of FWE/MMM from FO3!

Just one question: I'm trying to figure out the best damage/armor changes (i.e., mods 1b and 2 from xfo). Any help would be appreciated. What I am hoping to achieve is an outcome where the enemies' gun accuracy/damage to me is life-threateningly dangerous (especially in early levels), but where I am also not able to run around one-shotting everything due to my own high damage levels.

Cheers
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Alina loves Alexandra
 
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Post » Sat May 28, 2011 11:45 pm

Playing with the increased spawns mod. Chose 2x skill-based dmg and the no DT bleedthrough armor, along with the enemy accuracy and hp--low XFO mods.

Got to Mojave outpost ok, but trying to get to Novac has been b-r-u-t-a-l.

LOVE the npc-on-npc combat I'm seeing and the much more inhabited wastes overall.

Frickin' dangerous place now though...
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marina
 
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