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

Post » Sat May 28, 2011 1:15 pm

http://www.xfo-nv.com
A Massive, Modular, Customizable, Scalable Overhaul for Fallout: New Vegas
Alpha Release!
Does NOT require a new game.
Every change is OPTIONAL, many are customizable and/or scalable.

12/24/10: Version 2 is out!


1/26/11: Version 3 is out! :D

Now LIVE at http://www.xfo-nv.com -- check it out!

* 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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Campbell
 
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Post » Sat May 28, 2011 8:23 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!
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Anna Krzyzanowska
 
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Post » Sat May 28, 2011 7:53 pm

Oh boy, oh boy, can't wait to try them!! I'm currently reading the readme and choosing the esps. Then I'll FONVEdit a patch with my other mods when necessary and give it a good run, thanks very much Xoda, you're my favorite modder!
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Lovingly
 
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Post » Sat May 28, 2011 6:56 pm

i noticed you tweaked fGunSpreadSkill Mult and Base for skill=accuracy. does this affect the gun weaving and bobbing or only the bullet spread?
when i tweaked those values myself when NV first came out, i didnt notice any difference, even when i set those to extreme values. could be because i was using the varmint rifle and i think someone said if you meet the min skill reqs and are without any other penalty, there's not much penalty.
id have preferred testing before posting but somehow nv wont start for several days now so im about to reinstall. congrats on release!

EDIT: also, i dont know if youve seen http://www.gamesas.com/index.php?/topic/1142921-in-depth-explanation-of-spreadaccuracy/. you're likely to get more out of it than i did :D
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lauren cleaves
 
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Post » Sat May 28, 2011 11:30 pm

Excellent news! I played my first few playthroughs of FO3 with XFO. I'll be sure to try this on my next game, which I plan to start after the patch is released and any needed changes to NVSE are made.
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 6:39 pm

I'll hold of on a new game until the update is here, but I think I'll scrap my current EW built and starting again with XFO.
Is there going to be an capped version of pacing in future editions, BTW? I'm fine with it.

Also looking forward to more perks.

Overall this is going to replace a lot of mods I'm using now.

For armor revamp, you could consider an version which minimizes or removes bleedthrough on DT.
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Lily Something
 
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Post » Sat May 28, 2011 12:45 pm

I tested gun spread -- and with the few guns I tried it with it *definitely* affected gun wobble and vats accuracy. It's hard to definitively test real-time bullet spread.

More perks are my third priority right now. Bugs are always the first priority, then I have a few alpha leftover "NYI"'s that should have gone with the first release. Then I will add about 20 different 10-rank perks that are really basic (like +10hp/rank or +2DT/rank) and may evolve into more paths, and I'd like the paths to interconnect into a more complex and intriguing web. The fact that Vanilla has few (any?) interdependent perks is odd to me; I like the idea of progressive perks. I think I played too much Diablo/WoW/etc, where things branch into trees. I also want to marry realism with the idea of the old-school RPG archetypes. I'm huge on making a "medic" (healer) possible, as well as a tank, fast-dpser, etc...

I noticed that ALL of the old Morrowind/Oblivion stuff is still just hanging out in there, and it might be fun/funny to marry the concepts and have a fully magic-infused FONV. Maybe a faction and everything. Definitely a different idea and a big project :P

Bleedthrough on DT I haven't looked that much into. It's a pretty big problem, IMO, making me even more-so want to just scrap it for the straightforward DR altogether. It would be easy to script it out for the player, but not for NPCs/creatures. On the other hand, there may be a simple and elegant solution, too.

Thanks a ton for the link to gun spread mechanics. I'm always big on mechanics articles, since that's like 50%+ of my work.
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Bones47
 
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Post » Sun May 29, 2011 2:53 am

Welp, this just shortened my modlist by 25 mods LOL. Thanks Xodarap. been waiting for this
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Horse gal smithe
 
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Post » Sat May 28, 2011 7:13 pm

The most elegant solution to increasing damage without ruining DT balance is to make a perk for the player that makes it so the player has *2 DT and all of the players targets have *2 DT and you simply set damageweaponmult to 2.
I ran into one problem with this however, Multiplying DT with a perk doesn't seem to work how I think it should. Maybe you can give this solution a go and possibly have more luck.
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chinadoll
 
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Post » Sun May 29, 2011 1:29 am

Bleedthrough on DT I haven't looked that much into. It's a pretty big problem, IMO, making me even more-so want to just scrap it for the straightforward DR altogether. It would be easy to script it out for the player, but not for NPCs/creatures. On the other hand, there may be a simple and elegant solution, too.

Going for only DR would mean having to re-balance weapons and especially ammo, though.

I saw at least one mod that completely negated DT bleedthrough and I think several gameplay tweaks have messed around with it.
http://newvegasnexus.com/downloads/file.php?id=34872 It's works for every creature ingame, but since it only changes that it's horribly unbalanced.
Still it shows that it can be done.

Also the blue on your readme page is so ugly I want to put paperbag over my monitor. :tongue:
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Channing
 
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Post » Sat May 28, 2011 9:52 pm

Also the blue on your readme page is so ugly I want to put paperbag over my monitor. :tongue:


You mean the links? Or is there other blue? I svck at CSS/HTML :P
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patricia kris
 
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Post » Sun May 29, 2011 12:55 am

Going for only DR would mean having to re-balance weapons and especially ammo, though.

I saw at least one mod that completely negated DT bleedthrough and I think several gameplay tweaks have messed around with it.
http://newvegasnexus.com/downloads/file.php?id=34872 It's works for every creature ingame, but since it only changes that it's horribly unbalanced.
Still it shows that it can be done.


Yeah, fMinDamMultiplier. I actually found it last night :) It appears that in Vanilla, a weapon will do 20% of its damage as bleedthrough. On the one hand, there's balance in bleedthrough, but on the other hand, it's silly -- it basically means that past threshold, all DT armor is basically 80DR armor. As much as I wanted a hybrid DT/DR system, there has to be a better way.

Since at present, the recommended XFO solution already IS a hybrid DT/DR system, with light armor receiving high DR and heavy armor receiving high DT, killing bleedthrough may actually be balanced.

What I had planned on doing, though, is implementing a "heavy tank" -type perk path that would focus on heavy armor, and the first 5 "base" ranks would progressively reduce bleedthrough for the player.

I may just go the easy route and cut the bleedthrough in half. Or go the typical XFO way and introduce a mild med and high version of a bleedthrough cut, letting the player decide what s/he thinks is balanced (though these things just adjust the playtype, I'm afraid). I just don't want to too highly incentivize heavy armor. The trade-off would likely be slowing down heavy armor movement even further and probably something additional to incentivize light armor. (Yes, I say incentivize is a word! :P) I like trade-offs. :D

I was also toying with, and really like, the idea of knockback with a progressive chance of knockdown whenever armor totally negates damage. So, cutting all bleedthrough, I envision something like spraying a power-armor trooper with a 10mm machine pistol until he falls down, hucking a grenade at him, and jumping back. I just want low-DAM, high-DPS guns to have their place, too...

Expect this in the next release. And a few other things ;)
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sarah taylor
 
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Post » Sat May 28, 2011 5:54 pm

thanks ..loved this one in fo3
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Dewayne Quattlebaum
 
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Post » Sat May 28, 2011 6:28 pm

You mean the links? Or is there other blue? I svck at CSS/HTML :P

It's the links

Yeah, fMinDamMultiplier. I actually found it last night :) It appears that in Vanilla, a weapon will do 20% of its damage as bleedthrough. On the one hand, there's balance in bleedthrough, but on the other hand, it's silly -- it basically means that past threshold, all DT armor is basically 80DR armor. As much as I wanted a hybrid DT/DR system, there has to be a better way.

Since at present, the recommended XFO solution already IS a hybrid DT/DR system, with light armor receiving high DR and heavy armor receiving high DT, killing bleedthrough may actually be balanced.

What I had planned on doing, though, is implementing a "heavy tank" -type perk path that would focus on heavy armor, and the first 5 "base" ranks would progressively reduce bleedthrough for the player.

I may just go the easy route and cut the bleedthrough in half. Or go the typical XFO way and introduce a mild med and high version of a bleedthrough cut, letting the player decide what s/he thinks is balanced (though these things just adjust the playtype, I'm afraid). I just don't want to too highly incentivize heavy armor. The trade-off would likely be slowing down heavy armor movement even further and probably something additional to incentivize light armor. (Yes, I say incentivize is a word! :P) I like trade-offs. :D

I was also toying with, and really like, the idea of knockback with a progressive chance of knockdown whenever armor totally negates damage. So, cutting all bleedthrough, I envision something like spraying a power-armor trooper with a 10mm machine pistol until he falls down, hucking a grenade at him, and jumping back. I just want low-DAM, high-DPS guns to have their place, too...

Expect this in the next release. And a few other things ;)

At the very least the bleedthrough could use a cutback to 10%. It does seem like you're armor revamp would be reasonably balanced for no bleedthrough. Perhaps another system would be less DT more DR, kind of like the original Fallout(s) had.
All armor had a few points of DT which would dead stop some damage and a percentage DR which would cut down the rest. It's kind of like the current simple, but with what seems like more balanced statistics and perhaps the different DT to DR ratios for light, medium and heavy armor to make all have their advantages.(though I'll try out your simple first and report back on how it feels/plays)
It is indeed though too balance high DPS weapons with DT.
Also I support giving different advantages to lighter armor in order to balance heavier armors better damage stopping powers.
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Jenna Fields
 
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Post » Sun May 29, 2011 2:55 am

At the very least the bleedthrough could use a cutback to 10%. It does seem like you're armor revamp would be reasonably balanced for no bleedthrough. Perhaps another system would be less DT more DR, kind of like the original Fallout(s) had.
All armor had a few points of DT which would dead stop some damage and a percentage DR which would cut down the rest. It's kind of like the current simple, but with what seems like more balanced statistics and perhaps the different DT to DR ratios for light, medium and heavy armor to make all have their advantages.(though I'll try out your simple first and report back on how it feels/plays)
It is indeed though too balance high DPS weapons with DT.
Also I support giving different advantages to lighter armor in order to balance heavier armors better damage stopping powers.


I could hybridize all the concepts.

(a) No bleedthrough
(b) No DT for light armor, but high-ish DR; light DT, moderate DR for med armor; moderate DT for heavy armor, no DR

Basically, it would be like the revamp in that light armor is the DR choice and heavy is the DT choice, but DT is much lower for all

or
(a) No bleedthrough
(b) "Simple"-style armor allotment, with DT cut in half mostly across the board
(c1) Whenever all damage is absorbed by DT, the character staggers (problem is I can't implement that for everyone, or have no idea how), or
(c2) Steepen the penalties/advantages of heavy/light armor. Slower movement in heavy armor, tougher repair, faster degradation (from absorbing all that dmg), etc.; light armor is faster, sneakier, somethin-somethin...

DT is a thorn in my side :(

The "simple" hugely favors heavy armor. The revamp balances across the armors, and may work with no bleedthrough

If someone would try the medium armor "revamp" with the medium damage adjustment AND the no-bleedthrough in a few firefights at different levels and armor types, I would appreciate it ;)
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sw1ss
 
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Post » Sat May 28, 2011 7:47 pm

It seems like you are trying to fix something that is simply not broken. DT is not bad nor is it broken its merely deceptively complex. The concept is easy to grasp but in practice the player overwhelmed with tons of information.

The idea that every weapon in the game has at least 3 different ammo archetypes and the armor value of your enemy greatly determines damage. Not only that but there are no defined tiers for weapons in game that explains power growth on weapons vs armor classes. 9 times out of 10 if I switch to AP ammo I find out my weapon simply cant punch through my targets armor anyway. On top of that your shooting someone in the face with a 9mm machine gun when all he has on is a suit of metal armor results in sub par damage in spite of the fact hat his head is unprotected. And the real kicker here is that hit point pools are not large enough ( Especially true with most overhauls ) for the difference between low and high dps weapons to really matter. If you double damage then DT bleed through needs to be cut in half or this problem is even worse.

Is XFO going to hand touch every weapon and piece of armor in the game?
If so you have enough leeway to adjust these values. My advice would be to exaggerate things a little to make the difference between low dps and high dps much more obvious. Avoid touching HP if you can.

DT is definitely a can of worms but if you remove it from the game then I wont want to play.
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Marnesia Steele
 
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Post » Sat May 28, 2011 11:44 am

I tested gun spread -- and with the few guns I tried it with it *definitely* affected gun wobble and vats accuracy. It's hard to definitively test real-time bullet spread.

No those settings don't do anything anymore in FNV.

I noticed that ALL of the old Morrowind/Oblivion stuff is still just hanging out in there, and it might be fun/funny to marry the concepts and have a fully magic-infused FONV. Maybe a faction and everything. Definitely a different idea and a big project :P

Yes FNV is full of settings from Oblivion and Fallout3, however the majority aren't actually used in the game anymore.

Not to mention you have questionable tweaks like this:
INT gives 1 SP per level per point instead of two (INT was too important in SPECIAL allocation; still arguably the most important skill)

This is already that way in vanilla Fallout New Vegas.
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Nany Smith
 
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Post » Sat May 28, 2011 4:54 pm

No those settings don't do anything anymore in FNV.


does this mean the module on skill=accuracy doesnt actually do anything? skill=wobble/weave is one of the things im really looking for.

EDIT: finally reinstalled the game and geck.ill play around with the values a bit then report back

EDIT2: seems to have the same results as when i first tested it back when nv first came out. even setting fgunspreadskillbase to 100, using the 9mm pistol, weave/wobble is minimal at skill 0 and almost disappears at skill 5. couldnt see a difference with other values either.

what would have to be changed to make weave/wobble wild at lower skill levels (maybe relative to min reqs?) and perfectly steady at skill 75 (assuming no penalties, crouching, and not moving)?
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brian adkins
 
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Post » Sat May 28, 2011 3:55 pm

(a) No bleedthrough
(B) "Simple"-style armor allotment, with DT cut in half mostly across the board
(c1) Whenever all damage is absorbed by DT, the character staggers (problem is I can't implement that for everyone, or have no idea how), or
(c2) Steepen the penalties/advantages of heavy/light armor. Slower movement in heavy armor, tougher repair, faster degradation (from absorbing all that dmg), etc.; light armor is faster, sneakier, somethin-somethin...

DT is a thorn in my side :(

The "simple" hugely favors heavy armor. The revamp balances across the armors, and may work with no bleedthrough

I think it's generally okay to have heavy armor be the better protection overall. It should however come at other disadvantages.

The way I see it going for light armor should be the goto for stealthy and quick, medium should be for the mobile combatant and Heavy for the slow tank.

Also after trying out medium, make sure that DT scales better with the damage. I found DT values of armor the same while the damage had tripled.
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Romy Welsch
 
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Post » Sun May 29, 2011 2:36 am

does this mean the module on skill=accuracy doesnt actually do anything? skill=wobble/weave is one of the things im really looking for.

EDIT: finally reinstalled the game and geck.ill play around with the values a bit then report back

EDIT2: seems to have the same results as when i first tested it back when nv first came out. even setting fgunspreadskillbase to 100, using the 9mm pistol, weave/wobble is minimal at skill 0 and almost disappears at skill 5. couldnt see a difference with other values either.

what would have to be changed to make weave/wobble wild at lower skill levels (maybe relative to min reqs?) and perfectly steady at skill 75 (assuming no penalties, crouching, and not moving)?

Easiest way to archive that in FNV would be too apply higher min skill requirements to all weapons. There is no "global" way to do this(atleast to my knowledge), due to how the new spread formula works, since skill only serves as a penalty reduction.

The way I see it going for light armor should be the goto for stealthy and quick, medium should be for the mobile combatant and Heavy for the slow tank.

Vanilla does do that already, you receive stealth and speed penalties based on your armor type.
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tegan fiamengo
 
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Post » Sat May 28, 2011 5:54 pm

Vanilla does do that already, you receive stealth and speed penalties based on your armor type.

True, though the speed penalty for the Power Armor is the only really noticeable one.
It needs to be a bit more apparent and light armor needs some advantages that make people choose them over say medium or power armor. Overall, and I think this is what Xodarap is aiming to do, you should choose which armor fits your playstyle and not feel like you are gimping yourself. Right now medium armor doesn't differ all that much from light armor, except it offers better protection. It hasn't really affected my sneak or speed, that I'd notice it.
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krystal sowten
 
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Post » Sat May 28, 2011 3:03 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.

/edit Karma is one thing that needs changing in the game, I've changed getting karma awards for killing evil npc's/creatures, however doing this meant at level 20 I was still neutral which was not good considering the amount of good quests I'd done. I wish they'd concentrated on giving significant karma awards and reputation for good/evil solutions to quests and no karma hits for killing very aggressive creatures/npc's. Which would still enable karma to be awarded for killing non aggressive npc's. I hope that makes sense.

/2nd edit I'll just add to this instead of making a new post. I would like to see another option difficulty for sneak. The base sneak being left at vanilla and the boot weight less than vanilla but still being able to sneak around in leather armour, plus all the action/movement settings increased quite a bit. I think sneak gets a bit frustrating when the base and boot weight is altered too much but vanilla settings are far too easy. I figure you should be able to stay still undetected even with a low sneak but as soon as you move with a low sneak they can detect you.

There doesn't seem to be any difference between the two esps, damage mild and damage medium.
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Rachyroo
 
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Post » Sat May 28, 2011 6:33 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.

/edit Karma is one thing that needs changing in the game, I've changed getting karma awards for killing evil npc's/creatures, however doing this meant at level 20 I was still neutral which was not good considering the amount of good quests I'd done. I wish they'd concentrated on giving significant karma awards and reputation for good/evil solutions to quests and no karma hits for killing very aggressive creatures/npc's. Which would still enable karma to be awarded for killing non aggressive npc's. I hope that makes sense.

/2nd edit I'll just add to this instead of making a new post. I would like to see another option difficulty for sneak. The base sneak being left at vanilla and the boot weight less than vanilla but still being able to sneak around in leather armour, plus all the action/movement settings increased quite a bit. I think sneak gets a bit frustrating when the base and boot weight is altered too much but vanilla settings are far too easy. I figure you should be able to stay still undetected even with a low sneak but as soon as you move with a low sneak they can detect you.

There doesn't seem to be any difference between the two esps, damage mild and damage medium.


AFAIK, they fixed the perk-updating crash. If not, I'll add an esp that makes the transition automatically with no crash. Just a tedious pain if I have to :P

I agree that karma rewards for quests should be altered, though I think that's quest-dependent and not a GMST, which makes it inelegant, but I'll definitely look into it. My karma changes also make it twice as tough to get to good/evil and three times as tough to get to v.good/v.evil

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).

If there's no difference between the dmg esps, my bad, it's totally possible I made a copy-paste error -- I'm already finding several of those. I get overwhelmed with all the folders I'm copying and pasting around in, different editors, etc. -- I'm very disorganized! :bonk:

I think I'll post feedback/responses here, and updates in the poll thread. Just made a new perk path, gonna brag about it over there...
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Kay O'Hara
 
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Post » Sat May 28, 2011 6:47 pm

changing the 9 mm's skill req to 100 doesnt seem to have changed the way gun weave/wobble works at all. still practically eliminates it at skill 7. the way things are now skill=aim makes gun skill useless, at least while without penalties (from running, crippled limbs, etc), because you get max damage at no accuracy loss.
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Umpyre Records
 
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Post » Sat May 28, 2011 11:56 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

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.

I haven't had nearly enough time to test everything out; I'm trying to flesh everything out first, then make changes as others' playtesting (which is far more than I could possibly muster, anyway, and gives me more time to code) dictates. That is what "alpha" means, after all ;)

EDIT: OH, and YouTube is in "Read-Only Mode" but as soon as they aren't (and I'm awake again :P), I'll link to a video of EXTREMELY high gun spread as a taste of my next release. Trust me, this video leaves NO question ;)

Norbingel: thanks for the feedback. If I have to, I'll script/perk (hidden) it in; shouldn't be a problem if the GMSTs were made moot. But good to know it's maxing at 5. I know it doesn't in VATS, for sure, but I'll look into some gun wobbling/bullet spreading fun.

TheCastle: I hear so much of "If you do X" or "Y," "I won't use your mod," but I say over and over again that it's modular, so what's it matter? I'll never pull out the choices; they only expand. I split things further, offer more options, etc. And at the time, yeah, I'm changing armor piece by piece. I don't like the DT-across-the-board idea. I like that with DT AND DR I have some armor differentiation, and since I'm adding bleedthrough options and choices next time around, all the more imbalanced it would be to offer X2 DT for X2 DAM (DPS wouldn't stand a chance! :( ). I also think, personally, that the game had too little damage and too little of the fast death of a good bullet ;) But, for sure, I'll let the player decide :)
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Laura-Lee Gerwing
 
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