My Fallout New Vegas Gameplay Overhaul, focused on making the New Vegas Wasteland/Desert a much harsher place, where your stats and skills are MUCH more important.
Previous thread: http://www.gamesas.com/index.php?/topic/1137132-arwens-nv-realism-tweaks-thread-3/
Current Version: 1.6 (December 09, 2010): Requires New Vegas Script Extender (NVSE). If you do not want to use NVSE, you are limited to version 1.4.2 (and earlier).
With v.1.6, My Realism Core is now essentially finished (and perhaps now bug free). But it is still just one of four planned main modules (plus my Camera module). If you want a preview, go to my Fallout 3 website and take a look at my http://amito.freehostia.com/Fallout/FO-mods04.htm. There will be some differences, but my two overhauls will be quite similiar.
IMPORTANT! PLEASE follow my installation/update instructions carefully, EVEN if you are updating from v.1.5! If you do not uninstall correctly or reinstall correctly, you could severely mess up your game.
This mod was balanced for NORMAL Difficulty. If you normally play the game on Hard or Very Hard difficulty, PLEASE set your difficulty back to NORMAL and give my mod a chance before complaining about the balance. Using a Hard or Very Hard difficulty setting will just make the NPCs and Creatures even more difficult to kill (it will take more bullets), and your character will even be easier to kill. My Realism Tweaks already does both, so you will just be multiplying these two things . . . which will likely have negative effects.
Please do no make requests that I remove any skill damage increases, as that is totally contrary to my goal of making New Vegas a better RPG. My goal has NEVER been to make this a better FPS, so don't even try to convince me . . . I'm not budging on this. The default game includes skill damage increases . . . I just altered it a bit. The way my mod handles weapon skill is that you gain a weapon damage BONUS as your weapon skills increase. Even at 10 Skill, DAM is 9% greater than default. In the default game, any weapon that you use will not do its full DAM until your weapon skill (for that type of weapon) is at 100 (100%). With my Tweaks, a weapon will do its full DAM once your weapon skill reaches 50 (above 50 skill, the DAM will continue to increase, reaching a 1.5X DAM BONUS at 100 skill).
Here are the major changes in v.1.6 (Realism Core):
- Eye FX Quest Script: Adjusted when the night time darker Imod kicks in (remove your sunglasses at night, or in poorly lit interiors).
- Rates same as v.1.5 (based on game hours, and automatically adjusts for Timescale).
- Timescale temporarily reset to default while sleeping, waiting, and fast traveling (formerly Sleep Quest script)
- Menu Time: The game clock no longer stops while in most menus (includes Pip-Boy, Dialog, Trade, Repair, Crafting, and Gambling). The actors will still freeze while you are in menu mode, but the sun will now advance and your Needs will now increase. Default Menu Time equals your Timescale rate (can be reduced in Options Menu).
- Effects are disabled by default . . . enable them in the options menu. (I got tired of uses asking me to remove these, when they can simply turn them off.)
- All three scripts were totally rewritten and rebalanced, and AGL and PER penalties were reduced in both magnitude and duration (Gunshot now only -2 AGL for only 2 real minutes).
- Companions should no longer drop their unique weapons, and Creatures will no longer become stuck in the game's unconscious animation bug (at least not due to my Effects).
- Player will now yelp in pain when hit if their fatigue < 30 (warning that next hit will likely knock you out).
- New Fatigue Display: Player's fatigue amount is displayed briefly whenever it drops, and also every 30 seconds when it is below 50%. This is just a simple message display, so there is lag when fatigue is being damaged rapidly. Disabled by default.
- Armor DT is now factored into fatigue loss (roughly half as much lost per hit with 25 DT than with 0 DT)
- Your attacking enemies should no longer act like you disappeared when you are knocked out.
- Knocked out victims only drop their weapon when health is below 40% (or less than 50 HP).
- When victim is knocked out, equipped weapon is now removed to inventory instead of being dropped (with hot key still set).
- Radscorpions and Deathclaws will no longer be rendered unconscious when shot.
- Effect was removed from grenade launchers.
- You now drop your weapon when you are knocked out, but this happens just before getting back up, so your weapon will not be blasted away (it should be right beside you).
- Radscorpions and Deathclaws will still have fatigue reduced by an explosion, but much less than NPCs and other creatures.
- Menu Time Rate added: My default Menu Time Multiplier is 1.0 [time passes at the same rate as the rest of the game]. This works well for my default Timescale of 4, but you may want to use a slower rate with faster Timescales. Selectable rates are from 10% (90% slower than Timescale) to 100% (same as Timescale).
- Fatigue Display added (under Weapon Effects): briefly displays the player's fatigue amount when hit, or when less than 50%. Disabled by default.
The Modules (esps): (The full details on all my changes are listed in the Realism Tweaks section my http://amito.freehostia.com/FalloutNV/FNV-mods04.htm) Major changes from the default game:
1.) Realism Core (Arwen_Realism_Core.esp):
- Required Core Module - Global tweaks that affect PC, NPCs, and Creatures. For more immersive and better balanced game play, with improved role-playing aspects.
is added to your inventory, (located in PipBoy, under "Aid"), where you can select Timescale, Menu Time Rate, Reduced XPR Multiplier, and Threshold Reduction percentage. You can also toggle on or off each of my three Weapon Effects, my Fatigue Display, my Crippled Weapon Penalties, and my Visual FXs. - Time Passes Quest Script (formerly Needs Quest script) enables you to use a slower Timescale with the game's hardcoe mode. The Needs (food, water, sleep) increase at much more realistic rates and automatically adjusts to the player's Timescale. The game clock no longer stops while in most menus (default is the same as your Timescale rate, but can be reduced in the Options Menu).
- My Global XPR Multiplier slows down how fast you level up by reducing ALL experience points rewards. Your current total XPR will NOT be reduced, just the amount of points you receive from this point forward.
- Strength is now a much larger factor in carrying capacity: Base Weight Capacity was reduce to 50 pounds (from 150), but with each STR point now adds 20 pounds (default was 10).
- Equipped armor and helmets now weigh 50% less than when carried (Power Armor weighs 75% less when worn).
- Endurance is a much greater factor in determining your Base Health. HPs were increased for NPCs and most creatures, while HPs were reduced for the PC. The NPCs now receive 3 additional HPs/level, while the PC doesn't receive any. So, for equal Endurance, NPCs will now always have more HPs than the player (in the default game, the PC always had 20 to 45% more HPs).
- Increased Holstered Weapon Speed Bonus (from 10 to 20%), so walking is now 9% faster (than default) when your weapon is holstered. Think of your this as a sprint toggle . . . as long as you remember to holster your weapon, you should now be able to outrun most enemy NPCs.
- RunBack effect slows down your speed when running backward (since you should not be able to run as fast backward as forward), and your backward running speed is determined by your Agility level.
- Modified Crippled Speed Penalties: now 40% slower walking/running with one crippled leg and 60% slower with both legs crippled.
- Jump height and distance is now based on your Agility, how encumbered you are, and if a leg is crippled.
- Pain now has greater effect on player - you will now feel like you're actually in pain.
- Radiation Accumulation Rate is now twice as fast, while exposure to radioactive water (swimming and wading) is now 4 times more deadly. (But rad amounts in food and water remain at default).
- More immersive and more balanced VATS: much quicker VATS playback speed, so you have a bit more time to make defensive moves; but you'll now receive normal damage receive while using VATS; and weapons deteriorate twice as fast in VATS as they do in normal combat.
- New Action Points formula: Your agility level is now a greater factor in determining your total number of Action Points, with a greater range in points. Range [AG:1-10] = 42-105 points (default was only 68-95).
- Smarter AI: combat is now more challenging, and detection is more realistic. I have spent a great deal of time trying to balance out all the Combat AI and Stealth settings to mesh together with all my other changes. The end result is a unique set of tweaks that totally changes the way NPCs react during combat. If you are used to the default combat, it will actually feel like the NPCs have suddenly become much smarter.
- NPCs will be a bit more alert to your presence, will stay alert longer, will spend more time looking for you, and will search a much greater area for you (up to 4 times further than in the default game). NPCs will detect you if they get close. Doubled the detection of noise that you make while sneaking. Running makes 3 times more noise than when walking - unless player has Silent Running perk (default was only 50% more). But it is now easier to avoid detection while hiding in the shadows, and easier to be stealthy when wearing lighter armor. Plus NPCs will now sleep a bit sounder - they will not wake up quite as easy when you are nearby.
- My Dynamic Stealth Script uses separate stealth values for interiors vs. exteriors; time of day now dynamically affects your ability to avoid detection; and weather conditions now dynamically affects your ability to avoid detection. Your PipBoy Light will now make you very visible; and other player actions (such as jumping and opening doors) will now alert your enemies.
- Balances armor/clothing values, weight, damage threshold, and "enchanted" effects. Helmets now account for a much larger portion of the total armor's protection, and my improved Threshold Resistance global modifier makes all armor more effective.
- Localized Damage changes were made to all the default body types. Greater health damage from Head and Torso injuries; and much less health damage from limb injuries.
- Increased the Weapon Skill DAM multiplier: at 10 Skill, DAM is 9% greater than default; at 100 Skill you will inflict 50% more damage than default (1.5X DAM).
- The condition of the gun has less effect on how much damage it does, but Damaged Guns are a bit less accurate (more spread when damaged).
- Damaged Guns will not fire as fast, are less accurate (more spread when damaged), and have a greater chance of jamming after reloading. And Automatic Weapons now take a bit longer to cool down.
- All default weapons were rebalanced to mesh better with my other changes:
- Underpowered weapons were improved and overpowered weapons were reduced in DAM/sec. Skill and weight requirements were increased for many weapons.
- Energy weapons received a major overhaul: increased DAM, decreased ammo use, increased fire rates, and DT reductions were added to the ammo.
- Melee Weapons generally had their DAM reduced (but a few were increased).
- The values for most weapons were decreased (often 50% and more). This was done to bring the prices more in line with my earlier changes to the value of armor/clothing (both are necessary for my future bartering overhaul, which will be part of my Hard-Core module).
- Weapon Skill Requirement Penalty increased: you should now see a noticeable gun sway when using a weapon that beyond you skill level.
- Crippled Weapon Quest Script: prevents the player from using some weapons when one or both arms are crippled; decreases accuracy for pistols when right arm is crippled; reduces Melee damage when one or more arms are crippled; and disables VATS when an arm is crippled (prevents a VATS bug when arms are crippled, and prevents restricted weapons from being used in VATS).
- My own custom Weapon Effects adds fatigue damage, with knockouts (applies to both player and NPCs). "Whack" is attached to most non-bladed melee weapons, "Blast" is attached to most explosions, and "Gunshot" is attached to most small guns (excluding energy weapons and automatic weapons). Includes my optional Fatigue Display. Note: Weapon Effects must be activated in the Options Menu or they will not be in your game.
- Removed the zoomed-in view when aiming most non-scoped pistols.
- Burns (from weapons like Flamers) will now continue to damage HP after the flames stop (for up to 50 seconds), along with my new Agility penalties.
- Poison from creature attacks was increased, and your health is now damaged slower . . . for up to 80 seconds), along with my new Agility penalties.
- Projectiles: many small balancing changes; for instance Bloatfly Darts and Centaur Spit now have much less range; plus the impacts for many of the projectiles were increased. And BBs and Buckshot will no longer have the same range as a .357.
- Explosions: rebalanced explosive force, damage, and radius; most explosions now knock you down. For example, dynamite explosions now do 33% more damage, plus have a larger damage radius. And frag grenades now do 33% more damage, take 1 second longer to detonate, and can be disabled . . . if you are fast enough.
- Improved Grenade physics: much less bounce and will now longer slide like on ice (increased friction). I'm now able to throw a grenade much more accurately, without it bouncing and sliding like crazy.
- More realistic Death Force physics: this was impossible for me to get exactly right, since different bodies react very differently, but most bodies should now fly much less unrealistically through the air upon death.
- Immersive visual changes: Increased Impact Shader Maximum Distance by 4 times the default distance, so you will now see bullet damage effects much further away. Spent shells from bullets now last 4 game hours before they begin to disappear (instead of only a few seconds). Fixed the default game "Get Hit" lag by cutting the effect's duration in half. Custom Visual FXs now add a bit of immersion when wearing sunglasses and reading glasses, and others are applied with loss of AGL and PER. Note: Visual FXs must be activated in the Options Menu.
- Improvements were made to NPC's armor and weapons, across all levels, resulting in more challenging enemies. But the improved body armor (and sometimes their equipped weapon) is now damaged upon the NPC's death.
- More Caps for Merchants - all merchants now have twice as many caps (Wasteland currency).
2.) Camera module (Arwen_Camera.esp):
- Totally optional, independent module
- I really didn't like the default over-the-shoulder camera, because of how far off center it was.
- My version is MUCH tighter (closer to center), resulting in a true over-the-shoulder view, making it easier to aim when in 3rd person.
- The Kill Camera mode (if you have this enabled) happens less often and is now a second shorter in length, making it much less distracting during combat.
- The Player Death camera now lasts 10 seconds (instead of 5).
- The Chase Camera's maximum distance is 3 times further away, so that you can now view you entire character. Plus you can now zoom out 3 times further when you're in vanity mode.
Installing (and Updating): IMPORTANT! If you do not uninstall correctly or reinstall correctly, you will likely severely mess up your game.
*** Make sure that you have NVSE installed, as my Realism Tweaks will no longer work correctly without it!
Note: if you are planning on starting a new game, you only need to do steps 5, 6 & 7, if they apply.
Part A.) Prepare your Saved Game & Uninstall Previous version
1.) Start the game and load the save you want to continue from.
2.) Unequip ALL clothing, hats, helmets, & eye wear. Ensures that your stats are not being altered by "enchanted" clothing.
3.) Make sure your SPECIALs are not being reduced (-) or increased (+) by any effects. If they are, wait for the effect to wear off.
4.) Save your game to a new save slot (do not overwrite an earlier save) and quit the game.
5.) Delete any previous version of my Realism Tweaks. [Or uninstall with the NVMM, if it was used to install.]
Part B.) Installation of my Realism Tweaks:
6.) Unzip my archive file and put the Arwen_NV_Realism_Core.esp in your FO:NV Data directory (default is "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Data"). And make sure that you activate it (by checking it) before playing the game. [Or install with the NVMM.]
7.) Start the game and load your previous saved game, and continue playing from this point only.
Credits:
- Bethesda and Obsidian for making Fallout New Vegas and releasing the GECK, so that we can mod the game.
- The New Vegas Script Extender Team for making NVSE
Download link: http://www.newvegasnexus.com/downloads/file.php?id=34759
