The philosophy, as with my similar mods for FO3 and Oblivion, is the following:
1) There is an interesting kind of hard and a boring kind of hard. An enemy that takes a whole clip to kill is the boring kind. A good karma character being forced to steal from a friendly NPC to avoid starving is the interesting kind.
2) The game doesn't need an "overhaul" as much as a "polish". Despite addressing all areas of the game, this will mainly adjust numbers rather than adding new systems, and will fairly rapidly reach a state of completion where adding more would diminish it.
http://newvegasnexus.com/downloads/file.php?id=35715
I've divided the changes into modules that I'll initially release one at a time.
Currently released:
Deadlier Combat
- No damage spread from weapon skill (Player or NPC). A bullet is just as deadly shot from an inanimate mechanical tripwire as it is shot by a master sniper.- To continue to reward investing in weapon skills, they have the following new benefits in addition to existing accuracy improvements and perk prereqs: - Gun and Energy Weapons skill increases crit% by 1% per 20 skill. This is a better representation of ability to place a shot exactly. - Melee and Unarmed increase crit% by 1% and reduce DT by 1 per 20 skill - Explosives increases explosion radius by 6 units per 10 skill (effective 20% increase to dynamite radius at 100 skill)- Increased the damage per shot on many weapons. In most cases, lowered the firing rate keep damage-per-second under control. - (Global damage scale is not altered because the global scale is not the problem, just particular weapons with very low damage per shot leading to the "bullet sponge" feeling.)- Lead pipes no longer do twice the DPS of other 1h melee weapons for some reason.- You do not gain health by leveling up. At all.- Player health is 142 + 7 x Endurance (149-212)- NPCs no longer receive special penalties while the player is below level 4.- Hitting limbs does only half damage to the main HP pool.- Effects of being crippled are more severe. (50/33% movement, 60/40% accuracy with 1/2 limbs crippled.)- The player takes 1.5x damage from headshots.- The player takes 25% less limb damage than NPCs, instead of 50%.- Adamantium Skeleton only reduces limb damage by 33% - (This works out to be the same as if the player took 100% limb damage and Adamantium reduced it by 50%)- NPCs will seek cover more often and/or search a larger area for cover (with factional variations).- NPCs are not metronomes and will vary their rates of fire.
Reduced Wealth
In random loot: - Currency has a 50% chance to be replaced with miscellaneous junk items. - Fortune Finder perk adds alcohol, cigarettes, and playing cards instead of bottle caps. - Ammo has a 50% chance to be replaced with spent ammo. - Scrounger perk adds crafting materials instead of ammo. - Food has a 50% chance to be replaced with food-related junk items (utensils, empty cans, etc.) - Stimpacks, super stimpacks, and doctor bags have a 75% chance to be replaced by blood packs, med-x, and medical crafting items. - Healing powder, hydra, and antivenom have a 75% chance to be replaced by harvested plant items. - Rad-away has a 75% chance to be replaced with Rad-X - Other chems have a 50% chance to be replaced with drug paraphernalia.- Prices at 0 barter are 50% higher than vanilla with 0 barter. Prices at 100 barter are the same as vanilla with 100 barter.- Weapons and armor get damaged at half the vanilla rate.- When you break an item to repair another, the repaired item will gain only half as much condition. (Negating the effect of the above item on effective wealth from loot.)- Starvation and dehydration accumulate at twice the vanilla rate, but there are no penalties until the 400 level. (So to avoid penalties, you will have to eat twice the quantity, but no more often.)- Rads from drinks have been multiplied by 3, and in certain places sinks and fountains have had their quality lowered.
Healthier Healing
- Food and drink do not heal at all. (Wasn't hardcoe mode supposed to do this anyway?)- Doctor's Bags and Hydra do not restore any HP or limb condition directly (see below.)- Resting, without other aid, heals HP and limb condition but only if they are already above 75%- If rest is able to heal, it will heal 10% HP and limb condition per hour.- All instances of cardboard bedding in the game can be picked up and dropped elsewhere.- Doctor's bags require 30 Medicine to use and for the next 12 game hours will allow rest to heal limbs in any condition and HP above 33%- Blood packs require 50 Medicine to use and for the next 6 game hours will allow rest to heal HP with no minimum.- Hydra applies an effect for 6 game hours allowing rest to heal limbs with no minimum- These will combine, so for instance a blood pack and hydra together will allow rest to heal all damage.- After healing, stimpacks deal 8-21 (based on endurance) damage over 60 seconds.- After healing, super stimpacks deal 18-49 (based on endurance) damage over 60 seconds.- Healing powder makes you sleepy (adds substantially to your sleep deprivation meter.)- Med-X allows crippling penalties to be ignored for its duration. Med-X no longer provides damage reduction.- Med-X removes the damage effect from stimpacks, but also removes the effect of blood packs. (In both cases, as a result of lowering blood pressure.)
Future:
Manual Aiming
Sneakier Sneaking
