[RELz] Hardercore

Post » Sat May 28, 2011 8:59 pm

This is a gameplay balance mod for any game mode, but primarily with the hardcoe player in mind.

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
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Kim Bradley
 
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Post » Sat May 28, 2011 11:44 pm

Note that by default weapon skills do not affect weapon accuracy except in VATS mode. I think a good addition to this mod would be to change that significantly.
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Jessica White
 
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Post » Sat May 28, 2011 2:53 pm

Im curious by what you mean by manual aiming and accuracy improvements. i agree with you on the skill not affecting accuracy thing and think it should affect weapon spread instead. but fGunSpreadSkillBase and fGunSpreadSkillMult dont affect weapon spread at all as far as i can tell.

EDIT: also making health = 150 + 5x END would make END less of a factor in health than the 150 base. so a char w 1 END would have 155 health while a 10 END char would only have 200. or is my math wrong again?
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Zoe Ratcliffe
 
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Post » Sat May 28, 2011 4:47 pm

Gonna try this one out. Like the idea!
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Tracey Duncan
 
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Post » Sat May 28, 2011 10:12 am

Everything related to aiming and VATS will be in the aiming module. The modules are organized around concepts rather than mechanics. So, for example, the first module is not a "gun damage" module, but a "combat pacing" module that cuts across guns, skills, hp calculation, and AI to reach the desired effect.

EDIT: also making health = 150 + 5x END would make END less of a factor in health than the 150 base. so a char w 1 END would have 155 health while a 10 END char would only have 200. or is my math wrong again?

That is the intent. Thought experiment: stand 100 clones of http://en.wikipedia.org/wiki/Fedor_Emelianenko next to 100 clones of http://en.wikipedia.org/wiki/Stephen_hawking and see how many bullets it takes to kill them all. The Fedors will probably take more than the Stephens, but probably on the order of 10-20% more rather than 100-200%.
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Glu Glu
 
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Post » Sat May 28, 2011 5:31 pm

Everything related to aiming and VATS will be in the aiming module. The modules are organized around concepts rather than mechanics. So, for example, the first module is not a "gun damage" module, but a "combat pacing" module that cuts across guns, skills, hp calculation, and AI to reach the desired effect.


That is the intent. Thought experiment: stand 100 clones of http://en.wikipedia.org/wiki/Fedor_Emelianenko next to 100 clones of http://en.wikipedia.org/wiki/Stephen_hawking and see how many bullets it takes to kill them all. The Fedors will probably take more than the Stephens, but probably on the order of 10-20% more rather than 100-200%.


I really like the philosophy. Looking forward to trying this. For giggles, how do you envision your work as different from the intent and implementation of Arwen's?
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Amiee Kent
 
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Post » Sat May 28, 2011 9:25 am

Just out of curiosity, did you set the fAVDHealthLevelMult to 1 or to 0 to negate level-up bonuses? I'd check myself but I'm not on my PC/modding rig atm.
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..xX Vin Xx..
 
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Post » Sat May 28, 2011 10:54 am

How are you rectifying DT with the higher weapon damages? Note there is a variable that controls DT 'bleed through'
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 10:47 pm

I really like the philosophy. Looking forward to trying this. For giggles, how do you envision your work as different from the intent and implementation of Arwen's?


The biggest difference seems to be that Arwen likes to maximize the delta between low and high stats, or weak and strong gear, to create a strong sense of progression. I prefer a much shallower curve so you can take on anything at the time and with the equipment that makes sense for your personal narrative.

Just out of curiosity, did you set the fAVDHealthLevelMult to 1 or to 0 to negate level-up bonuses?


0

How are you rectifying DT with the higher weapon damages? Note there is a variable that controls DT 'bleed through'


No changes in this regard, unless the need becomes apparent through experiences in the game. The intent is for stuff to die faster.
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Austin Suggs
 
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Post » Sat May 28, 2011 9:49 pm

are the damage settins so that small guns like 9mm are useless against power armor or deathclaws? or am i gonna be able to run up to some guy in BoS power armor and kill him with my 9mm starter pistol? small arms should bounce right off.
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Nauty
 
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Post » Sat May 28, 2011 6:46 pm

I would be a little wary if you didn't tweak the percentage chance of being shot in the head, if you're going to make head shots always equate with one-hit kills.

I'm playing in normal hardcoe mode right now, and the head is CONSISTENTLY the first limb to get crippled time and time again.

As well as boring hard and interesting hard, there's frustrating hard, which might be the case here if every single time I enter combat someone one-shots me, OR... as the case is right now, this just enables God-mode for anyone with a decent weapon and VATS. Dunno how it'll balance out, but sounds like a great idea.
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Scott
 
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Post » Sat May 28, 2011 9:58 am

Nice! (Sorry for the modular comment - duh - read more carefully this time through) I am highly interested in your reduced wealth one that is coming - I feel the Wasteland is a Christmas tree of gifts....

J
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Sweet Blighty
 
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Post » Sat May 28, 2011 7:49 pm

JWH, you might want to check out http://www.newvegasnexus.com/downloads/file.php?id=35504 I will be downloading this mod instantly. Good job on making the NPCs more careful!
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Siobhan Thompson
 
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Post » Sat May 28, 2011 7:28 am

The Reduced Wealth module is available.

http://newvegasnexus.com/downloads/file.php?id=35715
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StunnaLiike FiiFii
 
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Post » Sat May 28, 2011 6:43 pm

Regarding your Reduced Wealth module, are the changes immediate or do I have to wait somwhere for the lists to reset? I was at Camp McCarran earlier and I was still finding PLENTY of supplies.
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Kara Payne
 
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Post » Sat May 28, 2011 10:57 pm

Regarding your Reduced Wealth module, are the changes immediate or do I have to wait somwhere for the lists to reset? I was at Camp McCarran earlier and I was still finding PLENTY of supplies.


Containers are filled when a cell is first loaded or when the cell respawns, if the cell and the container are both set to respawn.
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mike
 
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Post » Sat May 28, 2011 4:02 pm

So... the changes should have been immediate? I think I'll visit different places around the Mojave and see if the changes took place.
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Sierra Ritsuka
 
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Post » Sat May 28, 2011 12:29 pm

It means if you visit a cell you've visited before, unless its marked to respawn, the container contents will not be changed by the mod.

Containers in places you've never visited before are definitely changed.
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Francesca
 
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Post » Sat May 28, 2011 7:41 am



That is the intent. Thought experiment: stand 100 clones of http://en.wikipedia.org/wiki/Fedor_Emelianenko next to 100 clones of http://en.wikipedia.org/wiki/Stephen_hawking and see how many bullets it takes to kill them all. The Fedors will probably take more than the Stephens, but probably on the order of 10-20% more rather than 100-200%.


Makes sense, but at the same time doesn't this make EN a dump stat for all purposes except implants? 5 HP, or 50 HP...either one means very little when you change the damage like you have.
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Nicholas
 
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Post » Sat May 28, 2011 5:00 pm

It means if you visit a cell you've visited before, unless its marked to respawn, the container contents will not be changed by the mod.

Containers in places you've never visited before are definitely changed.

So since I've been to alot of places, could I just wait inside somewhere and let everything respawn?
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Kate Norris
 
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Post » Sat May 28, 2011 10:23 pm

So since I've been to alot of places, could I just wait inside somewhere and let everything respawn?


Yes, three days is the default respawn time. I don't know how many interiors respawn, though. In FO3, the majority did not.

are the damage settins so that small guns like 9mm are useless against power armor or deathclaws? or am i gonna be able to run up to some guy in BoS power armor and kill him with my 9mm starter pistol? small arms should bounce right off.


9mms are still below the threshold of power armor DT. 10mms and 357s will make some headway, but still be mostly absorbed.

I would be a little wary if you didn't tweak the percentage chance of being shot in the head, if you're going to make head shots always equate with one-hit kills.


I've looked, but haven't seen evidence for the existence of such a setting. (Apart from the VATS chance, which is never used against the player.)
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Soph
 
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Post » Sat May 28, 2011 4:33 pm

-
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louise fortin
 
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Post » Sat May 28, 2011 9:08 am

-
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~Amy~
 
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Post » Sat May 28, 2011 5:41 pm

Your mod increases the damage of the varmint and sniper rifles but not their unique variants. Is this intended or an oversight? This might apply for other unique weapons but I haven't checked yet. You also seem to have increased base damage but not critical damage.
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Bek Rideout
 
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Post » Sat May 28, 2011 8:07 am

Your mod increases the damage of the varmint and sniper rifles but not their unique variants. Is this intended or an oversight? This might apply for other unique weapons but I haven't checked yet. You also seem to have increased base damage but not critical damage.


I intentionally am not touching any unique items at this point until I've personally experienced more of the game and made a first pass on all my planned modules. Crit damage was an oversight, but now that it's been brought to my attention, I don't think I'll do anything about it. Worst-case performance of the guns is what matters for my purposes.
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Dean Brown
 
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