[Relz] Modular Mods and Tweaks

Post » Tue May 17, 2011 1:35 am

Hey guys,

just want to introduce my overhaul mod. Been working on it since 23.10. You can get it http://www.newvegasnexus.com/downloads/file.php?id=35054

Modular Mods Additions&Tweaks

A series of modular mods, additions and tweaks to enhance immersion, content and gameplay

Author: Frontsalat
Version: 0.9
Date: 12.12.2010
Category: Gameplay Effects and Changes/Overhauls/Tweaks
Link: http://www.newvegasnexus.com/downloads/file.php?id=35054

===============
News:
===============

Version 0.9:

- Revamped all plugins to share the M.M.A.T logo. Incooperated all additions into a single core.esm file. Most of the new modules do the same as the old ones. The GMST module incooperates all
tweaks in a single plugin. The CORE module incooperates EasyConsoleCommands, HotkeyRebind, Perks&Traits, CreatureAdditions, ImprovedBinoculars, KDS Backpacks and SlowerBackwardsSpeed.
- Made a little quest to obtain the Source Shack from Brian.
- Skill progression now is even harder.
- Merged the stronger light and pitch black night plugins into the new one. The light is pretty useless without darker nights and vice versa.
- Weapons can now only be repaired on workbenchs and campfires. You also need the right materials to repair weapons. Armors will follow in next version.
- Weapon degration lowers with increasing repair skill.
- You can now sort items in containers when looking at the container and press the "Space" button.
- Integrated KDStudios backpacks.

===============
Features:
===============

Due to rational request, I'm going to list all features in this section:

M.M.A.T - Core Module.esm:

- Adds 25 retextures of vanilla creatures.
- Enables easy single key based access for Toggle Menu, Toggle Fly Camera and Toggle Collision console options.
- Hotkeys have been rebound to numpad 1-7. Made for left handed players or people that use arrow keys instead of WSAD. Standard keys are still useable.
- Introduces three different Binoculars, the vanilla one with vanilla stats, the improved one with increased zoom and the army binocular with more improved zoom and nightvision applied.
- Introduces a copple of new Traits and Perks that are totally unique to any more perks mod I know.
- Unique script that makes you run slower when moving backwards.
- Incooperates 2 versions of Backpacks originally made by KDStudios

M.M.A.T - GMST Module.esp:

- Doubles the damage done on all NPCs and creatures and quadruples player damage.
- Makes you jump 1.5x higher.
- Removes all signs, messages and sounds of Karma. You lose more Karma when stealing and murdering and you gain less Karma when doing good things.
- Player can now level up to level 99.
- Removes the warning messages when sneaking.
- Removes agillity based speed reloading.
- Grants you a perk at every gained level instead of every second.
- Leveling up will take 4-5 more time then in vanilla game.

M.M.A.T - BugFixes Module.esp:

- Fixes tons of static bugs
- Fixes tons of ownership exploits.
- Fixes Mushroom cloud recipe.
- Fixes neutral power armor to be neutral.
- Weather family now has a sandbox package.
- Caravan cards now get stored in your deck instead of your inventory.

M.M.A.T - Misc Item Module.esp:

- Readjusts almost the whole misc clutter section items to have less weight.

M.M.A.T - Companion Module.esp:

- Companions now use sandbox idle behaviour.
- You can now give custom clothes to your companions.
- Companion Veronica now levels with you and her health progress was fixed.

M.M.A.T - Ingestible Module.esp:

- Alcoholic drinks now heal radiation.
- Food and drinks don't heal anylonger.
- Some food items restore starvation sickness.
- All normal food&drink items now have a base radiation of 5.
- Irradiated food&drinks have a radiation of 10.
- The radiation lowers with the increase of your survival skill.
- Purified water now drains health to simulate the chemicals that where used to purifie the water.
- Stimpacks and other healing ingestibles now heal extremely slow.

M.M.A.T - Quest&Gameplay Module.esp:

- Places a player shack to the Goodsprings source, it's door is locked and you will find the key on a person that spends his time on a hill. Has a small quest to obtain the shack.

M.M.A.T - Shader Module.esp:

- Incooperates thermal vision mod made by LucyBlue and applies the thermal vision to most power helmets.
- Applies different shaders to all vanilla headwear.

M.M.A.T Loot Module.esp:

- Loot for 90% of all containers has been stricted down to 95% "no find chance", which means you will find almost nothing when trying to find loot in containers.
- Also most of the containers are set to respawn.
- Barter prizing is quadrubled. You will have to pay more when buying and get less caps when selling.

M.M.A.T - Weapon Module.esp:

- Removes weapon zoom on all weapons that don't have a scope attached.

M.M.A.T - Spawn Module.esp:

- Introduces the 25+ new creatures from the M.M.A.T - Core Module.esm.
- Gets rid of all zoned spawn restrictions.
- Sets lot of creatures to respawn.
- Raises the number of possbile spawned creatures to 3 throughout the whole game.

M.M.A.T - Enviromental Module.esp:

- Makes the nights a lot more darker.
- Pipboy light now is green and stronger so you can see things further ahead.
- Nightvision scopes and cateye have been changed to fit the new darkness.

M.M.A.T Recipe Module.esp:

- Introduces 50+ new recipes and breakdowns ranking in all categories.

M.M.A.T Repair Module.esp:

- Partly a cheat plugin. Repairing Armor is possible with almost anything.
- Weapons can only be repaired via Workbench or Campfire. You need the right materials to repair weapons.

Probably a copple of other changes I forgott, see the changelogs.

===============
Description:
===============

This is basically just another "big overhaul mod" that started with some simple changes to game settings and will add more elements in future versions. Other then a lot of overhaul mods, this one
comes modular, with single files, so you can use them with your preference. The intention of the modular plugins is not more realism. The real world is realistic, games can't be realistic.

===============
Keys:
===============

New keysettings are:

M.M.A.T - Shader Module.esp:

Turn on Vision mode = Backspace
Cycle mode backward = -
Cycle mode forward = =
Cycle Submode = 0
Battery Menu = \

M.M.A.T - Core Module.esp:

Hotkeys 1-7 = NumPad 1-7

Toggle Menus = NumPad 8
Toggle Collision = NumPad 9
Toggle Menu + Toggle Fly Camera = NumPad /
Toggle camera mode (Toggle Menu + Toggle Fly Camera + Change View) = NumPad *

M.M.A.T - Quest&Gameplay Module

Sort items into containers = Space

===============
Requirements:
===============

Fallout New Vegas Patch 1.2 (you get it automatically via Steam)
http://www.gamesas.com/index.php?/topic/1137220-beta-new-vegas-script-extender-nvse-v1/
http://www.newvegasnexus.com/downloads/file.php?id=35003
http://www.newvegasnexus.com/downloads/file.php?id=36731

===============
Install:
===============

!!!I know the next steps are complicated for new users, but they are necessary if you plan to use all features of this mod.!!!

1. Extract the files from the archive to a place of your choice.
2. Copy the files you want use to "Steam\Steamapps\common\fallout new vegas\Data\". Delete or preserve the others.
3. In order to enable all features you need to readjust your load order with http://www.newvegasnexus.com/downloads/file.php?id=35999
andhttp://www.newvegasnexus.com/downloads/file.php?id=35003.
4. Now use Wrye Flash NV to create a bashed patch and merge anything into the patch thats been suggested and use the following "tag suggestions" settings: (look in the lower right corner of WFNV to
tag plugins)

M.M.A.T - Weapon Module.esp Bash tags = Stats
M.M.A.T - Shader Module.esp Bash tags = Scripts, Stats
M.M.A.T - Loot Module.esp Bash tags = Invent
M.M.A.T - Ingestible Module.esp Bash tags = Stats
M.M.A.T - Companion Module.esp Bash tags = Actors.AIPAckages

5. Make sure that the "M.M.A.T - Weapon Module.esp" and "M.M.A.T - Shader Module.esp" plugin are loaded before the "M.M.A.T Repair Module.esp" plugin.
6. You can always recreate the bashed patch without problems and it will minimize or entirely erase all conflicts. See the screenshots for an example of my load order and tag suggestions.
7. Use manual version of http://www.fallout3nexus.com/downloads/file.php?id=944, to enable archive invalidation. For now changes must be applied to Fallout_default.ini located
in New Vegas game folder, rather then FalloutPrefs.ini.
8. Start your game, have fun.

- In order to see the new creature additions, you'll have to wait at least 12 ingame hours.
- If you want the NPC markers turned on again, use the optional .dds in "NPCMarkerEnabled".

===============
Upgrading:
===============

I recommend to start a new game, but if you want to try your luck, do this:

1. Follow installation steps above.
2. If your upgrading from a previous version, delete the old files and use the new ones.
3. Get into game and load a savegame. Find a interior cell and save.
4. Exit New Vegas, start again and load the save then play.

===============
Un-Install:
===============

1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp files.
2. Delete the files/folders associated with this mod.

===============
Compatibility:
===============

Is incompatible with anything that does similar changes. Use Wrye Flash to make it compatible, which indeed is possible if you do it right.

===============
Bugs/Issues:
===============

Since I don't have the time to test anything, there could be some minor bugs, dunno, please let me know if you find any. Most features are tested to work 100%.

===============
History:
===============

0.1 23.10.2010 - Initial Release:

- Adjustet fJumpHeightMin 0.64 to 0.96, making it 1.5x higher.
- Adjustet iLevelsPerPerk 2 to 1, so you get a perk at every level up.
- Adjustet iMaxCharacterLevel 30 to 99, maximum level now 99.
- Adjustet all iXPLevel and iXPReward to give you 4-5x less experiences points, quests give the vanilla experience points.
- Deleted the onscreen text on sSneakCaution, sSneakDanger, aSneakDetected, sSneakHidden.
- Put anything into seperate plugins.

0.2 24.10.2010:

- Added new custom shaders and new script for sunglasses.
- Added and modified slower backwards speed script by DarthTim.
- Modified the weight of most clutter items to be more "realistic", they are overall lighter now, while some have been given more weight.

0.3 30.10.2010:

- Adjustet the weather data for nights, to show darker nights then anything else I've seen so far.
- Adjustet the pipboy light to shine brighter and in green light.
- Fixed German names and text in various entries.
- Raised the "no find" chance of leveled items and loot to at least 75 in every category.
- Theres a low chance to find new items in loot, like books, magazines, medicine, ammo parts and animal parts
- Set most containers to respawn.
- Removed the POI, Quest and NPC markers directly from the "interfaceshared0.dds".
- Removed the crosshair inside of "interfaceshared0.dds". crosshair only shows above containers, NPCs etc..
- Adjustet all food and drink items to not heal you anylonger. Some will now restore starvation/dehydration instead of health.
- Adjustet Companion Packages, so they use different idle animations and stances and also actually do something when they lurk around.

0.4 07.11.2010:

- Improved zoom on Binoculars (FOV 12) and enabled night vision (same as nightvision scope).
- Remade the headwearshader plugin. Is now dependend on @Lucy Blues "ThermalVision.esm". Modified all vision types and added some new sounds.
- Improved the pipboy light (magnitude 65, range 5.000), cateye and nightvision scope. Should work much better now with pitch black mod.
- Fixed dozens of German names in misc and food sections. Sorry must have missed this the last time.
- Fixed floating statics bugs: 2 Rocks north of prison, plant north of GS Cemetery, plant at GS water source near fireplace, plant west of Yangtse memorial, rocks NW of plane near Nipton.
- Made a player owned shack. Inside is bed, purified sink, chemistry set, workbench and rerloading bench. Fireplace is outside the door. Shack will be improved and decorated in future versions.
- Made a crossrepair plugin from the scratch. You can now use almost anything for repair. May also be adjustet and made more complex in future versions.
- Canged some scripts to allow companions to wear stuff you give them. Original idea came from @Les_Punk dressup mod, which conflicted with my own companion plugin.
- Changed all weapons without scope to no longer zoom. Needs more testing. Is the only change I didn't extensively tested yet.

0.5 14.11.2010:

- Updated all plugins to New Vegas patch 1.2
- Fixed several Bugs: Floating rock at Black Rock Cave, ground static rock south of hidden valley bunker, a skelett with items southeast of Goddsprings, a Rock at gibson shack near helios, rock at
Highway95 Vipers Encampement, rock southeast of Ranger Station, floor plate inside dino shop in Novac, rock western corner of test facillity, rock north of legion camp.
- Doc Mitchell now owns his house and anything inside, so you can't loot all his stuff at game start (interiors/GSDocMitchellsShack owner).
- All food&drink items now have a base radiation of 5, irriadiated food&drink now has base radiation of 10.
- Purified water now drains health to simulate the chemicals that are needed to purifie the water.
- The radiation value of food&drink items now depend on your survival skill. The higher your skill the lower the radiation on the item is. This simulates that players with high survival skill are
more resistant to radiation in food&drinks. The radiation level also depends on your medicine skill, so difference might occur(Vanilla).

Works like followed:

Example food:

base radiation value of 5 if < 25 survival skill
base radiation value of 4 if >= 25 survival skill
base radiation value of 3 if >= 50 survival skill
base radiation value of 2 if >= 75 survival skill
base radiation value of 1 if >= 100 survival skill

- Updated the HeadwearshaderFX.esp to work with LucyBlues newest version of the Thermal Vision mod. You now have an additional FLIR mode. Adjustet the FLIR mode to be similar to the other changes
to vision modes and added sound when switching modes.
- Barter is much harder now. Prizes increased 4-5x at normal barter level(25). You get only half the money you get when selling stuff.

fBarterSellBase 0.45 -> 0.225
fBarterSellMult 0.45 -> 0.225
fBarterBuyBase 1.55 -> 3.10

- Finally fixed the pipboy light and made it have a brighter light (magnitude 100, range reverted back to vanilla).
- Dino toy and T-Rex souvenir now have a prize and weight.
- Big pod now has a value of 5.
- Introduced new plugin "RecipesOverhaul.esp". Adds more then 30 new recipes. See for yourself at workbenchs, campfire and ammobench.
- Included the "EasyConsoleCommand.esp", which is optional for mod developers and people that like to make screenshots. You now have easy access to various console commands.
- Included "HotkeyRebind.esp". This is optional for left handed players or people that play with arrow keys. Hotkeys get rebind to NumPad.

0.6 20.11.2010:

- Fixed Vanilla static bugs: Floating rock east of Repcon test facility, a floating powder charge south of prison, a rock south of Neils shack.
- Fixed Vanilla ownership bugs: Manny Vargas now owns his room in Novac, Bruce Isaay owns his room in Novac, Fantastich now has ownership of Helios power plant, Neil now owns the stuff in his
shack, Raul now has ownership of black mountain prison, Victor in Goodsprings now owns his shack, Ringo in Goodsprings now owns the gas station, most exterior stuff in Goodsprings is owned by
someone.
- Other Vanilla bugs fixed: Mushroom cloud recipe now uses the correct Nightstalker egg, neutral power armor now is neutral, Weather family now has idle sandbox mode, Caravan cards now get stored
in your deck instead of your inventory.
- Put in the missing sound file for optional vision mode.
- Remade the improved binoculars plugin. There are now three different versions of binoculars. Field glasses (vanilla binocs), regular binoculars (fov 23) and army binoculars (fov 12 and
nightvision). You can buy the two additional binoculars at Cheds general store in Goodsprings.
- Introduced "Perks&Traits.esp" with 4 new traits: Man/Woman of nature (+15 survival, -1 charisma), Amphibious Lung (waterbreathing, -10 damage resistance), Wolverine (Regeneration +1, -20 action
points), Nighteye Mutation (Permanent Nighteye). Notice that permanent Nighteye is only usefull at nights.
- Bobby pin recipe lowered to 5 resulting bobby pins.
- Pimped the exterior around the Player Goodsprings Source Shack.
- Introduced new plugin "Npc&CreatureRespawn.esp". Some additional creatures now respawn, global respawn time is reduced to 12 hours (instead of 72), all "no reset" flags on all zones removed and
raised the possible spawns to 3 per creature.
- Stimpacks now heal much slower (1 point in 30 seconds), also super stimpacks and other healing ingestibles.
- Introduced "DamageOverhaul.esp" plugin. The global damage is doubled and ontop of that the player damage is doubled. This means now all weapons do double damage and the player suffers even more
damage.
- Fixed the hunting rifle still zooming.
- Fixed the tire iron not being on the repair list. Is now repiarable like all the other stuff.
- Veronica now levels with the player just as any other companion.
- Introduced new plugin "KarmaOverhaul.esp". You won't hear any sound when loosing or gaining karma, all messages and icons related to karma are removed. You know loose more Karma when stealing and
murdering and gain less karma when killing criminals and "bad" people.
- Introduced new plugin "NoSpeedReload.esp". Removes agility based reloading. You now always reload with the same speed.

fKarmaModStealing from -5 to -10
fKarmaMurderingGoodNpc from -50 to -100
fKarmaMurderingVeryGoodNpc from -100 to -250
fKarmaModKillingEvilActor from 100 to 50
fKarmaModKillingVeryEvilActor from 2 to 1

0.7 27.11.2010:

- New Perks: Mutation Friend, Abomination Friend, Deathclaw Friend. Works just like the Animal Friend Perk, but for all the other creatures.
- New Perk: Bottle that Water. With this perk you can fill all bottles with water at every purified water valve.
- Fixed the text for the perks that got introduced with the version 0.6.
- Fixed Vanilla static bugs: Little plant SE of Goodsprings, little planet E of Goodsprings, bush S of Devils Gulch, 3 plants N of Jean sky diving, (again) skelett SE of Goodsprings, little bush at
x: -10 y: 10.
- Fixed Vanilla ownership exploits: Fixed Ringo being owner now the GS Faction owns the gas station, Almost anything in Primm now has a owner(including exteriors), Goodsprings Home3 is owned by GS
Faction, one missed agave fruit behind Docs house in GS is owned now.
- Fixed other exploits: At start you exit Doc Mitchells house with much less Stimpaks (12 before, now 3).
- New Recipes: Banana Juice, Cactus Juice, Doctor's Bag Breakdown, Trail Mix Breakdown, Time Bomb Breakdown, Powder Charge Breakdown, Stimpack from Healing Powder.
- Fixed Tanned Gecko Hide Recipe, now needs 2 instead of 5 Horselnettes.
- All Vanilla Food recipes now need either a cooking pan or a cooking pot.
- Loot is now stricted to 95% "No Find Chance" in 80% of all containers that are respawning. This virtually lets you find almos nothing in loot.
- Seeling stuff to traders made 2x harder, now 0.1225. You get 4x less money then in Vanilla game.
- Sarsparilla, Vodka and Whiskey now heal different amounts of radiation.
- Updated to Version 6 of Lucy Blues Thermal Vision mod.
- Added a additional submode to Nightvision in green colour.
- Removed the Messages in top left corner from Thermal Vision modes.
- Varmint Rifle, Laser Rifle, BB Gun and Trail Carbine now no longer zoom without scopes.
- Pimped the exerior of Source Shack even more.
- The door to source shack now needs a key, you'll find it close to a person that likes to lie, or with Monthy Phython.
- Introduced a little easter egg NPC. He's at a hill near Goodsprings. He has 4 different AIpackages and will introduce a new quest at version 0.9.

0.8 05.12.2010:

- Fixed Vanilla static bugs: 3 joshua trees south of Goodsprings, brown cactus at ivampa race track, changed a static cactus in Nipton to a herbable version, rock left side of Nipton town hall,
floor plate in Nipton house, floor rock south of Primm, rock north of Nipton, floor plate in prison.
- Fixed ownership exploits: Most stuff in Novac is now owned by someone, most stuff in NCR prison is now owned by the powder gang, sheriffs home of Primm is now owned, Bison Steve Hotel in Primm is
now owned, also fixed the rest of the missed ownership in Primm from last version. Anything in Primm is now owned, with one exception.
- Made 25+ retextures of vanilla creatures and incooperated them into the game.
- NPC&CreatureRespawn.esp is now dependend on the new CreatureAdditions.esm
- Finally incooperated all the headwear shader FX for Sunglasses, normal glasses, helmets and other headwear. Every headwear now have different shaders applied when wearing them.
- Fixed Vodka, Whiskey and Sunset Sasparilla not healing radiation.
- Added the thermal vision to reinforced combat helmets and one power helmet I'Ve missed.
- Cram now weights 0.4 instead of 1 pound.
- Fixed the "Bottle that water" perk, now you can fill all empty bottles at once.
- Brian now has something to eat so he can fullfill his package task of eating.
- You can now access the inventory of people you knock out.
- Medical items that make use of a syringe, now grant you an empty syringe after use.

===============
Recommended Mods:

I strongly adivce you to play in hardcoe mode and use this mods for an even better experience:

http://www.newvegasnexus.com/downloads/file.php?id=36731(Is needed for the HeadWearShaderFX.esp)
http://www.gamesas.com/index.php?/topic/1133572-wipzbeta-darnified-ui-nv/
http://www.newvegasnexus.com/downloads/file.php?id=34718
http://www.newvegasnexus.com/downloads/file.php?id=35047
http://www.newvegasnexus.com/downloads/file.php?id=34977
http://www.newvegasnexus.com/downloads/file.php?id=35979
http://www.newvegasnexus.com/downloads/file.php?id=34943

===============
Credits:
===============

Thanks to Bethesda and Obsidian for creating Fallout 3.
Thanks to @InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to @DarthTim for his SlowerBackwards Script.
Thanks to @LucyBlue for the best and most unique mod I ever used.
Thanks to @Les_Punk for his initial idea on dressing up companions.
Thanks to @Valda for porting Wrye Bash to New Vegas. Kudos to your efforts.
Thanks to @ianpatt, @behippo and @scruggsywuggsy the ferret for the NEw Vegas script extender. Kudos to you too.
Thanks to KDStudios who give permission to incooperate his backpack mod into M.M.A.T
Thanks to creators of meshes and textures for the backpacks (I don't know who you are, so I list all of you): @BlackWolf, @SedPL, @dumbassusername and @antistar
Thanks to the BOSS Team for making our lives easier. Most certainly kudos to you too^^
Thanks to anyone downloading this mod and the community sharing ideas and experiences.
Thanks to all the guys and gals that report bugs.

===============
Tools Used:
===============

http://fallout.gamesas.com/eng/downloads/geck.html
http://www.fallout3nexus.com/downloads/file.php?id=8269
http://www.gimp.org/
http://www.fallout3nexus.com/downloads/file.php?id=944
http://www.fallout3nexus.com/downloads/file.php?id=34
http://www.gamesas.com/index.php?/topic/1137220-beta-new-vegas-script-extender-nvse-v1/
http://www.newvegasnexus.com/downloads/file.php?id=35999
http://www.newvegasnexus.com/downloads/file.php?id=35003
http://www.newvegasnexus.com/downloads/file.php?id=35726
http://sourceforge.net/projects/niftools/files/nifskope/

===============
License/Legal:
===============

This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.
Feel free to do with it what you want. No credits needed, share the work and improve it.
However, if you have requests concerning @LucyBlues ThermalVision Mod, KDStudios backpack mod or the backwards running script, ask the original creators.

User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Tue May 17, 2011 2:00 am

I only tried out two plugins: "Loot Overhaul" and "Food and Drink Don't Heal."

In the "Loot Overhaul" plugin...

1) you renamed virtually all of the containers, in some cases simply removing the space between two words (why?).
2) you made virtually all containers respawnable, but didn't document this in the readme.
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Tue May 17, 2011 3:18 am

I only tried out two plugins: "Loot Overhaul" and "Food and Drink Don't Heal."

In the "Loot Overhaul" plugin...

1) you renamed virtually all of the containers, in some cases simply removing the space between two words (why?).
2) you made virtually all containers respawnable, but didn't document this in the readme.


1. That's because I've previously owned a German version of the game. So I never really knowed how the real names in English where. You can still read it?
2. Oups, must have forget about to put it into the Readme. Will do so in the next version...promised.

Anything else?
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Tue May 17, 2011 11:12 am

1. That's because I've previously owned a German version of the game. So I never really knowed how the real names in English where. You can still read it?


I see. It's not a big deal but just ended up looking like unnecessary because many of the edits to the containers were simply name changes.

I am looking for a loot overhaul mod because, like many players, I am dissatisfied with the saturation of loot in the Wastelend. The problem I have with all the previous loot overhaul mods I have play tested in FO3 and now FNV, is they don't fix what I feel is the problem with loot--which is not that they are not scarce enough, but they are equally distributed throughout the Wasteland, as if post-apocalyptic socialism has become the dominant ideology of the Wasteland.

A gun locker in an abandoned vault should not have equal chance of containing loot as a gun locker in an inhabited settlement or a protected vault.It should be almost impossible to find any loot lying around for the taking, in dumpsters or abandoned buildings, because most of that should have been scavaged and picked clean (which is why I wasn't comfortable about making containers respawning), Loot should, on the other hand, be in relative abundance in communities of people who have stashed them, who were the ones doing the scauaging, the raiding, and now the hoarding, thus simulating a more convincing post-apocalyptic social environment where a handful of well-defended, well established communities thrive while everyone else barely gets by in squalor and poverty.

Unfortunately, the loot and loot containers system in FO3 and FNV makes it really difficult to simulate this. It would mean editing not just level lists, but more involved operations (for example, replacing some of the placed containers with custom ones).

At any rate, I like the modular nature of your mod. It makes it easier to find something that will work with a growing load order (and eventually, when more overhaul mods like MMM come out along with the expanding FOOK).
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Tue May 17, 2011 6:26 am

I see. It's not a big deal but just ended up looking like unnecessary because many of the edits to the containers were simply name changes.

I am looking for a loot overhaul mod because, like many players, I am dissatisfied with the saturation of loot in the Wastelend. The problem I have with all the previous loot overhaul mods I have play tested in FO3 and now FNV, is they don't fix what I feel is the problem with loot--which is not that they are not scarce enough, but they are equally distributed throughout the Wasteland, as if post-apocalyptic socialism has become the dominant ideology of the Wasteland.

A gun locker in an abandoned vault should not have equal chance of containing loot as a gun locker in an inhabited settlement or a protected vault.It should be almost impossible to find any loot lying around for the taking, in dumpsters or abandoned buildings, because most of that should have been scavaged and picked clean (which is why I wasn't comfortable about making containers respawning), Loot should, on the other hand, be in relative abundance in communities of people who have stashed them, who were the ones doing the scauaging, the raiding, and now the hoarding, thus simulating a more convincing post-apocalyptic social environment where a handful of well-defended, well established communities thrive while everyone else barely gets by in squalor and poverty.

Unfortunately, the loot and loot containers system in FO3 and FNV makes it really difficult to simulate this. It would mean editing not just level lists, but more involved operations (for example, replacing some of the placed containers with custom ones).


I see your idea and it's pretty much the same as I have with overhauling the loot. The first strategy is to entirely limit the loot to a level that suits a post apocalyptic scenario. This practically means you shouldn't, at the most time, find anything at all. It's hard to believe that some things have been put into a container 250 years ago, are still there. I believe in a postapocalyptic world where anything is destroyed, people would tent to make anything their own they can find, so most of the containers in New Vegas should be entirely empty. The second strategy, after finding the correct limitation of loot, would be to put stuff in containers, which belongs there. For example: Why should people use containers? I think most people would either store food(animal parts), water or precious things that are to heavy to carry around. I imagine it to be like that in a room full of containers:


Container 1: empty
Container 2: empty
Container 3: empty
Container 4: empty
Locked Container 5: animal parts and some water or a gun and some ammo, maybe something else that's usefull to a postapocalyptic survivor
Container 6: empty
Container 7: empty
Container 8: empty
Container 9: empty
Container 10: empty

Out of 10 rooms that have containers inside only one really contains something, but, and that's the important thing, containers should be set to respawn to simulate that people actually using something.

One of the most effective ways of simulating how hard it is to struggle for survival in a postapocalyptic world, is to strict the loot to almost zero. The second most effective way is to make prizes at traders very high. You literally must be forced to survive by what the nature is giving you, and in my opinion there is plenty of stuff around the wastelands, even without looting any container. Kill 3 Raiders and you get enough equipment to make you a good hunter. Sure you can't beat Supermutants and giant scorpions yet, but at least you can hunt prey to survive.

On the other hand I strongly agree with your argument that wherever communitys are, the containers should be stuffed to the burst, but, and again that's very important, must be strongly guarded and safely locked by that community, so you can't just easily take it. So you would not only have to introduce new and differt containers, but also new NPCs that have one only task, to guard the communitys possession.

Now, to achieve what I try to do, it will take a lot of testing the game mechanics and the consequences of my changes to the game. Loot and economy is just as complicated as creating a well balanced damage system. But I will do what I can to fullfill the wishes of users and my own vision of how the wasteland should be.
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asako
 
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Post » Tue May 17, 2011 11:24 am

Could you make a menu ingame to turn on/off the npc markers ? It kinda makes ED-E useless and i like to see if im closing in on enemy ... otherwise good work.
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Liii BLATES
 
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Post » Tue May 17, 2011 6:50 am

Could you make a menu ingame to turn on/off the npc markers ? It kinda makes ED-E useless and i like to see if im closing in on enemy ... otherwise good work.


I could include a seperate .dds file that enables NPC markers, but turns off the rest. Is that ok?
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Jinx Sykes
 
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Post » Tue May 17, 2011 3:07 pm

Container 1: empty
Container 2: empty
Container 3: empty
Container 4: empty
Locked Container 5: animal parts and some water or a gun and some ammo, maybe something else that's usefull to a postapocalyptic survivor
Container 6: empty
Container 7: empty
Container 8: empty
Container 9: empty
Container 10: empty

Out of 10 rooms that have containers inside only one really contains something, but, and that's the important thing, containers should be set to respawn to simulate that people actually using something.


Exactly. Although I am still not sure about the "respawn" thing. If the container was in a abandoned location, it would seem more plausible that the locked container was not accessed by previous visitors because they could not get it open, rather than that someone was using it.

On the other hand I strongly agree with your argument that wherever communitys are, the containers should be stuffed to the burst, but, and again that's very important, must be strongly guarded and safely locked by that community, so you can't just easily take it.


It is very involved work. No one did it for FO3 even though many knew of the method we described, because it was too time consuming to check every location and map out the containers, and it would mean the mod would invariably conflict with many other mods. But speaking for myself, I would happily spent hours drag stuff around in NVEdit to make such a plugin compatible with the other mods in my load order to attain that level of 'loot immersion.'

I am going to try out your food plugin as well. But I was thinking....one of the main issues with all the mods that remove healing properties is that it reduces the usefulness of the survival skill. Since you raised the amount of radiation gained from food consumption, maybe one suggestion for resolving that is to reduce the amount of radiation in cooked food depending on the character's survival skill. So perhaps a character with 100 in surival can cook food with 0 rads, and it would scale up as with lower survival skill.
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Alan Whiston
 
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Post » Tue May 17, 2011 12:20 am

I could include a seperate .dds file that enables NPC markers, but turns off the rest. Is that ok?


Yep great! I don't like the quest markers etc. but it's quite usefull to see the npc's. Thx
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Nicholas C
 
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Post » Tue May 17, 2011 1:32 am

Yep great! I don't like the quest markers etc. but it's quite usefull to see the npc's. Thx


I've uploaded a modified version of the .dds file. Simply download the optional file and replace the old one with it. Look http://www.newvegasnexus.com/downloads/file.php?id=35054

I am going to try out your food plugin as well. But I was thinking....one of the main issues with all the mods that remove healing properties is that it reduces the usefulness of the survival skill. Since you raised the amount of radiation gained from food consumption, maybe one suggestion for resolving that is to reduce the amount of radiation in cooked food depending on the character's survival skill. So perhaps a character with 100 in surival can cook food with 0 rads, and it would scale up as with lower survival skill.


In my opinion food should only be usefull to stop starvation. Imagine it like that: If you cut yourself with a knife, do you use a simple bread to close the wound and restore your blood? I think it raises the usefullness of survival skill, because you need good food to stop your starvation and not get radiated to death. How good you can restore health should be only related to the medic skill, I think.

I consider health to be similar to blood in real life, so you either need blood or plasma to regain health.

And I did not yet raised the radiation level of food, but thanks for the hint, sounds like a good idea... :hubbahubba:
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lucile davignon
 
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Post » Tue May 17, 2011 4:06 pm

I've uploaded a modified version of the .dds file. Simply download the optional file and replace the old one with it. Look http://www.newvegasnexus.com/downloads/file.php?id=35054
In my opinion food should only be usefull to stop starvation. Imagine it like that: If you cut yourself with a knife, do you use a simple bread to close the wound and restore your blood? I think it raises the usefullness of survival skill, because you need good food to stop your starvation and not get radiated to death. How good you can restore health should be only related to the medic skill, I think.


What, you didn't raise the radiation level for food? Weird...maybe it was my subconscious telling me to suggest this to you :)

I was looking over my reply and realized that what I typed seems rather confusing to me. I was not suggesting that food should reduce radiation like radaway.

What I was trying to say (poorly) is to have people with high suvival skill cook food that caused less rads. So for example, let's say you raise the amount of radiation one receives when they consume a brahmin steak to 10. Someone with 100 survial skill would be able to cook a brahmin steak that caused 0 rads when consumed, while someone with 90 survival skill would be able to cook a brahmin steak that caused 1 rads, 2 rads if the person has 80 in survival skill, and so on. I don't see how this could be done via the GECK though, not sure how you are with scripting but it's just a suggestion.
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Gracie Dugdale
 
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Post » Tue May 17, 2011 4:27 pm

What, you didn't raise the radiation level for food? Weird...maybe it was my subconscious telling me to suggest this to you :)

I was looking over my reply and realized that what I typed seems rather confusing to me. I was not suggesting that food should reduce radiation like radaway.

What I was trying to say (poorly) is to have people with high suvival skill cook food that caused less rads. So for example, let's say you raise the amount of radiation one receives when they consume a brahmin steak to 10. Someone with 100 survial skill would be able to cook a brahmin steak that caused 0 rads when consumed, while someone with 90 survival skill would be able to cook a brahmin steak that caused 1 rads, 2 rads if the person has 80 in survival skill, and so on. I don't see how this could be done via the GECK though, not sure how you are with scripting but it's just a suggestion.


It should be possible to make less radiated food dependend on your survival skill via script. If it doesn't work via vanilla scripts, I'm sure it will work with the script extender.

I'm good with the Geck and retexturing stuff in Gimp, but I svck at making new models (can only use Nifskope) and I'm a beginner with scripts. Just made my first script yesterday...look http://www.newvegasnexus.com/downloads/file.php?id=36911.
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Jason White
 
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Post » Mon May 16, 2011 11:58 pm

You don't even need to use a script if you're willing to make it so that your survival skill at the time of chowing down on the food determines the amount of rads rather than your survival skill at time of cooking.
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P PoLlo
 
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Post » Tue May 17, 2011 5:43 am

You don't even need to use a script if you're willing to make it so that your survival skill at the time of chowing down on the food determines the amount of rads rather than your survival skill at time of cooking.


I'm not sure if I should do this at all. I think cooking food doesn't nullify radiation, only half-life does. There are chemicals that get rid of radiation, but normally they're even more toxic then the radiation itself.

But a good argument would be, that your survival skill makes your body more resistant to radiation then other people that have a low survival skill.
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Heather Kush
 
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Post » Tue May 17, 2011 2:26 pm

Another would be that 'radiation' is being used as generic terminology for 'stuff that makes food not safe to eat'.
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claire ley
 
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Post » Tue May 17, 2011 3:10 pm

You don't even need to use a script if you're willing to make it so that your survival skill at the time of chowing down on the food determines the amount of rads rather than your survival skill at time of cooking.


Yep. Could do it by adding multiple "Damage Rads" effects to the food with conditions (that check your current Survival skill).
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stephanie eastwood
 
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Post » Tue May 17, 2011 5:20 am

Yep. Could do it by adding multiple "Damage Rads" effects to the food with conditions (that check your current Survival skill).


I think I'm able to do a new release by tomorrow. I'd spend half of the day porting the VisionShaders to the actual version of lucy blues mod. I also improved the work on the bug fixing plugin, where now more then 25 bugs are fixed. I also integrated all my hotkey and easy console plugins as optional files and will finally try tomorrow to merge them all into one single master file (only stuff that's newly added). The other half of the day I'd spend on getting this "adding radiation to food" thingy working. I literally bite my ass trying to do so and it was honestly the most annoying thing I ever tried since I'm modding PC games.

The general idea was to give all food and drink items a base radiation value of 5. Iraddiated food and drinks have a base value of 10. Then I've added 5 different variables to all the food&drink items with conditions enabed that lower the radiation based on your survival skill. For example:

Brahmin Steak:

base radiation value of 5 if < 25 survival skill
base radiation value of 4 if >= 25 survival skill
base radiation value of 3 if >= 50 survival skill
base radiation value of 2 if >= 75 survival skill
base radiation value of 1 if >= 100 survival skill

I also added a damage health variable to purified water, to simulate the chemicals that are needed to purifie the water. The amount of health damage is lowered with raising survival skill. Survival skill is simulating how much damage the radiation does inside your body, being almost nullified with a survival skill of 100. So far the idea. There where a copple of obstacles I couldn't pass and I'm thinking about reverting back to the 0.4 version of the Food&Drink plugin. The problem was, the numbers never matched what I've set up in the stats of all the food&drinks. For example:

I've used the values stated upside on a food item and had a survival skill of 25 ingame. So normally that would mean, the Brahmin Steak should have had a base radiation value of 4. I don't know why, but whatever I tried the base value alwas was 3. So are there any other things that influence the value of radiation on an item? Like the medic skill or something else?

I also had problems with the "bottle that water" mod. Whenever I tried to create a merged patch with Wrye Flash, the stats from my Food&Drink plugin didn't get imported. Not only this renders my changes to the purified water useless, it also reverts the change I've made to not let purified water restore health. When I tried to load my plugin after the bottle water mod, the scripts of the bottle water mod didn't get imported and so this was also senseless.

So I can either now revert back to 0.4 and delete the changes made, or I leave it like it is, though I doubt this is a acceptable result. It's not like this plugin is bugged. It just doesn'T work like supposed to... :brokencomputer:
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Nicole Elocin
 
Posts: 3390
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Post » Tue May 17, 2011 7:19 am

Updated to version 0.5. See first post of the thread, here's the list of changes:

Version 0.5:

- Updated all plugins to New Vegas patch 1.2
- Fixed several Bugs: Floating rock at Black Rock Cave, ground static rock south of hidden valley bunker, a skelett with items southeast of Goddsprings, a Rock at gibson shack near helios, rock at Highway95 Vipers Encampement, rock southeast of Ranger Station, floor plate inside dino shop in Novac, rock western corner of test facillity, rock north of legion camp. (changed in BugFix.esp)
- Doc Mitchell now owns his house and anything inside, so you can't loot all his stuff at game start. (changed in BugFix.esp)
- All food&drink items now have a base radiation of 5, irriadiated food&drink now has base radiation of 10. (changed in Food&DrinkDontHeal.esp)
- Purified water now drains health to simulate the chemicals that are needed to purifie the water. (changed in Food&DrinkDontHeal.esp)
- The radiation value of food&drink items now depend on your survival skill. The higher your skill the lower the radiation on the item is. This simulates that players with high survival skill are more resistant to radiation in food&drinks. (changed in FooD&DrinkDontHeal.esp)
- Updated the HeadwearshaderFX.esp to work with LucyBlues newest version of the Thermal Vision mod. You now have an additional FLIR mode. Adjustet the FLIR mode to be similar to my other changes to vision modes and added sound when switching modes. (changed in HeadWearShaderFX.esp)
- Barter is much harder now. Prizes increased 4-5x at normal barter level(25). You get only half the money you get wehen selling stuff. (changed in LootOverhaul.esp)
- Finally fixed the pipboy light and made it have a brighter light. (changed in StrongerLight.esp)
- You now have a -15 penalty when the pipboylight is turned on. (changed in StrongerLight.esp)
- Dino toy and T-Rex souvenir now have a prize and weight. (changed in ClutterWeight.esp)
- Big pod now has a value of 5. (changed in in ClutterWeight.esp)
- Introduced new plugin "RecipesOverhaul.esp". Adds more then 30 new recipes. See for yourself at workbenchs, campfire and ammobench. (seperate plugin)
- Included the "EasyConsoleCommand.esp", which is optional for mod developers and people that like to make screenshots. You now have easy access to various console commands. (seperate plugin)
- Included "HotkeyRebind.esp". This is optional for left handed players or people that play with arrow keys. Hotkeys get rebind to NumPad. (seperate plugin)
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BrEezy Baby
 
Posts: 3478
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Post » Tue May 17, 2011 1:50 am

This looks pretty interesting. I like that it's all modular.

Are you going to tackle AI later?

I am around for an AI mod that does some (or all) of these things:

Make AI respond to gunfire more appropriately.
Make AI lay mines when retreating (maybe fiends, boomers, and robots would do this).
Make AI use buffs and heals (buffout, psycho, stimpacks, etc.) if they have any.
Make AI loot what they kill.
Make AI pick weapons more appropriately.
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Franko AlVarado
 
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Joined: Sun Nov 18, 2007 7:49 pm

Post » Tue May 17, 2011 11:18 am

This looks pretty interesting. I like that it's all modular.

Are you going to tackle AI later?

I am around for an AI mod that does some (or all) of these things:

Make AI respond to gunfire more appropriately.
Make AI lay mines when retreating (maybe fiends, boomers, and robots would do this).
Make AI use buffs and heals (buffout, psycho, stimpacks, etc.) if they have any.
Make AI loot what they kill.
Make AI pick weapons more appropriately.


Is that a offer to get into the team...:D

Sounds good, specially AI using medicine and ammo and looting, but at the moment I'm very careful with implementing any changes to the AI or damage system of PC and NPC. I remember having installed a sneak overhaul mod in FO3, it totally ruined the AI as I was able to sneak right behind them and shoot a weapon without them even taking notice of me. The only thing I'm pretty sure now I will change, is the PC health. In my current (still the first one) game I'm on level 7 (32 hours gametime) and had to figure out yesterday that I was consuming clip after clip from a hunting rifle fired by a mutant. This was a pretty immersion breaking moment. So yeah, I'm quite sure I will change this.

I would like to see attacking NPCs to take more cover behind rocks and flee, features I already had in FO3.

Update 0.6 will introduce new creatures and maybe some unique items.
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Christina Trayler
 
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Post » Tue May 17, 2011 4:26 pm

Update 0.6 will introduce new creatures and maybe some unique items.


Certainly postboned. Retexturing takes a whole lot of more time then I'd expected.

Version 0.6 is upped. Look in the first post of thread. Here's the changelog:

Version 0.6:

- Fixed Vanilla static bugs: Floating rock east of Repcon test facility, a floating powder charge south of prison, a rock south of Neils shack. (changed in BugFixes.esp)
- Fixed Vanilla ownership bugs: Manny Vargas now owns his room in Novac, Bruce Isaac owns his room in Novac, Fantastic now has ownership of Helios power plant, Neil now owns the stuff in his shack, Raul now has ownership of black mountain prison, Victor in Goodsprings now owns his shack, Ringo in Goodsprings now owns the gas station, most exterior stuff in Goodsprings is owned by someone. (changed in bugfixes.esp)
- Other Vanilla bugs fixed: Mushroom cloud recipe now uses the correct Nightstalker egg, neutral power armor now is neutral, Weather family now has idle sandbox mode, Caravan cards now get stored in your deck instead of your inventory. (changed in BugFixes.esp)
- Put in the missing sound file for optional vision mode. (related to HeadWearShaderFX.esp)
- Remade the improved binoculars plugin. There are now three different versions of binoculars. Field glasses (vanilla binocs), regular binoculars (fov 23) and army binoculars (fov 12 and nightvision). You can buy the two additional binoculars at Cheds general store in Goodsprings. (changed in ImprovedBinocs.esp)
- Introduced "Perks&Traits.esp" with 4 new traits: Man/Woman of nature (+15 survival, -1 charisma), Amphibious Lung (waterbreathing, -10 damage resistance), Wolverine (Regeneration +1, -20 action points), Nighteye Mutation (Permanent Nighteye). Notice that permanent Nighteye is only usefull at nights. (seperate plugin)
- Bobby pin recipe lowered to 5 resulting bobby pins. (changed in RecipeOverhaul.esp)
- Pimped the exterior around the Player Goodsprings Source Shack. (changed in GSSourceShack.esp)
- Introduced new plugin "Npc&CreatureRespawn.esp". Some additional creatures now respawn, global respawn time is reduced to 12 hours (instead of 72), all "no reset" flags on all zones removed and raised the possible spawns to 3 per creature. (seperate plugin)
- Stimpacks now heal much slower (1 point in 30 seconds), also super stimpacks and other healing ingestibles. (changed in Food&DrinkDontHeal.esp)
- Introduced "DamageOverhaul.esp" plugin. The global damage is doubled and ontop of that the player damage is doubled. This means now all weapons do double damage and the player suffers even more damage. (seperate plugin)
- Fixed the hunting rifle still zooming. (changed in NoWeaponZoom.esp)
- Fixed the tire iron not being on the repair list. Is now repiarable like all the other stuff. (changed in RepairOverhaul.esp)
- Veronica now levels with the player just as any other companion. (changed in CompanionsImproved.esp)
- Introduced new plugin "KarmaOverhaul.esp". You won't hear any sound when loosing or gaining karma, all messages and icons related to karma are removed. You know loose more Karma when stealing and murdering and gain less karma when killing criminals and "bad" people. (seperate plugin)
- Introduced new plugin "NoSpeedReload.esp". Removes agility based reloading. You now always reload with the same speed. (seperate plugin)

fKarmaModStealing from -5 to -10
fKarmaMurderingGoodNpc from -50 to -100
fKarmaMurderingVeryGoodNpc from -100 to -250
fKarmaModKillingEvilActor from 100 to 50
fKarmaModKillingVeryEvilActor from 2 to 1

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Aaron Clark
 
Posts: 3439
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Post » Tue May 17, 2011 6:17 am

Version 0.7 is uploaded. Look in the first post of this thread for downloadlink.

Version 0.7:

- New Perks: Mutation Friend, Abomination Friend, Deathclaw Friend. Works just like the Animal Friend Perk, but for all the other creatures. (changed in Perks&Traits.esp)
- New Perk: Bottle that Water. With this perk you can fill all bottles with water at every purified water valve. (changed in Perks&Traits.esp)
- Fixed the text for the perks that got introduced with the version 0.6. (changed in Perks&Traits.esp)
- Fixed Vanilla static bugs: Little plant SE of Goodsprings, little planet E of Goodsprings, bush S of Devils Gulch, 3 plants N of Jean sky diving, (again) skelett SE of Goodsprings, little bush at x: -10 y: 10. (changed in BugFixes.esp)
- Fixed Vanilla ownership exploits: Fixed Ringo being owner now the GS Faction owns the gas station, Almost anything in Primm now has a owner(including exteriors), Goodsprings Home3 is owned by GS Faction, one missed agave fruit behind Docs house in GS is owned now. (changed in BugFixes.esp)
- Fixed other exploits: At start you exit Doc Mitchells house with much less Stimpaks (12 before, now 3). (changed in BugFixes.esp)
- New Recipes: Banana Juice, Cactus Juice, Doctor's Bag Breakdown, Trail Mix Breakdown, Time Bomb Breakdown, Powder Charge Breakdown, Stimpack from Healing Powder. (changed in RecipeOverhaul.esp)
- Fixed Tanned Gecko Hide Recipe, now needs 2 instead of 5 Horselnettes. (changed in RecipeOverhaul.esp)
- All Vanilla Food recipes now need either a cooking pan or a cooking pot. (changed in RecipeOverhaul.esp)
- Loot is now stricted to 95% "No Find Chance" in 80% of all containers that are respawning. This virtually lets you find almos nothing in loot. (changed in LootOverhaul.esp)
- Seeling stuff to traders made 2x harder, now 0.1225. You get 4x less money then in Vanilla game. (changed in LootOverhaul.esp)
- Sarsparilla, Vodka and Whiskey now heal different amounts of radiation. (changed in Food&DrinksDontHeal.esp)
- Updated to Version 6 of Lucy Blues Thermal Vision mod. (changed in HeadWearShaderFX.esp)
- Added a additional submode to Nightvision in green colour. (changed in HeadWearShaderFX.esp)
- Removed the Messages in top left corner from Thermal Vision modes. (changed in HearWearShaderFX.esp)
- Varmint Rifle, Laser Rifle, BB Gun and Trail Carbine now no longer zoom without scopes. (changed in NoWeaponZoom.esp)
- Pimped the exerior of Source Shack even more. (chaged in GSSourceshack.esp)
- The door to source shack now needs a key, you'll find it close to a person that likes to lie, or with Monthy Phython. (changed in GSSourceShack.esp)
- Introduced a little easter egg NPC. He's at a hill near Goodsprings. He has 4 different AIpackages and will introduce my new quest at next version. (changed in GSSourceShack)

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Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Tue May 17, 2011 11:37 am

Updated to version 0.8. Now with major changes and a creature addition plugin, also increased vanilla spawns etc.

Changelog 0.8:

Version 0.8:

- Fixed Vanilla static bugs: 3 joshua trees south of Goodsprings, brown cactus at ivampa race track, changed a static cactus in Nipton to a herbable version, rock left side of Nipton town hall, floor plate in Nipton house, floor rock south of Primm, rock north of Nipton, floor plate in prison. (changed in BugFixes.esp)
- Fixed ownership exploits: Most stuff in Novac is now owned by someone, most stuff in NCR prison is now owned by the powder gang, sheriffs home of Primm is now owned, Bison Steve Hotel in Primm is now owned, also fixed the rest of the missed ownership in Primm from last version. Anything in Primm is now owned, with one exception. (changed in BugFixes.esp)
- Made 25+ retextures of vanilla creatures and incooperated them into the game. (seperate plugin and changed in NPC&CreatureRespawn.esp)
- NPC&CreatureRespawn.esp is now dependend on the new CreatureAdditions.esm
- Finally incooperated all the headwear shader FX for Sunglasses, normal glasses, helmets and other headwear. Every headwear now have different shaders applied when wearing them. (changed in HeadWearShaderFX.esp)
- Fixed Vodka, Whiskey and Sunset Sasparilla not healing radiation. (changed in Food&DrinkDontHeal.esp)
- Added the thermal vision to reinforced combat helmets and one power helmet I'Ve missed. (changed in HeadWearshaderFX.esp)
- Cram now weights 0.4 instead of 1 pound. (changed in Food&DrinkDontHeal.esp)
- Fixed the "Bottle that water" perk, now you can fill all empty bottles at once. (changed in Perks&Traits.esp)
- Brian now has something to eat so he can fullfill his package task of eating. (changed in GSSourceShack.esp)
- You can now access the inventory of people you knock out. (changed in Perks&Traits.esp)
- Medical items that make use of a syringe, now grant you an empty syringe after use. (changed in Food&DrinkDontHeal.esp)


See the first post of the thread for new informations and download.
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Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Tue May 17, 2011 4:48 am

Update to version 0.9. Revamped the whole mod. Every plugin now shows the same logo. Couldn't make any bugfixes this week, wasn't even playing the game. But that will change next weekend. 3 weeks of holidays are waiting, then I'm off to the mojave wastelands... :celebration:

Here's the 0.9 changelog:

Version 0.9:

- Revamped all plugins to share the M.M.A.T logo. Incooperated all additions into a single core.esm file. Most of the new modules do the same as the old ones. The GMST module incooperates all tweaks in a single plugin. The CORE module incooperates EasyConsoleCommands, HotkeyRebind, Perks&Traits, CreatureAdditions, ImprovedBinoculars, KDS Backpacks and SlowerBackwardsSpeed.
- Made a little quest to obtain the Source Shack from Brian.
- Skill progression now is even harder.
- Merged the stronger light and pitch black night plugins into the new one. The light is pretty useless without darker nights and vice versa.
- Weapons can now only be repaired on workbenchs and campfires. You also need the right materials to repair weapons. Armors will follow in next version.
- Weapon degration lowers with increasing repair skill.
- You can now sort items in containers when looking at the container and press the "Space" button.
- Integrated KDStudios backpacks.

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matt white
 
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