[Relz] Fallout New Vegas Advanced Version 1.1

Post » Mon Mar 14, 2011 5:04 pm

Fallout New Vegas Advanced Version 1.1
public release
Russell "Castle" Meakim Jr
=============================
This is a Fallout New Vegas game play overhaul with a greater focus on game play over realism. Every module is optional at this point in time but playing with all of them active should give the full effect. Its still in somewhat early stages right now and I do want to do quite a bit more. This version should cover most of the more important issues I have with the game. I am open for all requests, comments, feedback so feel free to let me know what you think.

Whats New? Scroll to the bottom for the latest changes.
Get the mod http://www.newvegasnexus.com/downloads/file.php?id=36832#fileanchor
Previous thread http://www.gamesas.com/index.php?/topic/1138597-relz-fallout-new-vegas-advanced-version-10/

FONVASixHands.esp
====>*NVSE* Needed!<====
In Fallout New Vegas there are one and two handed weapons.
With this mod active you are allowed to carry 6 hands worth of weapons before your max carry weight is reduced by 15wg for every hand over the 6 hand limit.

*Known issue, max carry weight does not update properly when in menu mode. Small issue that does not effect game play but it is worth noting.
*Known issue, multiple of the same weapon is not counted. ( Will be fixed in next update )
*Known issue, Detonators are counted as a hand when they should be ignored. ( Will be fixed in next update )

FONVAOOCHPR.esp
====>*hardcoe Mode* Needed!<====
Out of Combat hp auto-regen. This plugin is best used in combination with FO3AFoodDrinks.
When out of combat your hp will begin to refill automatically however the effect will cause hunger, dehydration, and sleep deprivation to increase at a faster rate.

FONVAFoodDrinks.esp
====>*hardcoe Mode* Needed!<====
Removes health regen from food.
Adjusts effects of Nuka Cola and sugary drinks.
Drinkable water sources, Hydra and cocktails are nerfed to a more balanced state.
Adjustments made to make cooked foods more useful than more common foods. Increased rads on all foods.

FONVAChemsBooks.esp
============================
Chems, books, magazines and stimpaks now have weight.

FONVARareItems.esp
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Ammo, food, chems and stimpaks are much more rare.

FONVAHeavyAmmo.esp
============================
All ammo is twice as heavy baring missiles and energy weapon ammo.

FONVAHeavyMoney.esp
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Bottle caps, pre war money and faction currency now have a weight value. 10000 bottle caps will equal 10wg.

FONVARepairBarter.esp
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Cost of repair with NPCs is slightly cheaper.
Harder to repair items yourself
NPCs sell items for more.
NPCs buy items for less.

FONVADamage.esp ( This module is the one I feel is the weakest. In the future I think it should be replaced with a more robust damage overhaul )
============================
All weapon damage increased by 25%. ( Everything dies a little faster )
Head shots on human NPCs do more damage and are harder to obtain through vats.
Damage to the torso on human targets is reduced by 25% while also are easier to hit.


Enjoy!

credits special thanks
============================
behippo ( Example script for Sixhands )
DarkUncleBoh ( Comments suggestions )
TomSawyer ( Comments suggestions )


Version 1.1 change list
-Out of combat HP regen slowed significantly ( No longer negates other hp regen items )
-Six hands message updated to FONVA ( Was FO3A )
-Various chems and weighted items have been adjusted to values more similar to the ones found in FWE
-Cost of repair at npc is now only slightly less expensive than default value
-It is now much harder to self repair weapons and armor ( 50 repair skill will repair roughly 5% of an item rather than 15% )
-Repair kits are now less effective but worth more bottle caps
-Head shots no longer do more damage on humanoids and torso damage has been reverted
User avatar
LuCY sCoTT
 
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Joined: Sun Feb 04, 2007 8:29 am

Post » Tue Mar 15, 2011 4:36 am

Oh sure, don't bother to credit me for all of my help! :P (kidding)


Glad to see the new repair module is out. I'll have to check that out tonight... (well, maybe tomorrow night - I think I'm supposed to be spending time with the GF tonight)
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Kristina Campbell
 
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Post » Tue Mar 15, 2011 12:59 am

Oh sure, don't bother to credit me for all of my help! :P (kidding)


Glad to see the new repair module is out. I'll have to check that out tonight... (well, maybe tomorrow night - I think I'm supposed to be spending time with the GF tonight)


I should have a special thanks section actually
You Behippo and TomSawyer would be in there. :)
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Tinkerbells
 
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Post » Mon Mar 14, 2011 10:22 pm

I should have a special thanks section actually
You Behippo and TomSawyer would be in there. :)

In general, I always encourage people to list credits/special thanks as appropriate - I like seeing fellow modders get the recognition that they deserve for all of their hard work.

For myself, while I certainly won't complain about being mentioned, it really isn't that big of a deal to me. I'm just happy to do what I can by providing thoughts/feedback/etc, to help wherever I can. :)
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LuCY sCoTT
 
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Post » Tue Mar 15, 2011 4:35 am

Updated credits section.
Another thing I am going to try to do is take a stab at is adding more spawns throughout the wasteland. Basically an attempt to add a little more verity and density of monsters and red shirt NPCs in the wastes.
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Niisha
 
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Post » Tue Mar 15, 2011 2:26 am

Just an update:
I am working very hard right now on increasing spawn density in the wasteland. This is important because it will allow for Martigen to do what he does best in an environment where more randomness is possible. I have most likely added close to 1k new spawn locations in the wasteland and I am about half way done. Its a big job but I think it will be worth it. I may release early versions of this increased spawn module to get feedback on new NPC and creature placement and suggestions. At a later date this module will most likely be integrated into the New Vegas MMM where it will remain.

This doesn't mean that I wont have some bug fixes and updates to FONVA. I have some bug fixes and tweaks in store for Six Hands that should come online in a week or so.
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kat no x
 
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Post » Mon Mar 14, 2011 11:44 pm

I did it.... I don't know how many hundreds of spawns.. maybe a couple thousand?
I redid all of the spawns in the New Vegas waste land to allow for evenly dispersed spawning of everything. So no more giant swaths of empty areas with nothing to fight.
Its a pretty big difference too... I am pretty sure that this could be an important feature for MMM to work properly.

Next I want to do a couple small bug fixes with Six Hands and I want to try and tackle a damage overhaul....

But yeah its 3:26 and I haven't gotten much sleep because of the spawn point increase..
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R.I.p MOmmy
 
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Post » Mon Mar 14, 2011 7:57 pm

I did it.... I don't know how many hundreds of spawns.. maybe a couple thousand?
I redid all of the spawns in the New Vegas waste land to allow for evenly dispersed spawning of everything. So no more giant swaths of empty areas with nothing to fight.
Its a pretty big difference too... I am pretty sure that this could be an important feature for MMM to work properly.

Hmmm... I tend to be leery and fearful of such broad sweeping changes... but might give this a whirl when I have some time to really spend on it.

Could you provide a bit more in the way of detail as how what you did works? (From a play experience anyhow - sure lots of spawn points and evenly dispersed, but what are they going to spawn? Do they all always spawn or only have a chance to? Do creatures/NPCs still spawn in the same basic areas of influence, or am I going to encounter Powder Gangers north of Vegas and Fiends by the Mojave Outpost now? Etc, etc)
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RObert loVes MOmmy
 
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Joined: Fri Dec 08, 2006 10:12 am

Post » Mon Mar 14, 2011 10:55 pm

Hmmm... I tend to be leery and fearful of such broad sweeping changes... but might give this a whirl when I have some time to really spend on it.

Could you provide a bit more in the way of detail as how what you did works? (From a play experience anyhow - sure lots of spawn points and evenly dispersed, but what are they going to spawn? Do they all always spawn or only have a chance to? Do creatures/NPCs still spawn in the same basic areas of influence, or am I going to encounter Powder Gangers north of Vegas and Fiends by the Mojave Outpost now? Etc, etc)


All spawns are merely an extension of the current spawns in the game. A good chunk of them make use of more randomized spawning so you now encounter a wider range of creatures in some locations. Its a lot more like FO3 was in that respect.

I did fill in some new spawns in some locations in areas that were devoid of anything at all for seemingly no reason. Ghouls now inhabit a couple more key locations in the waste that were totally empty before for example. Almost every pool of dirty water in the cracked dirt now has bloat fly spawns. I will go into greater detail tonight.
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Wane Peters
 
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