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  • Fallout: New Vegas Modding and More - Uranium Fever Edition!!

    A bunch of new goodies this time round. A quick preview of the new stuff, details and the rest will be in reply.

    New!!
    DamageAmplifiedEssential - 1.35x multiplier across the board. You, companions and enemies all do more damage.
    EmptiesEnhanced - A few goods give empty containers on use. This is for all you Cactus Water drinkers.
    LeverActionFireRatesReduced - No more spasming lever action animation.
    KarmaRebalanced - Tired of being evil just because you have kleptomania?
    LessMessy - Limbs and heads seem poorly attached in the Wasteland.

    Updated!!
    TimeScale 5 - Longer days. A few tweaks to food and CatEye.
    BinocularZoomEnhanced - Bigger, better, zoomier.

    Experimental!!
    RealismEnhanced - A number of variable tweaks to promote better AI and a number of other enhancements.

    All of my mods and the Caravan Checklist can be downloaded here: http://www.mediafire.com/zenzenten/fnv

    Obviously any mods that change anything that my mods have also changed will most likely conflict and cause all sorts of weirdness. Until a proper load order manager and FNVEdit gets merge functionality, them's the breaks. Everything in the post to follow is fully compatible though.

    Please let me know if you find my mods useful. Also, critiques, requests, comments are wanted. If you see any aspect of the game that could use a fix (and sticks with my track record of realistic enhancements) let me know. Nothing story related though, as I don't want spoiled. Just browsing the Nexus and Using FNVEdit has done enough of that.

    Thread Truncated. Click to see all 11 replies.

    • My mods in detail, Best of the Nexus, some mouse tweaks, bugs you should be aware of and some pro-tips.

      New!!
      DamageAmplifiedEssential (set game difficulty to Normal) - Global damage (Guns/Energy Weapons/Melee/Unarmed/Explosives) has been amplified for the Player and all enemies by 1.35. Rather than the .75/1.25 or .5/1.5 of Hard or Very Hard turning you into a weakling and enemies into bullet sponges, combat is now deadlier all around. I started at 1.75x, which was a bit ludicrous, 1.5x was too high as well, and I finally settled on 1.35 as it falls between the extremes of Very Easy and Very Hard for the damage by the respective sides. This avoids any issues of making DT irrelevant by making weapons completely overpowered.

      The upshot is, guns now feel like they are doing their job, sniping is a valid option without spend half your ammo, and close range fights will get ugly quick for all involved. I accidentally a whole Deathclaw without noticing and had to rely on 2 Super Stimpacks, Psycho, Med-x and Turbo to take it down. Wastleland critters that are supposed to be challenging certainly still are.

      Headshots on humans are now more deadly (2 from 1 on player, 3 from 2 on NPCs). NPCs are less likely to hit the player's head (20 from 30).

      Due to the increased damage, all Companions have been set to essential. If "killed" in combat, they will fall unconscious until the battle is over. Think Mass Effect.

      All companions have had their MagicalCompanionAmmo removed and now start with roughly 10 lbs of ammo for their unique weapon. This scarcity keeps companions like Boone from being a perpetual powerhouse. It also enables players to use companion weapons since they now use real ammo. The two obvious non-human companions obviously don't have player usable weapons or require ammo.

      Energy ammo has been reweighted. Energy Cell .02 from .078. Microfusion Cell .05 from .10. ECP remains at .025.

      EmptiesEnhanced - Makes item use and crafting somewhat more sensible for reusable items.
      Stimpacks and Superstimpacks yeild an Empty Syringe on use. Empty Syringe weight changed to -- from 1.00 to weigh the same as Stimpacks or SuperStimpacks.

      Caravan Lunches yield a Lunchbox on use. All Nuka-Colas and Sunset Sarsaparilla yield an empty bottle of their respective type on Use. Empty soda bottle weights reduced to .25 from 1.00. "Empty Soda Bottle" renamed to "Cracked Nuka-Cola Bottle."

      Cactus Water recipe changed to use "Empty Nuka-Cola Bottle" instead of "Empty Soda Bottle". Drink your Nuka-Colas to get empties. (The logic behind this switch is that Nuka-Cola is far less prevalent than Sunset Sarsaparilla, and doesn't break the item hunt for crafting.) It also now uses one bottle cap to close the bottle. Item crafted changed to Cactus Water instead of Purified Water. It hydrates the same as 3 Prickly Pear Fruits, which is slightly less than Purified Water, but heals slightly more. It is a valid drink for the Water Challenge, and gains benefits from completing the challenge. Prickly Pear Fruit weight increased to .30 from .07, equal to Barrel Cactus Fruit. It also makes sense, since Cactus Water weighs 1.00. Drinking Cactus Water yields an "Empty Nuka-Cola Bottle" and a bottle cap.

      LeverActionFireRatesReduced - Lever action weapons when fired rapidly from the hip resulted in a sort of spasm and looked rather silly. Fire rates have been slowed to reduce this effect as well as bring the weapons in line with real life counterparts. Rates get slightly slower as caliber gets larger, and Cowboy Repeaters take into account the fire rate mod. Modded, a repeater will fire about 2 shots a second, what Winchester used to advertise.

      KarmaRebalanced - Expands the karma ranges (you have to do more good or evil to change) and nerfs stealing penalties as well as bonus from killing abominations.

      LessMessy - Dismember and explode limb chances drastically reduced. It still happens, bighorner heads seem especially prone. Weird. If you take Bloody Mess, don't bother with this one.

      Updated!!
      TimeScale 5 - This is for the FWE and Hardcore fans! Hours are now 12 minutes instead of 2, for a 288 minute day. Hardcore meters make much more sense now. 6-8 hours of sleep are needed every 16-20 hours, food 3-4 times a day, and water around 10 times. The H2O dehydration rate is half of the default (to compensate for the longer day), so you actually need to drink less often in real-time compared to the base game.

      Sodas and light alcoholic beverages have also been tuned to hydrate instead of dehydrate. Science says it's so. Not as good as H2O though. H2O and FOD meters increase at 1/3 the rate while sleeping or waiting, so you don't wake up starving and dehydrated.

      Update: Items that give the CatEye effect last for 12 real-world minute. A few of the drinks were not toggled by default as food items, and did not receive a boost from the Survival skill. This has been remedied. A few had use sound changed from "chewy food" to "soda".

      BinocularZoomEnhanced - The TV trope binocular sight picture has been replaced with a proper, single circle sight picture. This is the same size and zoom as a sniper scope (FOV 25, was 35) and allows you to see much more. Past 25 FOV the ugly bits of the engine start to jump out at you. As well, the annoying "thunk" rolling pin sound on equip/unequip has been changed to a much nicer clothing rustling sound.

      Screenshot: http://www.mediafire.com/imageview.php?quickkey=8ngv5akuav8v6mq&thumb=6

      Experimental
      RealismEnhanced - A number of GameSettings changes to make AI smarter, death physics less spectacular, grenades behave better, gun spread movement/crouch penalties/bonuses more logical, holstered move speed slightly faster, environmental radiation more dangerous (does not effect ingestibles), reduced safe fall height, and a few other things. This is a mashup of the GameSettings portion of Arwen's Realism Tweaks as well as those from Fallout Wanderer's Edition. These are simple variable changes, any of the more unique features of either of these mods are obviously not included. A number of Arwen's tweaks have been scaled back to FWE values as she seems to like making Fallout a job rather than a joy. All changes that affect how stats are calculated have been removed. This should be paired with DamageAmplifiedEssential and once further reviewed will likely be merged into it.

      Unchanged
      DarkerNights - Now you have a reason to head inside after sunset. Makes Cateye, Friend of the Night, and Night Vision awesome and useful. Works great with TimeScale 5 above.
      Pip-BoyGloveRemoved - Removes the Pip-Boy glove (not the Pip-Boy 3000!)
      Pip-BoyLightEnhanced - A warmer hued light that has a slightly expanded range. (Magnitude 35, was 15)

      Extract these to the FNV data folder at Steam\steamapps\common\fallout new vegas\Data and tick them in the Data section of the Launcher.

      Caravan Card Collecting Checklist!! Updated! Aces low, Jokers renamed to J1 and J2. Check off cards as you find/buy them and build a better deck.

      Best of the Nexus! http://newvegasnexus.com/ Don't browse if you don't want spoilers!!
      Caravan Card Fix - Now you can add cards to your deck! http://newvegasnexus.com/downloads/file.php?id=34855
      Companion Sandbox Mode - Waiting companions will wander in a small radius instead of acting like a statue. http://newvegasnexus.com/downloads/file.php?id=34955
      CONELRAD 640-1240 - Civil Defense Radio - The best radio in the Wasteland bar none. 55 Atomic Era tracks interspersed with Civil Defense PSAs. http://www.newvegasnexus.com/downloads/file.php?id=35061
      Logical Repair Kits - Get more than one repair out of a kit. Based on skill, luck, and amount repaired. http://www.newvegasnexus.com/downloads/file.php?id=35162
      Nvidia d3d9 perf fix - If you get super slow/choppy framerate in battles or around lots of NPCs you need this: http://www.newvegasnexus.com/downloads/file.php?id=34778
      Pre-order Weapon Perk List Fixes - Associates preorder weapons with relevant perks. http://www.newvegasnexus.com/downloads/file.php?id=35274
      Weathered 10mm Pistol Fix - Mod your unique 10mm without giant exclams! http://newvegasnexus.com/downloads/file.php?id=34794

      DarNified UI Best UI overhaul there is. If you are using MTUI, switch to this. All the reason you need: http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_Stats3.png http://forums.bethsoft.com/index.php?/topic/1131897-wipzbeta-darnified-ui-nv/?s=2ad62fb5f91c75884d90e46ebe181b48

      If you want to try your own hand at modding, grab FNVEdit here: http://newvegasnexus.com/downloads/file.php?id=34703
      I much prefer it to the GECK, but it still needs some work to recognize all of FNV's new fields.

      Mouse Acceleration in menus fix and asymmetric mouse movement in game fix:
      First off, all changes should be made to Fallout_default.ini located at Steam\steamapps\common\fallout new vegas

      Make sure to make a backup, then add these lines to remove mouse acceleration from menus/Pip-Boy and to get the same movement speed on the X and Y axis.

      Under [Controls] insert the following:

      fForegroundMouseAccelBase=0
      fForegroundMouseAccelTop=0
      fForegroundMouseBase=0
      fForegroundMouseMult=0
      fXenonVertLookSpeed=1200.0000
      fXenonHorizLookSpeed=1200.0000

      Save and close. Now you need to delete the following:

      Steam\userdata\########\22380\remote\falloutprefs.ini (The ###'s will be your Steam account number)
      Users\YourUserName\Documents\My Games\FalloutNV\Fallout.ini
      Users\YourUserName\Documents\My Games\FalloutNV\FalloutPrefs.ini

      These files get overwritten by the Fallout_default.ini any time a change is made in the launcher, so better to just edit that.

      Now, launch, pick your graphics settings, and it everything should be good. Make sure to open the newly recreated files that were in the list to delete to make sure the changes carried across.

      Minor bugs!
      Ammo Boxes, Case Boxes, Primer Boxes, and Powder Jars (reloading supplies) are slightly bugged. If you buy an ammo box (other box/jar) and don't receive any rounds(cases, primer powder), right click it in the Pip-Boy to drop it, and when you pick it up you will receive what you should have. Quantity of rounds seems to go by price. I got 250 5.56 for $139 and 25 .38 Special for $14.

      Lever action weapons can occasionally get hung and won't allow you to fire. Ironsighting/scoping usually seems to fix it.

      Pro-tips!
      .223 ammo works in 5.56 weapons. .38 Special and .44 Special work similarly in .357 Magnum and .44 Magnum respectively.
      AP ammo cuts enemies down to size right quick. The great thing about .223 is that it has -8 DT, half as good as AP 5.56, but somewhat easier to find.