One -huge- problem with combat is the ridiculous crit modifier for stealth. It makes no sense, and in mods that have more lethal combat, its effects are exascerbated.
Another request Arwen, would be if you could separate the mod into components. Perhaps this is already in the works, but it'd be nice.
I've already reduced the Combat Sneak Bonus considerably . . . for both undetected ranged and melee attacks . . . this was done in v.1.0.
My NV Realism Tweaks will consist of 4 modules (at least this is my current plan). Plus a couple of things like my 3 Weapon Effects, will be toggle-able in my in-game Options Menu.
It looks great so far and will definitely be using it for my melee playthrough.
Thanks for getting on this so soon!
edit: Only thing I disagree with is the physics changes. I think it's both hilarious and to be honest, somewhat realistic when NPCs fly back as far as they do when they get shot by a lever action shotgun up close.
My Death Force changes are not perfect, but they are way better, and more realistic, than the default settings. I get that some gamers want exploding heads and flying bodies . . . but that is not something that I want in my own game . . . and I am making this mod for myself . . . I'm just being considerate in allowing others to use it. Plus I will be increasing the force of explosions and of many projectiles and I will be adding knock back effects to some weapons . . . and knockdown/out effect to melee combat. All in good time (after NVSE is done).
Indeed. basic physics tells you that the force required to knock the target back would be the same force applied to the weapon (person) shooting. or so mythbusters said
EDIT: Arwen, i know you're planning on backpacks and wondered if you've seen this http://newvegasnexus.com/downloads/file.php?id=35565
I'll likely be including backpacks at some point, as I would want them balanced to fit with my other changes . . . mine will be much more realistic in the amount of carry weight that they will add . . . I'm thinking only 35 and 50 pounds . . . unless I reduce the base carrying capacity a lot more. This may not seem like much, but in my next release, any armor that you are wearing will weigh 50% less then when it is not being worn (75% for Power Armor).
Well, I've succumbed to my urges and decided to download your mod in its current state and give it a try.
My verdict so far? I'm loving it. :disguise:
The much improved action points formula with slower regeneration, more realistic carrying capacity, slower leveling, etc.
I really can't wait until the next version. You've done a damn good job so far, and from what I've seen of your FO3 tweaks, it's about to get much better with NVSE's release on the horizon. :drool:
I do have a question concerning the compatibility of this with a mod I want to use though. I'm wanting to use this along with http://www.newvegasnexus.com/downloads/file.php?id=34872 mod, but I don't know if your mod changes the minimum damage variable in any way. So does this current release change the value of the minimum damage variable in any way, or does it not? Will future version be tweaking this?
Thanks! Version 1.2 alters the fMinDamMultiplier, so my mod would not be compatible with the True Threshold mod. And I didn't reduce it to o, but to 10%, as a 0 setting just made the game too unbalanced . . . where you really needed to wear Power Armor and use the most powerful weapons to stand a chance. I'm making armor more necessary, but I also feel that wearing power armor should be an option . . . instead of a necessity, and there will be some negative effects when you wear PA . . . such as stealth will be MUCH more difficult in heavy armor . . . and you won't move nearly as fast.
I second Rahu's suggestion.
And I have one of my own: would it be possible to include this: http://www.newvegasnexus.com/downloads/file.php?id=35591
So we can see where our bullets actually hit. I'm aware you can use it separately but I think it would go along well with the time the shells stay: improves immersion
Thanks for your mod! I wanted to get at least one vanilla playthrough but as a FWE really devoted fan vanilla NV felt bland with bullet-sponge gunfights. So thanks for changing that!
You're welcome . . . I'm doing my best to fix things as fast as possible. Version 1.0 included my Impact Increased LOD change: "Immersive visual changes: Increased Impact Shader Maximum Distance by 4 times the default distance (from ~234 to ~937 feet), so you will now see bullet damage effects much further away. Spent shells from bullets now last 4 hours before they begin to disappear (instead of only a few seconds).' The spent shells part isn't working in v.1.1, but I've figured out why and it will work correctly in v.1.2 (at least it now works in my own game).
had a few quesitons
if i play with 1.1, and 1.2 comes out do i have to start a new game?
and looking at the hp calculations, i like that end is more useful however im worried about the fact that you don't gain anymore hp especially endgame mods like say deathclaws which in normal already kill you in a good one two hits.
You won't have to start a new game when you update to v.1.2 . . . as long as you're using v.1.1.
The idea is that, by the time you get to the higher levels, you're going to be much better with weapons, have more powerful weapons, have better stealth skills, and better armor. In the default game it is MUCH too easy to become a god-like player, after just a few levels, where combat is no longer very challenging. My mod will keep the game challenging for MUCH longer.