[Relz] Arwen's NV Realism Tweaks

Post » Fri Dec 04, 2009 12:27 am

Im not sure if its the standard setting or ART but I have to eat, drink & sleep pretty regular.
at least 3-4 bottles of water per day
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Noely Ulloa
 
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Post » Fri Dec 04, 2009 8:16 am

Thanks! :)
I'll be altering the chances of found loot spawning, but not the creature.
I'm waiting for Mart to show up and do his thing, as he's the expert in that area. I would be surprised if he doesn't make MMM of FO:NV.
If a NV MMM is released, I will do my best to make sure that my Realism Tweaks are compatible.
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Lou
 
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Post » Thu Dec 03, 2009 11:23 pm

I dont know if you are looking into it but Energy weapons and explosives are very underpowered in this game, i was just wondering if you had any plans to re-balance them like you did melee in ART in FO3.
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Christine
 
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Post » Thu Dec 03, 2009 10:17 pm

Began new thread http://www.gamesas.com/index.php?/topic/1133258-relz-arwens-nv-realism-tweaks-thread-2/, as this one has reached the 200 post limit.

@Mr.Moe7: What is your Timescale set at? Timescale affects the Needs Rate . . . the slower your timescale, the faster your Needs rate (per game hour). I'll be fixing this once NVSE is released.

@RoadReaction: I will be tweaking both. The main problem is that there's no armor piercing equivalent for energy weapons . . . just increased Damage, by using Over charged and Maximum charged Cells. My mod already increases the Damage of Energy Weapons (in the same way it increases the DAM of ALL weapons) . . . through my increased Weapon Skills Multiplier. You just have to improve your Energy Weapons skills. With a Skill of 50, Energy Weapons start to become a pretty decent weapon.
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Guinevere Wood
 
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Post » Fri Dec 04, 2009 4:27 am

Perhaps I should have just kept my NV Realism Tweaks for myself . . . and not release anything until I had totally completed all four modules.


Oh no no no. Please dont. those of us who've used ART before know its an early build at this point. And playing NV without ART after an ARTful FO3 experience would have been like going cold turkey.

@Norbingel: I will be altering the way your skills (or stats) affect accuracy. But that may be a ways off yet.


Ah didnt know that. thats very good new for us skill-based aim types, thanks! :clap:

EDIT: just remembered that in VATS, chance to hit is already based on skill. how strange that by default Non-VATS gun spread isnt affected by skill. didnt really use VATS before so i forgot.
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Cathrine Jack
 
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Post » Fri Dec 04, 2009 9:01 am

Began new thread http://www.gamesas.com/index.php?/topic/1133258-relz-arwens-nv-realism-tweaks-thread-2/, as this one has reached the 200 post limit.


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Chris Johnston
 
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