[WIP] Fallout Advanced New Vegas v1.0

Post » Sun Jun 06, 2010 1:49 pm

Fallout Advanced is an overhaul mod that balances game play first before realism. Currently the overhaul will include various optional modules. Some of the balance modules will not function properly when not playing in hardcoe mode.

Current functional modules.

FO3AOOCHPR.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. The effect is relatively expensive so as to encourage the use of stimpaks rather than depend on food all of the time.

FO3AFoodDrinks.esp
====>*hardcoe* Mode Needed!<====
Removes health regen from food.
Adjusts effects of Nuka Cola and sugary drinks so that they still serve a game play purpose.

FO3AChemsBooks.esp
Chems, books, magazines and stimpaks now have weight.

FO3AHeavyAmmo.esp
All ammo is twice as heavy baring missiles.

FO3ADamage.esp
50% boost to all weapon damage. ( This module seems problematic in that mutants insects and creatures are too easy. May not include this one )

[WIP] FO3ASixHands.esp
====>*NVSE* Needed!<====
You are limited to the number of weapons you can carry before taking a penalty. The limitation is based on if the weapon is one or two handed. If you prefer you can carry 6 one handed weapons or 3 2 handed weapons. For every hand you go over the limit your max carry weight is decreased by 10wg.
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M!KkI
 
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Post » Sun Jun 06, 2010 3:42 pm

Fallout Advanced is an overhaul mod that balances game play first before realism. Currently the overhaul will include various optional modules. Some of the balance modules will not function properly when not playing in hardcoe mode.

Some interesting sounding ideas here - certainly sets this apart from other overhaul style mods...


FO3AOOCHPR.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. The effect is relatively expensive so as to encourage the use of stimpaks rather than depend on food all of the time.

FO3AFoodDrinks.esp
====>*hardcoe* Mode Needed!<====
Removes health regen from food.
Adjusts effects of Nuka Cola and sugary drinks so that they still serve a game play purpose.

I really like this combination - just based on that alone I'm looking forward to your initial release. :)


FO3AChemsBooks.esp
Chems, books, magazines and stimpaks now have weight.

FO3AHeavyAmmo.esp
All ammo is twice as heavy baring missiles.

Any plans to give currency a small amount of weight?

FO3ADamage.esp
50% boost to all weapon damage. ( This module seems problematic in that mutants insects and creatures are too easy. May not include this one )

Would you be doing anything to DT to off-set this change at all, or just leaving it at "things die a lot faster, regardless of armor"?

[WIP] FO3ASixHands.esp
====>*NVSE* Needed!<====
You are limited to the number of weapons you can carry before taking a penalty. The limitation is based on if the weapon is one or two handed. If you prefer you can carry 6 one handed weapons or 3 2 handed weapons. For every hand you go over the limit your max carry weight is decreased by 10wg.

Very interesting idea - certainly would have a tremendous impact on the economy of the game by means of further limiting looting. This would also lend well to an additional perk (trait?) to allow for "more hands" and/or a slightly reduced penalty for going over the limit.
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courtnay
 
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Post » Sun Jun 06, 2010 5:51 pm

FO3AHeavyAmmo.esp
All ammo is twice as heavy baring missiles.
For the love of god say this doesn't affect energy weapon ammo. A single Gauss Rifle shot weighs 0.5, twice that of the .50MG the anti-materiel rifle uses, when they deal the same damage. A multiplas clip of 10 shots weighs 6, enough for 100 shots from a Riot Shotgun with about the same DPS.
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tannis
 
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Post » Sun Jun 06, 2010 3:32 pm

FO3AFoodDrinks.esp
====>*hardcoe* Mode Needed!<====
Removes health regen from food.
Adjusts effects of Nuka Cola and sugary drinks so that they still serve a game play purpose.

I personally would perhaps boost the restore sleep bonus a little and maybe give them a small AP restore or something?


FO3AHeavyAmmo.esp
All ammo is twice as heavy baring missiles.

I have to agree with TTT, some ammo, especially energy weapons are heavy as [censored] :D

FO3ADamage.esp
50% boost to all weapon damage. ( This module seems problematic in that mutants insects and creatures are too easy. May not include this one )

Like you and DUB said, a little problematic with how different DT works compared to DR. If you set the damage too high even a 10mm pistol will punch through a power armor, so damage is something one has to be much more careful with in NV than in FO3.

[WIP] FO3ASixHands.esp
====>*NVSE* Needed!<====
You are limited to the number of weapons you can carry before taking a penalty. The limitation is based on if the weapon is one or two handed. If you prefer you can carry 6 one handed weapons or 3 2 handed weapons. For every hand you go over the limit your max carry weight is decreased by 10wg.

Definitly adds a nice FPS feeling :)
I would just maybe make sure to except Throwing weapons from this rule, since you need to carry a few around of those.
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Sun of Sammy
 
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Post » Sun Jun 06, 2010 12:27 pm

I have to agree with TTT, some ammo, especially energy weapons are heavy as [censored] :D

This suddenly drives home to me the fact that while I'm on character #5 right now, I still haven't really done anything with energy weapons in NV yet... hmm...

Like you and DUB said, a little problematic with how different DT works compared to DR. If you set the damage too high even a 10mm pistol will punch through a power armor, so damage is something one has to be much more careful with in NV than in FO3.

Yeah, there is a lot of specific balance there - which for the most part IMO seems pretty good (well, for guns anyhow - I'm still finding explosives underpowered, and haven't played with energy much yet). The different interactions between ammo types and weapons that use single large rounds vs. many smaller rounds, etc... makes for a complex equation to modify it would seem.


Definitly adds a nice FPS feeling :)
I would just maybe make sure to except Throwing weapons from this rule, since you need to carry a few around of those.

Oh good call...

IMO this would also lend itself fairly well to something along the lines of the craftable materials backpack mod, where the backpack is actually a separate container -- where you could carry looted weapons where you're only carrying the weight and not the "hands", but also don't have them available in your inventory for use.
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Pixie
 
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Post » Sun Jun 06, 2010 8:28 pm

Hey peeps!
So many comments/questions :)
Where to start?

First thing I will look into is energy weapon ammo weight. It will take some tweaking but I have to agree that not all ammo types need to be heavier really.

I personally would perhaps boost the restore sleep bonus a little and maybe give them a small AP restore or something?


That is essentially what I have done. Currently sunset sarsaparilla has a small hp regen of 1 hp every second for 10 seconds. These drinks help you stay awake and quench thirst now rather than make you more thirsty. Nothing terribly epic for the most part though I may remove the small hp regen from Sunset Sarsaparilla.

FO3ADamage.esp
50% boost to all weapon damage. ( This module seems problematic in that mutants insects and creatures are too easy. May not include this one )


Like you and DUB said, a little problematic with how different DT works compared to DR. If you set the damage too high even a 10mm pistol will punch through a power armor, so damage is something one has to be much more careful with in NV than in FO3.


After a short time of playing with this module active I quickly saw it almost breaking the game in a few ways sadly. :/
I wont be releasing with this one I think. I think a damage mod will have to be much more in depth to work correctly....

Definitly adds a nice FPS feeling :)
I would just maybe make sure to except Throwing weapons from this rule, since you need to carry a few around of those.


Yeah I also have to watch out for binoculars and other such misc items too. Ill have to have a way to ignore things like explosives, throwing weapons ect. I will have to see how the functionality will work in NVSE and hope that I wont have to have a very large occlude list.

Very interesting idea - certainly would have a tremendous impact on the economy of the game by means of further limiting looting. This would also lend well to an additional perk (trait?) to allow for "more hands" and/or a slightly reduced penalty for going over the limit.

IMO this would also lend itself fairly well to something along the lines of the craftable materials backpack mod, where the backpack is actually a separate container -- where you could carry looted weapons where you're only carrying the weight and not the "hands", but also don't have them available in your inventory for use.


Down the road I am all for adding perks and one of the first perks I thought of would be a way to get an extra hand or two.

I can also see a pretty interesting synergy with a storage backpack of some sort with the six hands limit. I like the idea that the backpack would still have weight but it would not count toward the hand limit. That is a really cool idea. I wonder if the backpack can work in a way where work benches see what is inside of it and you are able to carry a larger amount of random items for crafting....

Any plans to give currency a small amount of weight?


At the moment I have not given much thought to adding weight to currency simply because it may hinder some of the more enjoyable aspects of the game. Though it would be easy to make an optional module to do that.
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W E I R D
 
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Post » Sun Jun 06, 2010 9:59 am

update: Getting closer to release, I might not release with the sixhands module on first release. With these new modules the game is FINALY starting to be a challenge for me but only if I disband any followers and play on Very Hard :/

[New]FO3ARareItems.esp
Stims, Chems, ammo, food and drinks are now all much more rare in the wasteland.

[Updated]FO3AFoodDrinks.esp
====>*hardcoe* Mode Needed!<====
Removes health regen from food.
Adjusts effects of Nuka Cola and sugary drinks so that they still serve a game play purpose.
Cocktails and Hydra are now much less powerful
Water sources now replenish H2O by 60 per sip ( Down from 200 ) but radiation from drinking from these sources is increased considerably.

[Considering] Increased radiation amount in foods and drinks that give radiation.

[Updated]FO3AHeavyAmmo.esp
All ammo is twice as heavy baring missiles and energy weapon ammo.

[Removed]FO3ADamage.esp
50% boost to all weapon damage.

more to come soon
All suggestions and comments welcome
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Nichola Haynes
 
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Post » Sun Jun 06, 2010 9:36 am

Really really hoping you'll at least release FO3AFoodDrinks.esp soon... others would be nice, but that is the one I'm most anxious to try out right now...
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Stephanie Valentine
 
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Post » Sun Jun 06, 2010 11:03 pm

Really really hoping you'll at least release FO3AFoodDrinks.esp soon... others would be nice, but that is the one I'm most anxious to try out right now...


Just finished the first iteration of Sixhands thanks to Behippo and made many improvements to existing modules aswell as created a few more modules for things like currency weight, barter adjustments along with a few other things.

Full release should be sometime today baring some crazy bug does not show up. :)
Its looking good since all of my modules are self contained and very simple this time around. I gotta do some crazy hardcoe testing tonight. I am really enjoying the six hands module atm.
The game is a lot harder now though.. I mean a lot harder....

Ill post back here as things come along.
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Tom
 
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