[Relz] HAM: hardcoe Advanced Mods 2.0

Post » Sun Aug 08, 2010 6:10 pm

Did you create more spawns in the Scorpion Gulch area? Because that area is virtually impassable at low level now when you've got 6 giant rad scorpions on your tail! Mangaged to bypass with a stealth boy - turbo combo, but it was kinda frustrating really.

I'd concentrate not on increasing spawn numbers where there are already spawns...but maybe try to generate new dynamic spawn instances, especially Legion vs NCR patrols skirmishes, because there seems to be a lack of this in vanilla.

Plus have you considered adding back the rogue robot spawns of FO3 back into the Wasteland? I know some people hated them, but for me there was nothing like the terror of experiencing a Sentry bot armed with missles when you least expect it!


Ill take a look at that area and reduce the extra spawns there. Hopefully when I get some headway done on the scripting system the spawns in an area like that will just be configurable and not need any new hand placed spawn points.

I definitely want to bring back rogue robots. :)

At this point HAM will not include the increased spawns module anymore. Go http://www.gamesas.com/index.php?/topic/1147063-wip-iws-increased-wasteland-spawns/ for that topic.
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Bellismydesi
 
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Post » Sun Aug 08, 2010 10:07 pm

Got some work done on Six Hands tonight.
===============================================
Shovels now only count as one hand ( Down from 2 hands. )

Your Explosives skill determines how many explosives it takes to equal one hand.
*Six hands message will now display how many explosives it takes to equal 1 hand as a decimal value.

At 0 explosives skill you can only carry 6 total explosives before taking a penalty. ( 1 Explosive == 1 Hand )

At 100 explosives skill you can carry 28 explosives before taking a penalty. ( 4 Explosive == 1 Hand )

This update to Six Hands is pretty much ready to go so the wait should not be too much longer.
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Dalley hussain
 
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Post » Sun Aug 08, 2010 10:22 am

For some reason your Six Hands module doesn't actually reduce my carrying weight. I do get the HUD message popping up in the top left corner of my screen, saying I'm using 9/6 hands, resulting in -60wg, but my Pip-Boy still displays 230wg (at 8 STR).

My load order is pretty clean, only your mod plus Darn's UI:

FalloutNV.esmHAM-Spawns.esmDarNifiedUINV.espHAM-Damage.espHAM-SixHands.espHAM-Needs.espHAM-Basics.espTotal active plugins: 7Total plugins: 7

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Stefanny Cardona
 
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Post » Sun Aug 08, 2010 8:17 pm

For some reason your Six Hands module doesn't actually reduce my carrying weight. I do get the HUD message popping up in the top left corner of my screen, saying I'm using 9/6 hands, resulting in -60wg, but my Pip-Boy still displays 230wg (at 8 STR).

My load order is pretty clean, only your mod plus Darn's UI:

FalloutNV.esmHAM-Spawns.esmDarNifiedUINV.espHAM-Damage.espHAM-SixHands.espHAM-Needs.espHAM-Basics.espTotal active plugins: 7Total plugins: 7



Hmm
Ill have to look into it, but its possible you can fix the problem simply loading up the game without SixHands active then making a new save. Once this is done you quit out of the game and then activate sixhands again and load the new save. That should reset the module and force it out of its rut. If that doesn't then work ill make sure the new version will force this to go away.
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Marquis deVille
 
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Post » Sun Aug 08, 2010 4:30 pm

Small update

==Version 2.1 change list==
*HAM-SixHands:Shovels now only count as one hand ( Down from 2 hands )
*HAM-SixHands:Your Explosives skill determines how many explosives you can carry.

(NEW!) At 0 explosives skill you can only carry 6 total explosives before taking a penalty. At 100 explosives skill you can carry 24 explosives before taking a penalty.
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Sophie Morrell
 
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Post » Sun Aug 08, 2010 9:24 pm

Hey TheCastle! Finally re-installed FONV (computer died...) I am going to try this out. I will give feedback asap.
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Esther Fernandez
 
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Post » Sun Aug 08, 2010 3:43 pm

If you don't mind my asking, how exactly did you 'balance' out Hydra? I used one just now with 2 of my limbs crippled. After Hydra had worn off, I checked again and noticed that they had gone from crippled to 1% condition. I followed it up by another Hydra, waited for 1 hour (to make it wear off more quickly) and there was no noticable change in my limbs' condition.
Don't get me wrong, I think nerfing that chem was badly needed, but now it doesn't seem to help with anything anymore, which I don't think is a good idea either. I'd say let it heal all your limbs by 30-50%, and also give it a weight value (so far it looks like Hydra is the only chem without weight).

Edit: I played around with the GECK a little and noticed that you changed the magnitude/duration of Hydra from 10/60 to 1/10. I set them to 3/60 which seems to work out quite nicely for me (only being one third as effective as in vanilla, Hydra now isn't a 'wondercure' anymore, but still has a decent usability and can be better than a Doctor's Bag, but only if several of your limbs are damaged). Also I set the weight to 0.20. I feel like that's the way it fits best with the rest of your chem settings.
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Sarah Edmunds
 
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Post » Sun Aug 08, 2010 9:52 pm

Hey TheCastle! Finally re-installed FONV (computer died...) I am going to try this out. I will give feedback asap.


Hey hows it going!

If you don't mind my asking, how exactly did you 'balance' out Hydra? I used one just now with 2 of my limbs crippled. After Hydra had worn off, I checked again and noticed that they had gone from crippled to 1% condition. I followed it up by another Hydra, waited for 1 hour (to make it wear off more quickly) and there was no noticable change in my limbs' condition.
Don't get me wrong, I think nerfing that chem was badly needed, but now it doesn't seem to help with anything anymore, which I don't think is a good idea either. I'd say let it heal all your limbs by 30-50%, and also give it a weight value (so far it looks like Hydra is the only chem without weight).

Edit: I played around with the GECK a little and noticed that you changed the magnitude/duration of Hydra from 10/60 to 1/10. I set them to 3/60 which seems to work out quite nicely for me (only being one third as effective as in vanilla, Hydra now isn't a 'wondercure' anymore, but still has a decent usability and can be better than a Doctor's Bag, but only if several of your limbs are damaged). Also I set the weight to 0.20. I feel like that's the way it fits best with the rest of your chem settings.


Ill take a good look at those numbers and consider your feedback. Right now there are quite a few changes I need to consider for the basics module.
For starters, when combined with IWS I tuned the game to be too hard overall, too many things were nerfed too hard overall. At the moment my focus is on my work with the FWE team and IWS however. Though I can make changes to the basics module my ultimate goal is to phase HAM-Basics out. Depending how long this phasing process will take will determine if I make some changes to the module soon.
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Heather Dawson
 
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Post » Sun Aug 08, 2010 8:33 pm

No sweat. The Hydra thing was the only one thing that really seemed out of place so far, and I've managed to successfully tweak that by myself. Apart from that, I've been enjoying every bit of this mod (using all modules except SixHands). It makes for a way better gameplay experience than vanilla in my book.
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Nick Swan
 
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Post » Sun Aug 08, 2010 5:31 pm

It looks to me like your Needs module's healing script doesn't take into account the additional life granted by the Life Giver perk; my natural regeneration always stops at around 30 HP before max. Is there anything you can do about that?
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Enie van Bied
 
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Post » Sun Aug 08, 2010 10:09 am

I can take a look, I bet its a silly error causing that. ATM I am slammed with IWS though.
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Aman Bhattal
 
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Post » Sun Aug 08, 2010 8:51 pm

Hope I'm not being too annoying, but if you've got the time, you might take a quick glance at some changes the recent patch has made (especially the 'cheapening' of many recipes) and integrate/merge them since the mod seems to overwrite many of these.
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Bird
 
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Post » Sun Aug 08, 2010 1:41 pm

Hope I'm not being too annoying, but if you've got the time, you might take a quick glance at some changes the recent patch has made (especially the 'cheapening' of many recipes) and integrate/merge them since the mod seems to overwrite many of these.


hmm you mean the HAM-Basics module?
I don't think it touches recipes at all.
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chirsty aggas
 
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Post » Sun Aug 08, 2010 11:02 am

hmm you mean the HAM-Basics module?
I don't think it touches recipes at all.

This is all I'm running:
FalloutNV.esmHAM-Spawns.esmDarNifiedUINV.espNo Plant Respawns.espHAM-Damage.espHAM-Needs.espHAM-Basics.espHAM Hydra Fix.espTotal active plugins: 8Total plugins: 9

No Plant Respawns is my own mod which only alters the different plants' respawn scripts. The HAM Hydra Fix only alters the Hydra ingestible. Yet for some reason, I still get the old 'prices' at the workbench and campfire. I'll try deactivating my .esps one after another to see which one is the troublemaker.

Edit: Never mind. For some odd reason, I could have sworn that my Weapon Repair Kits still cost 1/1/3/2/2 even after the patch. But now upon checking, the ingredients have been correctly reduced to 1/1/2/1/1. Stupid mistake on my part, sorry for the fuss I made ;).
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Bee Baby
 
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Post » Sun Aug 08, 2010 10:18 am

NP!
That is good then, I really cant take my focus off IWS right now as it is. Placing the new brotherhood of steel above ground spawns as we speak. and just finished giving the jackal gang a juicy opportunity to ambush some NCR scouts XD..
anyway, back to work...
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Soph
 
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Post » Sun Aug 08, 2010 5:14 pm

I'm just checking whether or not the Ham Damage module needs Nvse or not. It says so in the description but there's no scripts in the module so I just wondered. The reason I'm asking is my game has become a bit unstable since the patch so I'm taking things out to see if I can't get some stability back.
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Pawel Platek
 
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Post » Sun Aug 08, 2010 12:32 pm

HAM damage does not need NVSE. It just adjusts ammo and ammo effects.
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Kari Depp
 
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Post » Sun Aug 08, 2010 6:37 pm

Ok thanks. The description on the esp says it needs it though. I'm still using Ham damage this is a second playthrough and I really like it. Off topic unfortunately since removing Nvse and disabling steam community in game the random crashes have stopped.
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clelia vega
 
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