[Relz] HAM: hardcoe Advanced Mods 2.0

Post » Sun Aug 08, 2010 7:35 pm

HAM: hardcoe Advanced Mods 2.0 ( Formally FONVA )
Russell "Castle" Meakim Jr
Get the mods http://www.newvegasnexus.com/downloads/file.php?id=36832
=============================
This is a Fallout New Vegas game play overhaul. All modules are now available as optional separate downloads or you can get them all at once with the full package. This update is the last large update to most of the smaller modules. The spawns module will become the main focus while HAM will primarily become my side experimental projects while helping out the FWE team and hopefully Martigen when/if he comes around again.

One nice thing to note is that as time goes on these modules will be updated and modified to compliment and not conflict with future work on the FWE team.

==Version 2.0 change list==
*Changed name of mod to FONVA to HAM: hardcoe Advanced Mods
*HAM-Spawns: Cleaned up spawns to reduce both random battles and creatures that seemed out of place.
*HAM-Spawns: Increased max dead bodies per cell.
*HAM-SixHands: Detonators no longer count as a hand.
*HAM-SixHands: Now includes explosives in a separate pool.
*HAM-Needs: Cost of auto-regen reduced. ( Damage module spiked challenge level dramatically and the cost of the regen was simply out of control.)
*HAM-Damage: First public release.


HAM-Spawns.esm
============================
Greatly increased the number of spawn points in the wasteland by hand. All spawns are appropriate for the location and behave exactly like the ones in the game normally. There are just a lot more of them and locations that were once empty are now populated and much more dynamic.

*This version cleans a lot of the spawns up and should feel more like how the game should have shipped rather than a constant random war. Various bits of feedback about NPC and creature placement have been addressed.


HAM-Damage.esm
============================
Increases damage of all weapons in the game by modifying ammo and ammo effects. This method allows for just guns to do far higher damage than before without ruining the balance of damage threshold. This module also has the side effect that melee weapons are not so overpowered anymore and energy weapons are considerably more effective as well. Of the other mods this one is the most experimental and the least compatible. I am merely releasing because it turned out pretty cool but I still wish to find a more elegant solution.

*Ammo effects double base damage of a gun and double base DT of the target.
*Reduced sneak attack damage bonus to 2 ( was 4 )
*Weapon skill has less influence on weapon damage.
-At 0 skill you will be able to do 80% weapon damage.
-at 100 skill you gain 20% more damage.

*WARNING! Mixing this module with other mods that increase global damage or reduce player health to 150~ makes damage absolutely insane!


HAM-SixHands.esp
====>*NVSE* Needed!<====
In Fallout New Vegas there are one and two handed weapons.
With this mod active you are allowed to carry 6 hands worth of weapons before your max carry weight is reduced by 20wg for every hand over the 6 hand limit.

(NEW!) Now includes explosives! You can carry up to six explosives such as grenades, mines and C4 before taking a 20wg penalty for each one over 6.


HAM-Needs.esp
====>*hardcoe Mode* Needed!<====
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. If you do not use stimpaks to recover health your body fatigues much faster forcing you to eat drink and sleep more often.


HAM-Basics.esp
====>*hardcoe Mode* Needed!<====
This module covers all of the same things that most, if not all other overhaul modules also cover. If you play with a heavily moded game then this most likely has nothing new to offer. If you do not then this module covers all the basics baring slower leveling speed and less skill points per level.

*Removes health regen from food.
*Adjusts effects of Nuka Cola and sugary drinks.
*Drinkable water sources, Hydra and cocktails are nerfed to a more balanced state.
*Adjustments made to make cooked foods more useful than more *common foods. Increased rads on all foods.
*Chems, books, magazines and stimpaks now have weight.
*Ammo, food, chems and stimpaks are much more rare.
*Cost of repair with NPCs is slightly cheaper.
*Harder to repair items yourself
*NPCs sell items for more.
*NPCs buy items for less.


I am open for all requests, comments, feedback so feel free to let me know what you think.

credits special thanks
============================
Corena Harton ( Cover art for HAM, lol you rock babe! )
adelamer2569 and (Helped me out of a pinch by merging an esp into an esm.)
behippo ( Example script for Six hands )
DarkUncleBoh ( Comments suggestions )
TomSawyer ( Comments suggestions )
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carley moss
 
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Post » Sun Aug 08, 2010 3:09 pm

This looks great, especially the spawn module. I'll use this in my game.
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K J S
 
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Post » Sun Aug 08, 2010 8:59 am

Looking forward to trying out some of the changes.

One comment on 6 hands and explosives: IMO that feels far too restrictive for anyone who wants to build an "explosives based" character (what I happen to be using on my current play through) since you are in effect now limiting the characters primary ammunition. I think I'd prefer to see something along the lines of, your first 6 explosives are free - after that, every 12 explosives (or fraction of) counts as one hand.

So: grenade rifle (2) + 10mm pistol (1) + sturdy caravan shotgun (2) + 24 sticks of dynamite (2) + 6 frag grenades (free) = 7 hands, or 20wg worth of penalty.
(More or less what I'm carrying now)

...rather than the same loadout resulting in a 480wg penalty...

This would also encourage me to make a choice - ditch the shotgun and carry more explosives, or just deal with the low capacity?


On the one hand, 12 may seem like a lot (when comparing the bulk of 12 mines to a 9mm pistol)... but balance/gameplay issues need to be taken into account as well IMO.

Another thought is to have the number of explosives that equal one hand, be adjusted based on ranks in the demolitions expert perk and/or explosives skill. In other words:
- first 6 explosives free
- base value of 2 explosives per hand
- plus 1 explosive per hand, for every 25 points of explosives skill
- plus 2 explosives per hand, for every rank of demolitions expert perk

This way a character with only 30 explosives, is going to pay heavily for carrying many explosives, at only 3 per hand...
...meanwhile a master demolitions expert with 100 skill and 3 ranks of the perk, will carry 12 explosives per hand - making the trade off of fewer guns for more BOOM a more favorable one.
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Maeva
 
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Post » Sun Aug 08, 2010 3:10 pm

Looking forward to trying out some of the changes.

One comment on 6 hands and explosives: IMO that feels far too restrictive for anyone who wants to build an "explosives based" character (what I happen to be using on my current play through) since you are in effect now limiting the characters primary ammunition. I think I'd prefer to see something along the lines of, your first 6 explosives are free - after that, every 12 explosives (or fraction of) counts as one hand.

So: grenade rifle (2) + 10mm pistol (1) + sturdy caravan shotgun (2) + 24 sticks of dynamite (2) + 6 frag grenades (free) = 7 hands, or 20wg worth of penalty.
(More or less what I'm carrying now)

...rather than the same loadout resulting in a 480wg penalty...

This would also encourage me to make a choice - ditch the shotgun and carry more explosives, or just deal with the low capacity?


On the one hand, 12 may seem like a lot (when comparing the bulk of 12 mines to a 9mm pistol)... but balance/gameplay issues need to be taken into account as well IMO.

Another thought is to have the number of explosives that equal one hand, be adjusted based on ranks in the demolitions expert perk and/or explosives skill. In other words:
- first 6 explosives free
- base value of 2 explosives per hand
- plus 1 explosive per hand, for every 25 points of explosives skill
- plus 2 explosives per hand, for every rank of demolitions expert perk

This way a character with only 30 explosives, is going to pay heavily for carrying many explosives, at only 3 per hand...
...meanwhile a master demolitions expert with 100 skill and 3 ranks of the perk, will carry 12 explosives per hand - making the trade off of fewer guns for more BOOM a more favorable one.


hmm

I will definitely look into this for a weekend update. should be easy to hook up.
Explosives skill could influence how many explosives count per hand is a pretty cool idea. I like that idea a lot and should not be too limiting for an explosives character.
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Hilm Music
 
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Post » Sun Aug 08, 2010 10:11 pm

hmm

I will definitely look into this for a weekend update. should be easy to hook up.
Explosives skill could influence how many explosives count per hand is a pretty cool idea. I like that idea a lot and should not be too limiting for an explosives character.

I'd actually had the idea of granting bonus hands based on other weapon skills as well. The graceful way to do it would be a little bit more complex, but not too bad -- something along the lines of, "when you reach 100 guns skill, you get 2 free hands of guns only" / "when you reach 100 energy skill, you get 2 free hands of energy only", ditto for melee and unarmed.

The idea being to give those characters who have specialized in a particular weapon type, an extra choice of their chosen type.

Take it or leave it - like I said, just something that has been kicking around in my head.
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Trish
 
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Post » Sun Aug 08, 2010 12:26 pm

I'd actually had the idea of granting bonus hands based on other weapon skills as well. The graceful way to do it would be a little bit more complex, but not too bad -- something along the lines of, "when you reach 100 guns skill, you get 2 free hands of guns only" / "when you reach 100 energy skill, you get 2 free hands of energy only", ditto for melee and unarmed.

The idea being to give those characters who have specialized in a particular weapon type, an extra choice of their chosen type.

Take it or leave it - like I said, just something that has been kicking around in my head.


ill have to see how this module compliments future work. It may come down to a need to allow ways to reduce the burden of the hand penalty.
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Lauren Graves
 
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Post » Sun Aug 08, 2010 10:13 pm

the spawn rating is way too high, itfeels like serious sam instead of fallout :D

My suggestion would be
leave the critter spawn as it was and just work with the different bandit groups, maybe some more NCR patrols too
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Bad News Rogers
 
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Post » Sun Aug 08, 2010 7:29 pm

Serious sam? And I was worried that I toned it down too much!
Is it like this in all locations for you or just some? if it gets overly crazy in specific locations I am able to make adjustments.
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Kristian Perez
 
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Post » Sun Aug 08, 2010 10:10 pm

Keep the overly crazy spawn around as an option at least! :mohawk:
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Princess Johnson
 
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Post » Sun Aug 08, 2010 3:27 pm

Keep the overly crazy spawn around as an option at least! :mohawk:


I feel that crazy spawns should be a scalable programmatic solution while hand placed spawns should feel more like the normal game. Combine the two and this would allow MMM to really do its thing. But for now I suppose its not the most terrible idea to have crazy spawns as an option hehe at least.
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Taylrea Teodor
 
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Post » Sun Aug 08, 2010 6:25 pm

I gave it a shot (more life to the wasteland is always a good thing!) but had to turn it off as the number of spawns (well, processing the additional AI) was causing lag and freezing. I don't have a great system, just meeting or above the minimum requirements. Running into a den of coyotes, a molerat pack and having the Powder Ganger camps actually look like camps was neat though.
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SiLa
 
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Post » Sun Aug 08, 2010 12:52 pm

You mentioned working on the FWE team, does this mean a FWE is being worked on for NV? FWE is perhaps the best mod I have ever seen(between MW,OB and FO3). Every game should have a customization option menu like FWE 5, unless you have your own overhaul mod(which mean you already have everything customized the way you want,like Arwens) then why would you not want FWE? Oh the joy of just thinking about it.
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Charity Hughes
 
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Post » Sun Aug 08, 2010 9:13 pm

Just a thought, for your additonal creatures spawn mod. http://www.newvegasnexus.com/downloads/file.php?id=38368#fileanchor

Might be cool to use some of that!
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koumba
 
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Post » Sun Aug 08, 2010 10:16 pm

Something to watch out for. If you install the increased spawns module after you saved Primm make sure to note that some extra gangster spawns will be present and can cause problems. Ill try to fix this however I can.

@Mavkiel, I like the idea of adding a larger verity of creatures but from what I can tell the increased spawns module does not conflict with that mod at all. All I do is add more spawns in the world space so compatibility is super straightforward.
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Lalla Vu
 
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Post » Sun Aug 08, 2010 10:53 am

Nice, looking forward to trying the new spawn module. And hopefully no more vanishing corpses!
:kudos:
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Nuno Castro
 
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Post » Sun Aug 08, 2010 11:59 am

You mentioned working on the FWE team, does this mean a FWE is being worked on for NV? FWE is perhaps the best mod I have ever seen(between MW,OB and FO3).


http://www.youtube.com/watch?v=230I-OoobR0&hd=1
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Jonathan Windmon
 
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Post » Sun Aug 08, 2010 4:34 pm

http://www.youtube.com/watch?v=230I-OoobR0&hd=1

I did not want to watch the video as I have seen little of NV(I always wait for Beth games to be out a while before picking them up, to iron bugs and for mods) and I don't want to see spoilers(even minor). But I am hopeful!
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Donald Richards
 
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Post » Sun Aug 08, 2010 10:01 pm

All I have to say to that is :)
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Alex Blacke
 
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Post » Sun Aug 08, 2010 5:25 pm

I just wanted to give some feedback on the damage module. I just got caught out in the open by the legion assassins and in the hail of bullets that followed managed to get to cover before taking too much damage. I've got a DT of 9 and they had 10ml submachineguns so I don't think I should have survived that encounter. I don't really know terribly much about DT and all that so I'm interested in an opinion on this.
Npc's with rifles are a real challenge though. Just on a side note unfortunately in default new vegas I feel the legion falls far short of its "fearsome" reputation.

/edit also, do npc's get to use AP rounds or are they stuck with normal ammo?
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Music Show
 
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Post » Sun Aug 08, 2010 4:49 pm

http://www.youtube.com/watch?v=230I-OoobR0&hd=1


And here I was thinking about starting a new game, but now I don't want to start it cause I know when that comes out I'll just want to start a new new game again and my new game will become my old game and stuff.
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Charles Weber
 
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Post » Sun Aug 08, 2010 9:18 am

I just wanted to give some feedback on the damage module. I just got caught out in the open by the legion assassins and in the hail of bullets that followed managed to get to cover before taking too much damage. I've got a DT of 9 and they had 10ml submachineguns so I don't think I should have survived that encounter. I don't really know terribly much about DT and all that so I'm interested in an opinion on this.
Npc's with rifles are a real challenge though. Just on a side note unfortunately in default new vegas I feel the legion falls far short of its "fearsome" reputation.

/edit also, do npc's get to use AP rounds or are they stuck with normal ammo?


With the damage module DT becomes way more important. A DT level of 9 is pretty well geared and will seemingly stop shotgun and small arms damage surprisingly well. How DT in the damage module works can be explained fairly easily, If the damage done to the target is below the damage threshold it causes damage to decrease greatly. If Damage done is above the threshold then DT is only subtracted from the damage done.

I don't think npcs use AP ammo but I would imagine that they can. They certainly use the modified ammo in the damage module from what I can tell.
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Heather beauchamp
 
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Post » Sun Aug 08, 2010 8:53 am

With the damage module DT becomes way more important. A DT level of 9 is pretty well geared and will seemingly stop shotgun and small arms damage surprisingly well. How DT in the damage module works can be explained fairly easily, If the damage done to the target is below the damage threshold it causes damage to decrease greatly. If Damage done is above the threshold then DT is only subtracted from the damage done.

I don't think npcs use AP ammo but I would imagine that that can. They certainly use the modified ammo in the damage module from what I can tell.


Thanks for that explanation, I don't feel like I've cheated death then. This module is quite good, it feels a lot better than simply upping the damage which I did on a previous playthrough which made things too easy. Thanks too for all the different modules.
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jasminε
 
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Post » Sun Aug 08, 2010 9:21 pm

Thanks for that explanation, I don't feel like I've cheated death then. This module is quite good, it feels a lot better than simply upping the damage which I did on a previous playthrough which made things too easy. Thanks too for all the different modules.


Yeah, it mostly just exaggerates the current system without destroying the careful balance that Obsidian put forth and it also doesn't have the side effect of making the already over powered melee weapons more powerful too.
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Sun of Sammy
 
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Post » Sun Aug 08, 2010 10:44 am

It was recently suggested that I should split the spawns module from HAM off into its own mod complete with a new and far more descriptive name and more features. I have been kind of debating this myself for awhile now. The spawns module is very popular compared to the other, albeit more nitch modules. So I am mulling over this for a bit. I don't want to compete toe to toe with Martigen on this front though imo its not like I haven't already started to help him with the new MMM to some extent already.

What should I call it?
And what additional features do people want to see most with the spawns module?

any suggestions? ( Including bug fixes if you want )
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Kate Murrell
 
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Post » Sun Aug 08, 2010 4:05 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!
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stevie critchley
 
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